d7fd86d51a
-fixes to make scenes exported from godot 2.x work
199 lines
6 KiB
C++
199 lines
6 KiB
C++
/*************************************************************************/
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/* editor_import_export.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef EDITOR_IMPORT_EXPORT_H
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#define EDITOR_IMPORT_EXPORT_H
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#include "resource.h"
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#include "scene/main/node.h"
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#include "scene/resources/texture.h"
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class EditorProgress;
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class FileAccess;
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class EditorExportPreset : public Reference {
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GDCLASS( EditorExportPreset,Reference )
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public:
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enum ExportFilter {
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EXPORT_RESOURCES,
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EXPORT_SELECTED,
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EXPORT_ALL,
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};
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private:
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ExportFilter export_filter;
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String exporter;
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Set<String> selected_files;
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bool debug;
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friend class EditorExport;
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List<PropertyInfo> properties;
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Map<StringName,Variant> values;
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protected:
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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public:
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Vector<StringName> get_files_to_export() const;
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EditorExportPreset();
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};
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class EditorExportPlatform : public Reference {
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GDCLASS( EditorExportPlatform,Reference )
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public:
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typedef Error (*EditorExportSaveFunction)(void *p_userdata,const String& p_path, const Vector<uint8_t>& p_data,int p_file,int p_total);
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private:
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struct SavedData {
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String path;
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uint64_t ofs;
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uint64_t size;
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};
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struct PackData {
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FileAccess *f;
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Vector<SavedData> file_ofs;
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EditorProgress *ep;
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};
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struct ZipData {
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void* zip;
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EditorProgress *ep;
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int count;
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};
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void gen_debug_flags(Vector<String> &r_flags, int p_flags);
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static Error _save_pack_file(void *p_userdata,const String& p_path, const Vector<uint8_t>& p_data,int p_file,int p_total);
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static Error _save_zip_file(void *p_userdata,const String& p_path, const Vector<uint8_t>& p_data,int p_file,int p_total);
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protected:
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virtual void get_preset_features(const Ref<EditorExportPreset>& p_preset,List<String*> r_features)=0;
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String find_export_template(String template_file_name, String *err=NULL) const;
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public:
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struct ExportOption {
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PropertyInfo option;
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Variant default_value;
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ExportOption(const PropertyInfo& p_info,const Variant& p_default) { option=p_info; default_value=p_default; }
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ExportOption() {}
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};
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virtual void get_export_options(ExportOption *r_options)=0;
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virtual Ref<EditorExportPreset> create_preset()=0;
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virtual String get_name() const =0;
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virtual Ref<Texture> get_logo() const =0;
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Error export_project_files(const Ref<EditorExportPreset>& p_preset,EditorExportSaveFunction p_func, void* p_udata);
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Error save_pack(const Ref<EditorExportPreset>& p_preset,FileAccess *p_where);
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Error save_zip(const Ref<EditorExportPreset>& p_preset,const String& p_path);
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virtual bool poll_devices() { return false; }
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virtual int get_device_count() const { return 0; }
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virtual String get_device_name(int p_device) const { return ""; }
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virtual String get_device_info(int p_device) const { return ""; }
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enum DebugFlags {
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DEBUG_FLAG_DUMB_CLIENT=1,
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DEBUG_FLAG_REMOTE_DEBUG=2,
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DEBUG_FLAG_REMOTE_DEBUG_LOCALHOST=4,
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DEBUG_FLAG_VIEW_COLLISONS=8,
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DEBUG_FLAG_VIEW_NAVIGATION=16,
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};
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virtual Error run(int p_device,int p_debug_flags) { return OK; }
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virtual bool can_export(String *r_error=NULL) const=0;
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virtual String get_binary_extension() const=0;
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virtual Error export_project(const Ref<EditorExportPreset>& p_preset,const String& p_path,int p_flags=0)=0;
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EditorExportPlatform();
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};
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class EditorExport : public Node {
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GDCLASS(EditorExport,Node);
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Vector<Ref<EditorExportPlatform> > export_platforms;
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Vector<Ref<EditorExportPreset> > export_presets;
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static EditorExport *singleton;
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protected:
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static void _bind_methods();
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public:
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void add_export_platform(const Ref<EditorExportPlatform>& p_platform);
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int get_export_platform_count();
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Ref<EditorExportPlatform> get_export_platform(int p_idx);
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void add_export_preset(const Ref<EditorExportPreset>& p_preset,int p_at_pos=-1);
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int get_export_preset_count() const;
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Ref<EditorExportPreset> get_export_preset(int p_idx);
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void remove_export_preset(int p_idx);
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void load_config();
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void save_config();
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EditorExport();
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~EditorExport();
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};
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#endif // EDITOR_IMPORT_EXPORT_H
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