godot/editor/export/editor_export_plugin.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

152 lines
6.5 KiB
C++

/**************************************************************************/
/* editor_export_plugin.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. */
/**************************************************************************/
#ifndef EDITOR_EXPORT_PLUGIN_H
#define EDITOR_EXPORT_PLUGIN_H
#include "core/extension/gdextension.h"
#include "editor_export_preset.h"
#include "editor_export_shared_object.h"
#include "scene/main/node.h"
class EditorExportPlugin : public RefCounted {
GDCLASS(EditorExportPlugin, RefCounted);
friend class EditorExportPlatform;
Ref<EditorExportPreset> export_preset;
Vector<SharedObject> shared_objects;
struct ExtraFile {
String path;
Vector<uint8_t> data;
bool remap = false;
};
Vector<ExtraFile> extra_files;
bool skipped = false;
Vector<String> ios_frameworks;
Vector<String> ios_embedded_frameworks;
Vector<String> ios_project_static_libs;
String ios_plist_content;
String ios_linker_flags;
Vector<String> ios_bundle_files;
String ios_cpp_code;
Vector<String> macos_plugin_files;
_FORCE_INLINE_ void _clear() {
shared_objects.clear();
extra_files.clear();
skipped = false;
}
_FORCE_INLINE_ void _export_end() {
ios_frameworks.clear();
ios_embedded_frameworks.clear();
ios_bundle_files.clear();
ios_plist_content = "";
ios_linker_flags = "";
ios_cpp_code = "";
macos_plugin_files.clear();
}
// Export
void _export_file_script(const String &p_path, const String &p_type, const Vector<String> &p_features);
void _export_begin_script(const Vector<String> &p_features, bool p_debug, const String &p_path, int p_flags);
void _export_end_script();
protected:
void set_export_preset(const Ref<EditorExportPreset> &p_preset);
Ref<EditorExportPreset> get_export_preset() const;
void add_file(const String &p_path, const Vector<uint8_t> &p_file, bool p_remap);
void add_shared_object(const String &p_path, const Vector<String> &tags, const String &p_target = String());
void add_ios_framework(const String &p_path);
void add_ios_embedded_framework(const String &p_path);
void add_ios_project_static_lib(const String &p_path);
void add_ios_plist_content(const String &p_plist_content);
void add_ios_linker_flags(const String &p_flags);
void add_ios_bundle_file(const String &p_path);
void add_ios_cpp_code(const String &p_code);
void add_macos_plugin_file(const String &p_path);
void skip();
virtual void _export_file(const String &p_path, const String &p_type, const HashSet<String> &p_features);
virtual void _export_begin(const HashSet<String> &p_features, bool p_debug, const String &p_path, int p_flags);
static void _bind_methods();
GDVIRTUAL3(_export_file, String, String, Vector<String>)
GDVIRTUAL4(_export_begin, Vector<String>, bool, String, uint32_t)
GDVIRTUAL0(_export_end)
GDVIRTUAL2RC(bool, _begin_customize_resources, const Ref<EditorExportPlatform> &, const Vector<String> &)
GDVIRTUAL2R(Ref<Resource>, _customize_resource, const Ref<Resource> &, String)
GDVIRTUAL2RC(bool, _begin_customize_scenes, const Ref<EditorExportPlatform> &, const Vector<String> &)
GDVIRTUAL2R(Node *, _customize_scene, Node *, String)
GDVIRTUAL0RC(uint64_t, _get_customization_configuration_hash)
GDVIRTUAL0(_end_customize_scenes)
GDVIRTUAL0(_end_customize_resources)
GDVIRTUAL0RC(String, _get_name)
bool _begin_customize_resources(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features) const; // Return true if this plugin does property export customization
Ref<Resource> _customize_resource(const Ref<Resource> &p_resource, const String &p_path); // If nothing is returned, it means do not touch (nothing changed). If something is returned (either the same or a different resource) it means changes are made.
bool _begin_customize_scenes(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features) const; // Return true if this plugin does property export customization
Node *_customize_scene(Node *p_root, const String &p_path); // Return true if a change was made
uint64_t _get_customization_configuration_hash() const; // Hash used for caching customized resources and scenes.
void _end_customize_scenes();
void _end_customize_resources();
virtual String _get_name() const;
public:
Vector<String> get_ios_frameworks() const;
Vector<String> get_ios_embedded_frameworks() const;
Vector<String> get_ios_project_static_libs() const;
String get_ios_plist_content() const;
String get_ios_linker_flags() const;
Vector<String> get_ios_bundle_files() const;
String get_ios_cpp_code() const;
const Vector<String> &get_macos_plugin_files() const;
EditorExportPlugin();
};
#endif // EDITOR_EXPORT_PLUGIN_H