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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "EditorExportPlugin" inherits= "Reference" version= "3.5" >
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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 >
</tutorials>
<methods >
<method name= "_export_begin" qualifiers= "virtual" >
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<return type= "void" />
<argument index= "0" name= "features" type= "PoolStringArray" />
<argument index= "1" name= "is_debug" type= "bool" />
<argument index= "2" name= "path" type= "String" />
<argument 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. [code]features[/code] is the list of features for the export, [code]is_debug[/code] is [code]true[/code] for debug builds, [code]path[/code] is the target path for the exported project. [code]flags[/code] 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" />
<argument index= "0" name= "path" type= "String" />
<argument index= "1" name= "type" type= "String" />
<argument index= "2" name= "features" type= "PoolStringArray" />
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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. [code]path[/code] is the path of the file, [code]type[/code] is the [Resource] represented by the file (e.g. [PackedScene]) and [code]features[/code] is the list of features for the export.
Calling [method skip] inside this callback will make the file not included in the export.
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</description>
</method>
<method name= "add_file" >
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<return type= "void" />
<argument index= "0" name= "path" type= "String" />
<argument index= "1" name= "file" type= "PoolByteArray" />
<argument index= "2" name= "remap" type= "bool" />
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<description >
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Adds a custom file to be exported. [code]path[/code] is the virtual path that can be used to load the file, [code]file[/code] is the binary data of the file. If [code]remap[/code] is [code]true[/code], file will not be exported, but instead remapped to the given [code]path[/code].
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</description>
</method>
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<method name= "add_ios_bundle_file" >
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<return type= "void" />
<argument index= "0" name= "path" type= "String" />
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<description >
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Adds an iOS bundle file from the given [code]path[/code] to the exported project.
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</description>
</method>
<method name= "add_ios_cpp_code" >
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<return type= "void" />
<argument 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" />
<argument 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.
[b]Note:[/b] For static libraries (*.a) works in same way as [method add_ios_framework].
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" />
<argument 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" />
<argument 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" />
<argument 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" />
<argument index= "0" name= "path" type= "String" />
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<description >
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Adds a static lib from the given [code]path[/code] to the iOS project.
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</description>
</method>
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<method name= "add_osx_plugin_file" >
<return type= "void" />
<argument index= "0" name= "path" type= "String" />
<description >
Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] directory of macOS app bundle.
[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" />
<argument index= "0" name= "path" type= "String" />
<argument index= "1" name= "tags" type= "PoolStringArray" />
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<description >
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Adds a shared object or a directory containing only shared objects with the given [code]tags[/code] and destination [code]path[/code].
[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>
<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>
<constants >
</constants>
</class>