godot.EditorExportPlugin
s are automatically invoked whenever the user exports the project. Their most common use is to determine what files are being included in the exported project. For each plugin, godot.EditorExportPlugin._ExportBegin
is called at the beginning of the export process and then godot.EditorExportPlugin._ExportFile
is called for each exported file.
To use godot.EditorExportPlugin
, register it using the godot.EditorPlugin.addExportPlugin
method first.
Constructor
Methods
_ExportBegin(features:HaxeArray<String>, isDebug:Bool, path:String, flags:Int):Void
Virtual method to be overridden by the user. It is called when the export starts and provides all information about the export. features
is the list of features for the export, is_debug
is true
for debug builds, path
is the target path for the exported project. flags
is only used when running a runnable profile, e.g. when using native run on Android.
_ExportFile(path:String, type:String, features:HaxeArray<String>):Void
Virtual method to be overridden by the user. Called for each exported file, providing arguments that can be used to identify the file. path
is the path of the file, type
is the godot.Resource
represented by the file (e.g. godot.PackedScene
) and features
is the list of features for the export.
Calling godot.EditorExportPlugin.skip
inside this callback will make the file not included in the export.
addFile(path:String, file:HaxeArray<UInt8>, remap:Bool):Void
Adds a custom file to be exported. path
is the virtual path that can be used to load the file, file
is the binary data of the file. If remap
is true
, file will not be exported, but instead remapped to the given path
.
addIosBundleFile(path:String):Void
Adds an iOS bundle file from the given path
to the exported project.
addIosCppCode(code:String):Void
Adds a C++ code to the iOS export. The final code is created from the code appended by each active export plugin.
addIosEmbeddedFramework(path:String):Void
Adds a dynamic library (.dylib, .framework) to Linking Phase in iOS's Xcode project and embeds it into resulting binary.
Note: For static libraries (*.a) works in same way as godot.EditorExportPlugin.addIosFramework
.
This method should not be used for System libraries as they are already present on the device.
addIosFramework(path:String):Void
Adds a static library (.a) or dynamic library (.dylib, *.framework) to Linking Phase in iOS's Xcode project.
addSharedObject(path:String, tags:HaxeArray<String>):Void
Adds a shared object with the given tags
and destination path
.
skip():Void
To be called inside godot.EditorExportPlugin._ExportFile
. Skips the current file, so it's not included in the export.