godot/editor/editor_export_godot3.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

69 lines
1.7 KiB
C++

#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> 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 _convert_resources(ExportData &resource);
void _unpack_packed_scene(ExportData &resource);
void _pack_packed_scene(ExportData &resource);
void _find_files(EditorFileSystemDirectory *p_dir, List<String> *r_files);
public:
Error export_godot3(const String &p_path);
EditorExportGodot3();
};
#endif // EDITOR_EXPORT_GODOT3_H