godot/editor/editor_export_godot3.h
Rémi Verschelde b97401f304 Update copyright statements to 2020
And apply clang-format 10 to the codebase.
2020-08-13 22:58:13 +02:00

103 lines
4.1 KiB
C++

/*************************************************************************/
/* editor_export_godot3.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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_GODOT3_H
#define EDITOR_EXPORT_GODOT3_H
#include "editor/editor_file_system.h"
#include "io/export_data.h"
#include "scene/main/node.h"
class EditorExportGodot3 {
Map<String, int> pack_names;
HashMap<Variant, int, VariantHasher> 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<String, String> globals_rename_map;
Map<String, String> prop_rename_map;
Map<String, String> type_rename_map;
Map<String, String> signal_rename_map;
Map<String, String> 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<ExportData::PropertyData> *p_props);
void _add_new_properties(const String &p_type, List<ExportData::PropertyData> *p_props);
void _convert_resources(ExportData &resource);
void _unpack_packed_scene(ExportData &resource);
void _pack_packed_scene(ExportData &resource);
Error _convert_script(const String &p_path, const String &p_target_path, bool mark_converted_lines);
void _find_files(EditorFileSystemDirectory *p_dir, List<String> *r_files);
public:
Error export_godot3(const String &p_path, bool convert_scripts, bool mark_converted_lines);
EditorExportGodot3();
};
#endif // EDITOR_EXPORT_GODOT3_H