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										 |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*  config_file.h                                                         */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*                         This file is part of:                          */ | 
					
						
							|  |  |  | /*                             GODOT ENGINE                               */ | 
					
						
							|  |  |  | /*                        https://godotengine.org                         */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | 
					
						
							|  |  |  | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */ | 
					
						
							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* Permission is hereby granted, free of charge, to any person obtaining  */ | 
					
						
							|  |  |  | /* a copy of this software and associated documentation files (the        */ | 
					
						
							|  |  |  | /* "Software"), to deal in the Software without restriction, including    */ | 
					
						
							|  |  |  | /* without limitation the rights to use, copy, modify, merge, publish,    */ | 
					
						
							|  |  |  | /* distribute, sublicense, and/or sell copies of the Software, and to     */ | 
					
						
							|  |  |  | /* permit persons to whom the Software is furnished to do so, subject to  */ | 
					
						
							|  |  |  | /* the following conditions:                                              */ | 
					
						
							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* The above copyright notice and this permission notice shall be         */ | 
					
						
							|  |  |  | /* included in all copies or substantial portions of the Software.        */ | 
					
						
							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */ | 
					
						
							|  |  |  | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */ | 
					
						
							|  |  |  | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ | 
					
						
							|  |  |  | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */ | 
					
						
							|  |  |  | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */ | 
					
						
							|  |  |  | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */ | 
					
						
							|  |  |  | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
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										 |  |  | #ifndef CONFIG_FILE_H
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							|  |  |  | #define CONFIG_FILE_H
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										 |  |  | #include "core/io/file_access.h"
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										 |  |  | #include "core/object/ref_counted.h"
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										 |  |  | #include "core/templates/hash_map.h"
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										 |  |  | #include "core/variant/variant_parser.h"
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										 |  |  | class ConfigFile : public RefCounted { | 
					
						
							|  |  |  | 	GDCLASS(ConfigFile, RefCounted); | 
					
						
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										 |  |  | 	HashMap<String, HashMap<String, Variant>> values; | 
					
						
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										 |  |  | 	PackedStringArray _get_sections() const; | 
					
						
							|  |  |  | 	PackedStringArray _get_section_keys(const String &p_section) const; | 
					
						
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										 |  |  | 	Error _internal_load(const String &p_path, Ref<FileAccess> f); | 
					
						
							|  |  |  | 	Error _internal_save(Ref<FileAccess> file); | 
					
						
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										 |  |  | 	Error _parse(const String &p_path, VariantParser::Stream *p_stream); | 
					
						
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										 |  |  | protected: | 
					
						
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										 |  |  | 	static void _bind_methods(); | 
					
						
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										 |  |  | public: | 
					
						
							|  |  |  | 	void set_value(const String &p_section, const String &p_key, const Variant &p_value); | 
					
						
							|  |  |  | 	Variant get_value(const String &p_section, const String &p_key, Variant p_default = Variant()) const; | 
					
						
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										 |  |  | 	bool has_section(const String &p_section) const; | 
					
						
							|  |  |  | 	bool has_section_key(const String &p_section, const String &p_key) const; | 
					
						
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							|  |  |  | 	void get_sections(List<String> *r_sections) const; | 
					
						
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										 |  |  | 	void get_section_keys(const String &p_section, List<String> *r_keys) const; | 
					
						
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										 |  |  | 	void erase_section(const String &p_section); | 
					
						
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										 |  |  | 	void erase_section_key(const String &p_section, const String &p_key); | 
					
						
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										 |  |  | 	Error save(const String &p_path); | 
					
						
							|  |  |  | 	Error load(const String &p_path); | 
					
						
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										 |  |  | 	Error parse(const String &p_data); | 
					
						
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												Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
											
										 
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										 |  |  | 	String encode_to_text() const; // used by exporter
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										 |  |  | 	void clear(); | 
					
						
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										 |  |  | 	Error load_encrypted(const String &p_path, const Vector<uint8_t> &p_key); | 
					
						
							|  |  |  | 	Error load_encrypted_pass(const String &p_path, const String &p_pass); | 
					
						
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							|  |  |  | 	Error save_encrypted(const String &p_path, const Vector<uint8_t> &p_key); | 
					
						
							|  |  |  | 	Error save_encrypted_pass(const String &p_path, const String &p_pass); | 
					
						
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										 |  |  | }; | 
					
						
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							|  |  |  | #endif // CONFIG_FILE_H
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