Trait IEditorExportPlatformExtension
pub trait IEditorExportPlatformExtension: GodotClass<Base = EditorExportPlatformExtension> + You_forgot_the_attribute__godot_api {
Show 38 methods
// Required methods
fn get_preset_features(
&self,
preset: Option<Gd<EditorExportPreset>>,
) -> PackedStringArray;
fn get_os_name(&self) -> GString;
fn get_name(&self) -> GString;
fn get_logo(&self) -> Option<Gd<Texture2D>>;
fn has_valid_export_configuration(
&self,
preset: Option<Gd<EditorExportPreset>>,
debug: bool,
) -> bool;
fn has_valid_project_configuration(
&self,
preset: Option<Gd<EditorExportPreset>>,
) -> bool;
fn get_binary_extensions(
&self,
preset: Option<Gd<EditorExportPreset>>,
) -> PackedStringArray;
fn export_project(
&mut self,
preset: Option<Gd<EditorExportPreset>>,
debug: bool,
path: GString,
flags: DebugFlags,
) -> Error;
fn get_platform_features(&self) -> PackedStringArray;
// Provided methods
fn init(base: Base<Self::Base>) -> Self { ... }
fn to_string(&self) -> GString { ... }
fn on_notification(&mut self, what: ObjectNotification) { ... }
fn get_property(&self, property: StringName) -> Option<Variant> { ... }
fn set_property(&mut self, property: StringName, value: Variant) -> bool { ... }
fn get_property_list(&mut self) -> Vec<PropertyInfo> { ... }
fn validate_property(&self, property: &mut PropertyInfo) { ... }
fn property_get_revert(&self, property: StringName) -> Option<Variant> { ... }
fn is_executable(&self, path: GString) -> bool { ... }
fn get_export_options(&self) -> Array<Dictionary> { ... }
fn should_update_export_options(&mut self) -> bool { ... }
fn get_export_option_visibility(
&self,
preset: Option<Gd<EditorExportPreset>>,
option: GString,
) -> bool { ... }
fn get_export_option_warning(
&self,
preset: Option<Gd<EditorExportPreset>>,
option: StringName,
) -> GString { ... }
fn poll_export(&mut self) -> bool { ... }
fn get_options_count(&self) -> i32 { ... }
fn get_options_tooltip(&self) -> GString { ... }
fn get_option_icon(&self, device: i32) -> Option<Gd<ImageTexture>> { ... }
fn get_option_label(&self, device: i32) -> GString { ... }
fn get_option_tooltip(&self, device: i32) -> GString { ... }
fn get_device_architecture(&self, device: i32) -> GString { ... }
fn cleanup(&mut self) { ... }
fn run(
&mut self,
preset: Option<Gd<EditorExportPreset>>,
device: i32,
debug_flags: DebugFlags,
) -> Error { ... }
fn get_run_icon(&self) -> Option<Gd<Texture2D>> { ... }
fn can_export(
&self,
preset: Option<Gd<EditorExportPreset>>,
debug: bool,
) -> bool { ... }
fn export_pack(
&mut self,
preset: Option<Gd<EditorExportPreset>>,
debug: bool,
path: GString,
flags: DebugFlags,
) -> Error { ... }
fn export_zip(
&mut self,
preset: Option<Gd<EditorExportPreset>>,
debug: bool,
path: GString,
flags: DebugFlags,
) -> Error { ... }
fn export_pack_patch(
&mut self,
preset: Option<Gd<EditorExportPreset>>,
debug: bool,
path: GString,
patches: PackedStringArray,
flags: DebugFlags,
) -> Error { ... }
fn export_zip_patch(
&mut self,
preset: Option<Gd<EditorExportPreset>>,
debug: bool,
path: GString,
patches: PackedStringArray,
flags: DebugFlags,
) -> Error { ... }
fn get_debug_protocol(&self) -> GString { ... }
}
Expand description
Virtual methods for class EditorExportPlatformExtension
.
These methods represent constructors (init
) or callbacks invoked by the engine.
See also Godot docs for EditorExportPlatformExtension
methods.
Required Methods§
fn get_preset_features( &self, preset: Option<Gd<EditorExportPreset>>, ) -> PackedStringArray
fn get_os_name(&self) -> GString
fn get_name(&self) -> GString
fn get_logo(&self) -> Option<Gd<Texture2D>>
fn has_valid_export_configuration( &self, preset: Option<Gd<EditorExportPreset>>, debug: bool, ) -> bool
fn has_valid_project_configuration( &self, preset: Option<Gd<EditorExportPreset>>, ) -> bool
fn get_binary_extensions( &self, preset: Option<Gd<EditorExportPreset>>, ) -> PackedStringArray
fn export_project( &mut self, preset: Option<Gd<EditorExportPreset>>, debug: bool, path: GString, flags: DebugFlags, ) -> Error
fn get_platform_features(&self) -> PackedStringArray
Provided Methods§
fn init(base: Base<Self::Base>) -> Self
fn init(base: Base<Self::Base>) -> Self
Godot constructor, accepting an injected base
object.
base
refers to the base instance of the class, which can either be stored in a Base<T>
field or discarded.
This method returns a fully-constructed instance, which will then be moved into a Gd<T>
pointer.
If the class has a #[class(init)]
attribute, this method will be auto-generated and must not be overridden.
fn to_string(&self) -> GString
fn to_string(&self) -> GString
String representation of the Godot instance.
Override this method to define how the instance is represented as a string.
Used by impl Display for Gd<T>
, as well as str()
and print()
in GDScript.
fn on_notification(&mut self, what: ObjectNotification)
fn on_notification(&mut self, what: ObjectNotification)
Called when the object receives a Godot notification.
The type of notification can be identified through what
. The enum is designed to hold all possible NOTIFICATION_*
constants that the current class can handle. However, this is not validated in Godot, so an enum variant Unknown
exists
to represent integers out of known constants (mistakes or future additions).
This method is named _notification
in Godot, but on_notification
in Rust. To send notifications, use the
Object::notify
method.
See also in Godot docs:
fn get_property(&self, property: StringName) -> Option<Variant>
fn get_property(&self, property: StringName) -> Option<Variant>
Called whenever get()
is called or Godot gets the value of a property.
Should return the given property
’s value as Some(value)
, or None
if the property should be handled normally.
See also in Godot docs:
fn set_property(&mut self, property: StringName, value: Variant) -> bool
fn set_property(&mut self, property: StringName, value: Variant) -> bool
Called whenever Godot set()
is called or Godot sets the value of a property.
Should set property
to the given value
and return true
, or return false
to indicate the property
should be handled normally.
See also in Godot docs:
fn get_property_list(&mut self) -> Vec<PropertyInfo>
Available on since_api="4.3"
only.
fn get_property_list(&mut self) -> Vec<PropertyInfo>
since_api="4.3"
only.Called whenever Godot get_property_list()
is called, the returned vector here is
appended to the existing list of properties.
This should mainly be used for advanced purposes, such as dynamically updating the property list in the editor.
See also in Godot docs:
fn validate_property(&self, property: &mut PropertyInfo)
Available on since_api="4.2"
only.
fn validate_property(&self, property: &mut PropertyInfo)
since_api="4.2"
only.Called whenever Godot retrieves value of property. Allows to customize existing properties.
Every property info goes through this method, except properties added with get_property_list()
.
Exposed property
here is a shared mutable reference obtained (and returned to) from Godot.
See also in the Godot docs:
fn property_get_revert(&self, property: StringName) -> Option<Variant>
fn property_get_revert(&self, property: StringName) -> Option<Variant>
Called by Godot to tell if a property has a custom revert or not.
Return None
for no custom revert, and return Some(value)
to specify the custom revert.
This is a combination of Godot’s Object::_property_get_revert
and Object::_property_can_revert
. This means that this
function will usually be called twice by Godot to find the revert.
Note that this should be a pure function. That is, it should always return the same value for a property as long as self
remains unchanged. Otherwise, this may lead to unexpected (safe) behavior.
fn is_executable(&self, path: GString) -> bool
fn get_export_options(&self) -> Array<Dictionary>
fn should_update_export_options(&mut self) -> bool
fn get_export_option_visibility( &self, preset: Option<Gd<EditorExportPreset>>, option: GString, ) -> bool
fn get_export_option_warning( &self, preset: Option<Gd<EditorExportPreset>>, option: StringName, ) -> GString
fn poll_export(&mut self) -> bool
fn get_options_count(&self) -> i32
fn get_options_tooltip(&self) -> GString
fn get_option_icon(&self, device: i32) -> Option<Gd<ImageTexture>>
fn get_option_label(&self, device: i32) -> GString
fn get_option_tooltip(&self, device: i32) -> GString
fn get_device_architecture(&self, device: i32) -> GString
fn cleanup(&mut self)
fn run( &mut self, preset: Option<Gd<EditorExportPreset>>, device: i32, debug_flags: DebugFlags, ) -> Error
fn get_run_icon(&self) -> Option<Gd<Texture2D>>
fn can_export( &self, preset: Option<Gd<EditorExportPreset>>, debug: bool, ) -> bool
fn export_pack( &mut self, preset: Option<Gd<EditorExportPreset>>, debug: bool, path: GString, flags: DebugFlags, ) -> Error
fn export_zip( &mut self, preset: Option<Gd<EditorExportPreset>>, debug: bool, path: GString, flags: DebugFlags, ) -> Error
fn export_pack_patch( &mut self, preset: Option<Gd<EditorExportPreset>>, debug: bool, path: GString, patches: PackedStringArray, flags: DebugFlags, ) -> Error
fn export_zip_patch( &mut self, preset: Option<Gd<EditorExportPreset>>, debug: bool, path: GString, patches: PackedStringArray, flags: DebugFlags, ) -> Error
fn get_debug_protocol(&self) -> GString
Dyn Compatibility§
This trait is not dyn compatible.
In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.