godot/platform/windows/export/export.h

38 lines
1,011 B
C++

#include "tools/editor/editor_import_export.h"
class EditorExportPlatformWindows : public EditorExportPlatformPC {
OBJ_TYPE( EditorExportPlatformWindows,EditorExportPlatformPC );
private:
String icon_ico;
String icon_png;
bool icon16;
bool icon32;
bool icon48;
bool icon64;
bool icon128;
bool icon256;
String company_name;
String file_description;
String product_name;
String legal_copyright;
String version_text;
int version_major;
int version_minor;
bool set_godot_version;
void store_16(DVector<uint8_t>& vector, uint16_t value); ///< store 16 bits uint
void store_32(DVector<uint8_t>& vector, uint32_t value); ///< store 32 bits uint
protected:
bool _set(const StringName& p_name, const Variant& p_value);
bool _get(const StringName& p_name,Variant &r_ret) const;
void _get_property_list( List<PropertyInfo> *p_list) const;
public:
Error export_project(const String& p_path, bool p_debug,int p_flags=0);
EditorExportPlatformWindows();
};
void register_windows_exporter();