#ifndef EDITOR_EXPORT_GODOT3_H #define EDITOR_EXPORT_GODOT3_H #include "scene/main/node.h" #include "editor/editor_file_system.h" #include "io/export_data.h" class EditorExportGodot3 { Map pack_names; HashMap pack_values; int _pack_name(const String& p_name) { if (pack_names.has(p_name)) { return pack_names[p_name]; } int idx = pack_names.size(); pack_names[p_name]=idx; return idx; } int _pack_value(const Variant& p_value) { if (pack_values.has(p_value)) { return pack_values[p_value]; } int idx = pack_values.size(); pack_values[p_value]=idx; return idx; } Map prop_rename_map; Map type_rename_map; Map signal_rename_map; Map resource_replace_map; String _replace_resource(const String& p_res) { if (resource_replace_map.has(p_res)) return resource_replace_map[p_res]; else return p_res; } Error _get_property_as_text(const Variant& p_variant,String&p_string); void _save_text(const String& p_path,ExportData &resource); void _save_binary_property(const Variant& p_property,FileAccess *f); void _save_binary(const String& p_path,ExportData &resource); void _save_config(const String &p_path); void _rename_properties(const String& p_type,List *p_props); void _convert_resources(ExportData &resource); void _unpack_packed_scene(ExportData &resource); void _pack_packed_scene(ExportData &resource); void _find_files(EditorFileSystemDirectory *p_dir, List * r_files); public: Error export_godot3(const String& p_path); EditorExportGodot3(); }; #endif // EDITOR_EXPORT_GODOT3_H