godot/core/io/export_data.h
Rémi Verschelde f8db8a3faa Bring that Whole New World to the Old Continent too
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6.
2017-03-19 00:36:26 +01:00

85 lines
1.2 KiB
C++

#ifndef EXPORT_DATA_H
#define EXPORT_DATA_H
#include "map.h"
#include "variant.h"
#include "vector.h"
struct ExportData {
struct Dependency {
String path;
String type;
};
Map<int, Dependency> dependencies;
struct PropertyData {
String name;
Variant value;
};
struct ResourceData {
String type;
int index;
List<PropertyData> properties;
};
Vector<ResourceData> resources;
struct NodeData {
bool text_data;
bool instanced;
String name;
String type;
String instance;
//int info
int owner_int; //depending type
int parent_int;
bool instance_is_placeholder;
//text info
NodePath parent;
NodePath owner;
String instance_placeholder;
Vector<String> groups;
List<PropertyData> properties;
NodeData() {
parent_int = 0;
owner_int = 0;
text_data = true;
instanced = false;
}
};
Vector<NodeData> nodes;
struct Connection {
bool text_data;
int from_int;
int to_int;
NodePath from;
NodePath to;
String signal;
String method;
Array binds;
int flags;
Connection() { text_data = true; }
};
Vector<Connection> connections;
Vector<NodePath> editables;
Array node_paths; //for integer packed data
Variant base_scene;
};
#endif // EXPORT_DATA_H