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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "EditorExportPlugin" inherits= "RefCounted" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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A script that is executed when exporting the project.
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</brief_description>
<description >
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[EditorExportPlugin]s are automatically invoked whenever the user exports the project. Their most common use is to determine what files are being included in the exported project. For each plugin, [method _export_begin] is called at the beginning of the export process and then [method _export_file] is called for each exported file.
To use [EditorExportPlugin], register it using the [method EditorPlugin.add_export_plugin] method first.
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</description>
<tutorials >
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<link title= "Export Android plugins" > $DOCS_URL/tutorials/platform/android/android_plugin.html</link>
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</tutorials>
<methods >
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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<method name= "_begin_customize_resources" qualifiers= "virtual const" >
<return type= "bool" />
<param index= "0" name= "platform" type= "EditorExportPlatform" />
<param index= "1" name= "features" type= "PackedStringArray" />
<description >
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Return [code]true[/code] if this plugin will customize resources based on the platform and features used.
When enabled, [method _get_customization_configuration_hash], [method _customize_resource] and [method _customize_scene] will be called and must be implemented.
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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</description>
</method>
<method name= "_begin_customize_scenes" qualifiers= "virtual const" >
<return type= "bool" />
<param index= "0" name= "platform" type= "EditorExportPlatform" />
<param index= "1" name= "features" type= "PackedStringArray" />
<description >
Return true if this plugin will customize scenes based on the platform and features used.
</description>
</method>
<method name= "_customize_resource" qualifiers= "virtual" >
<return type= "Resource" />
<param index= "0" name= "resource" type= "Resource" />
<param index= "1" name= "path" type= "String" />
<description >
Customize a resource. If changes are made to it, return the same or a new resource. Otherwise, return [code]null[/code].
The [i]path[/i] argument is only used when customizing an actual file, otherwise this means that this resource is part of another one and it will be empty.
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Implementing this method is required if [method _begin_customize_resources] returns [code]true[/code].
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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</description>
</method>
<method name= "_customize_scene" qualifiers= "virtual" >
<return type= "Node" />
<param index= "0" name= "scene" type= "Node" />
<param index= "1" name= "path" type= "String" />
<description >
Customize a scene. If changes are made to it, return the same or a new scene. Otherwise, return [code]null[/code]. If a new scene is returned, it is up to you to dispose of the old one.
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Implementing this method is required if [method _begin_customize_scenes] returns [code]true[/code].
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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</description>
</method>
<method name= "_end_customize_resources" qualifiers= "virtual" >
<return type= "void" />
<description >
This is called when the customization process for resources ends.
</description>
</method>
<method name= "_end_customize_scenes" qualifiers= "virtual" >
<return type= "void" />
<description >
This is called when the customization process for scenes ends.
</description>
</method>
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<method name= "_export_begin" qualifiers= "virtual" >
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<return type= "void" />
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<param index= "0" name= "features" type= "PackedStringArray" />
<param index= "1" name= "is_debug" type= "bool" />
<param index= "2" name= "path" type= "String" />
<param index= "3" name= "flags" type= "int" />
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<description >
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Virtual method to be overridden by the user. It is called when the export starts and provides all information about the export. [param features] is the list of features for the export, [param is_debug] is [code]true[/code] for debug builds, [param path] is the target path for the exported project. [param flags] is only used when running a runnable profile, e.g. when using native run on Android.
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</description>
</method>
<method name= "_export_end" qualifiers= "virtual" >
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<return type= "void" />
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<description >
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Virtual method to be overridden by the user. Called when the export is finished.
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</description>
</method>
<method name= "_export_file" qualifiers= "virtual" >
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<return type= "void" />
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<param index= "0" name= "path" type= "String" />
<param index= "1" name= "type" type= "String" />
<param index= "2" name= "features" type= "PackedStringArray" />
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<description >
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Virtual method to be overridden by the user. Called for each exported file, providing arguments that can be used to identify the file. [param path] is the path of the file, [param type] is the [Resource] represented by the file (e.g. [PackedScene]) and [param features] is the list of features for the export.
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Calling [method skip] inside this callback will make the file not included in the export.
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</description>
</method>
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<method name= "_get_android_dependencies" qualifiers= "virtual const" >
<return type= "PackedStringArray" />
<param index= "0" name= "platform" type= "EditorExportPlatform" />
<param index= "1" name= "debug" type= "bool" />
<description >
Virtual method to be overridden by the user. This is called to retrieve the set of Android dependencies provided by this plugin. Each returned Android dependency should have the format of an Android remote binary dependency: [code]org.godot.example:my-plugin:0.0.0[/code]
For more information see [url=https://developer.android.com/build/dependencies?agpversion=4.1#dependency-types]Android documentation on dependencies[/url].
[b]Note:[/b] Only supported on Android and requires [member EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled.
</description>
</method>
<method name= "_get_android_dependencies_maven_repos" qualifiers= "virtual const" >
<return type= "PackedStringArray" />
<param index= "0" name= "platform" type= "EditorExportPlatform" />
<param index= "1" name= "debug" type= "bool" />
<description >
Virtual method to be overridden by the user. This is called to retrieve the URLs of Maven repositories for the set of Android dependencies provided by this plugin.
For more information see [url=https://docs.gradle.org/current/userguide/dependency_management.html#sec:maven_repo]Gradle documentation on dependency management[/url].
[b]Note:[/b] Google's Maven repo and the Maven Central repo are already included by default.
[b]Note:[/b] Only supported on Android and requires [member EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled.
</description>
</method>
<method name= "_get_android_libraries" qualifiers= "virtual const" >
<return type= "PackedStringArray" />
<param index= "0" name= "platform" type= "EditorExportPlatform" />
<param index= "1" name= "debug" type= "bool" />
<description >
Virtual method to be overridden by the user. This is called to retrieve the local paths of the Android libraries archive (AAR) files provided by this plugin.
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[b]Note:[/b] Relative paths [b]must[/b] be relative to Godot's [code]res://addons/[/code] directory. For example, an AAR file located under [code]res://addons/hello_world_plugin/HelloWorld.release.aar[/code] can be returned as an absolute path using [code]res://addons/hello_world_plugin/HelloWorld.release.aar[/code] or a relative path using [code]hello_world_plugin/HelloWorld.release.aar[/code].
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[b]Note:[/b] Only supported on Android and requires [member EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled.
</description>
</method>
<method name= "_get_android_manifest_activity_element_contents" qualifiers= "virtual const" >
<return type= "String" />
<param index= "0" name= "platform" type= "EditorExportPlatform" />
<param index= "1" name= "debug" type= "bool" />
<description >
Virtual method to be overridden by the user. This is used at export time to update the contents of the [code]activity[/code] element in the generated Android manifest.
[b]Note:[/b] Only supported on Android and requires [member EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled.
</description>
</method>
<method name= "_get_android_manifest_application_element_contents" qualifiers= "virtual const" >
<return type= "String" />
<param index= "0" name= "platform" type= "EditorExportPlatform" />
<param index= "1" name= "debug" type= "bool" />
<description >
Virtual method to be overridden by the user. This is used at export time to update the contents of the [code]application[/code] element in the generated Android manifest.
[b]Note:[/b] Only supported on Android and requires [member EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled.
</description>
</method>
<method name= "_get_android_manifest_element_contents" qualifiers= "virtual const" >
<return type= "String" />
<param index= "0" name= "platform" type= "EditorExportPlatform" />
<param index= "1" name= "debug" type= "bool" />
<description >
Virtual method to be overridden by the user. This is used at export time to update the contents of the [code]manifest[/code] element in the generated Android manifest.
[b]Note:[/b] Only supported on Android and requires [member EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled.
</description>
</method>
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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<method name= "_get_customization_configuration_hash" qualifiers= "virtual const" >
<return type= "int" />
<description >
Return a hash based on the configuration passed (for both scenes and resources). This helps keep separate caches for separate export configurations.
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Implementing this method is required if [method _begin_customize_resources] returns [code]true[/code].
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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</description>
</method>
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<method name= "_get_export_features" qualifiers= "virtual const" >
<return type= "PackedStringArray" />
<param index= "0" name= "platform" type= "EditorExportPlatform" />
<param index= "1" name= "debug" type= "bool" />
<description >
Return a [PackedStringArray] of additional features this preset, for the given [param platform], should have.
</description>
</method>
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<method name= "_get_export_option_warning" qualifiers= "virtual const" >
<return type= "String" />
<param index= "0" name= "platform" type= "EditorExportPlatform" />
<param index= "1" name= "option" type= "String" />
<description >
Check the requirements for the given [param option] and return a non-empty warning string if they are not met.
[b]Note:[/b] Use [method get_option] to check the value of the export options.
</description>
</method>
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<method name= "_get_export_options" qualifiers= "virtual const" >
<return type= "Dictionary[]" />
<param index= "0" name= "platform" type= "EditorExportPlatform" />
<description >
Return a list of export options that can be configured for this export plugin.
Each element in the return value is a [Dictionary] with the following keys:
- [code]option[/code]: A dictionary with the structure documented by [method Object.get_property_list], but all keys are optional.
- [code]default_value[/code]: The default value for this option.
- [code]update_visibility[/code]: An optional boolean value. If set to [code]true[/code], the preset will emit [signal Object.property_list_changed] when the option is changed.
</description>
</method>
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<method name= "_get_export_options_overrides" qualifiers= "virtual const" >
<return type= "Dictionary" />
<param index= "0" name= "platform" type= "EditorExportPlatform" />
<description >
Return a [Dictionary] of override values for export options, that will be used instead of user-provided values. Overridden options will be hidden from the user interface.
[codeblock]
class MyExportPlugin extends EditorExportPlugin:
func _get_name() -> String:
return "MyExportPlugin"
func _supports_platform(platform) -> bool:
if platform is EditorExportPlatformPC:
# Run on all desktop platforms including Windows, MacOS and Linux.
return true
return false
func _get_export_options_overrides(platform) -> Dictionary:
# Override "Embed PCK" to always be enabled.
return {
"binary_format/embed_pck": true,
}
[/codeblock]
</description>
</method>
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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<method name= "_get_name" qualifiers= "virtual const" >
<return type= "String" />
<description >
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Return the name identifier of this plugin (for future identification by the exporter). The plugins are sorted by name before exporting.
Implementing this method is required.
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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</description>
</method>
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<method name= "_should_update_export_options" qualifiers= "virtual const" >
<return type= "bool" />
<param index= "0" name= "platform" type= "EditorExportPlatform" />
<description >
Return [code]true[/code], if the result of [method _get_export_options] has changed and the export options of preset corresponding to [param platform] should be updated.
</description>
</method>
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<method name= "_supports_platform" qualifiers= "virtual const" >
<return type= "bool" />
<param index= "0" name= "platform" type= "EditorExportPlatform" />
<description >
Return [code]true[/code] if the plugin supports the given [param platform].
</description>
</method>
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<method name= "add_file" >
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<return type= "void" />
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<param index= "0" name= "path" type= "String" />
<param index= "1" name= "file" type= "PackedByteArray" />
<param index= "2" name= "remap" type= "bool" />
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<description >
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Adds a custom file to be exported. [param path] is the virtual path that can be used to load the file, [param file] is the binary data of the file.
When called inside [method _export_file] and [param remap] is [code]true[/code], the current file will not be exported, but instead remapped to this custom file. [param remap] is ignored when called in other places.
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</description>
</method>
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<method name= "add_ios_bundle_file" >
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<return type= "void" />
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<param index= "0" name= "path" type= "String" />
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<description >
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Adds an iOS bundle file from the given [param path] to the exported project.
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</description>
</method>
<method name= "add_ios_cpp_code" >
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<return type= "void" />
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<param index= "0" name= "code" type= "String" />
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<description >
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Adds a C++ code to the iOS export. The final code is created from the code appended by each active export plugin.
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</description>
</method>
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<method name= "add_ios_embedded_framework" >
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<return type= "void" />
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<param index= "0" name= "path" type= "String" />
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<description >
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Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode project and embeds it into resulting binary.
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[b]Note:[/b] For static libraries (*.a) works in same way as [method add_ios_framework].
[b]Note:[/b] This method should not be used for System libraries as they are already present on the device.
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</description>
</method>
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<method name= "add_ios_framework" >
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<return type= "void" />
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<param index= "0" name= "path" type= "String" />
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<description >
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Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode project.
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</description>
</method>
<method name= "add_ios_linker_flags" >
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<return type= "void" />
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<param index= "0" name= "flags" type= "String" />
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<description >
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Adds linker flags for the iOS export.
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</description>
</method>
<method name= "add_ios_plist_content" >
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<return type= "void" />
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<param index= "0" name= "plist_content" type= "String" />
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<description >
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Adds content for iOS Property List files.
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</description>
</method>
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<method name= "add_ios_project_static_lib" >
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<return type= "void" />
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<param index= "0" name= "path" type= "String" />
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<description >
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Adds a static lib from the given [param path] to the iOS project.
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</description>
</method>
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<method name= "add_macos_plugin_file" >
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<return type= "void" />
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<param index= "0" name= "path" type= "String" />
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<description >
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Adds file or directory matching [param path] to [code]PlugIns[/code] directory of macOS app bundle.
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[b]Note:[/b] This is useful only for macOS exports.
</description>
</method>
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<method name= "add_shared_object" >
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<return type= "void" />
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<param index= "0" name= "path" type= "String" />
<param index= "1" name= "tags" type= "PackedStringArray" />
<param index= "2" name= "target" type= "String" />
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<description >
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Adds a shared object or a directory containing only shared objects with the given [param tags] and destination [param path].
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[b]Note:[/b] In case of macOS exports, those shared objects will be added to [code]Frameworks[/code] directory of app bundle.
In case of a directory code-sign will error if you place non code object in directory.
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</description>
</method>
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<method name= "get_option" qualifiers= "const" >
<return type= "Variant" />
<param index= "0" name= "name" type= "StringName" />
<description >
Returns the current value of an export option supplied by [method _get_export_options].
</description>
</method>
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<method name= "skip" >
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<return type= "void" />
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<description >
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To be called inside [method _export_file]. Skips the current file, so it's not included in the export.
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</description>
</method>
</methods>
</class>