Trait IEditorExportPlugin
pub trait IEditorExportPlugin: GodotClass<Base = EditorExportPlugin> + You_forgot_the_attribute__godot_api {
Show 30 methods
// Required methods
fn customize_resource(
&mut self,
resource: Gd<Resource>,
path: GString,
) -> Option<Gd<Resource>>;
fn customize_scene(
&mut self,
scene: Gd<Node>,
path: GString,
) -> Option<Gd<Node>>;
fn get_customization_configuration_hash(&self) -> u64;
fn get_name(&self) -> GString;
// 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 property_get_revert(&self, property: StringName) -> Option<Variant> { ... }
fn export_file(
&mut self,
path: GString,
type_: GString,
features: PackedStringArray,
) { ... }
fn export_begin(
&mut self,
features: PackedStringArray,
is_debug: bool,
path: GString,
flags: u32,
) { ... }
fn export_end(&mut self) { ... }
fn begin_customize_resources(
&self,
platform: Option<Gd<EditorExportPlatform>>,
features: PackedStringArray,
) -> bool { ... }
fn begin_customize_scenes(
&self,
platform: Option<Gd<EditorExportPlatform>>,
features: PackedStringArray,
) -> bool { ... }
fn end_customize_scenes(&mut self) { ... }
fn end_customize_resources(&mut self) { ... }
fn get_export_options(
&self,
platform: Option<Gd<EditorExportPlatform>>,
) -> Array<Dictionary> { ... }
fn get_export_options_overrides(
&self,
platform: Option<Gd<EditorExportPlatform>>,
) -> Dictionary { ... }
fn should_update_export_options(
&self,
platform: Option<Gd<EditorExportPlatform>>,
) -> bool { ... }
fn get_export_option_warning(
&self,
platform: Option<Gd<EditorExportPlatform>>,
option: GString,
) -> GString { ... }
fn get_export_features(
&self,
platform: Option<Gd<EditorExportPlatform>>,
debug: bool,
) -> PackedStringArray { ... }
fn supports_platform(
&self,
platform: Option<Gd<EditorExportPlatform>>,
) -> bool { ... }
fn get_android_dependencies(
&self,
platform: Option<Gd<EditorExportPlatform>>,
debug: bool,
) -> PackedStringArray { ... }
fn get_android_dependencies_maven_repos(
&self,
platform: Option<Gd<EditorExportPlatform>>,
debug: bool,
) -> PackedStringArray { ... }
fn get_android_libraries(
&self,
platform: Option<Gd<EditorExportPlatform>>,
debug: bool,
) -> PackedStringArray { ... }
fn get_android_manifest_activity_element_contents(
&self,
platform: Option<Gd<EditorExportPlatform>>,
debug: bool,
) -> GString { ... }
fn get_android_manifest_application_element_contents(
&self,
platform: Option<Gd<EditorExportPlatform>>,
debug: bool,
) -> GString { ... }
fn get_android_manifest_element_contents(
&self,
platform: Option<Gd<EditorExportPlatform>>,
debug: bool,
) -> GString { ... }
}
Expand description
Virtual methods for class EditorExportPlugin
.
These methods represent constructors (init
) or callbacks invoked by the engine.
Required Methods§
fn customize_resource( &mut self, resource: Gd<Resource>, path: GString, ) -> Option<Gd<Resource>>
fn customize_scene( &mut self, scene: Gd<Node>, path: GString, ) -> Option<Gd<Node>>
fn get_customization_configuration_hash(&self) -> u64
fn get_name(&self) -> GString
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 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 export_file( &mut self, path: GString, type_: GString, features: PackedStringArray, )
fn export_begin( &mut self, features: PackedStringArray, is_debug: bool, path: GString, flags: u32, )
fn export_end(&mut self)
fn begin_customize_resources( &self, platform: Option<Gd<EditorExportPlatform>>, features: PackedStringArray, ) -> bool
fn begin_customize_scenes( &self, platform: Option<Gd<EditorExportPlatform>>, features: PackedStringArray, ) -> bool
fn end_customize_scenes(&mut self)
fn end_customize_resources(&mut self)
fn get_export_options( &self, platform: Option<Gd<EditorExportPlatform>>, ) -> Array<Dictionary>
fn get_export_options_overrides( &self, platform: Option<Gd<EditorExportPlatform>>, ) -> Dictionary
fn should_update_export_options( &self, platform: Option<Gd<EditorExportPlatform>>, ) -> bool
fn get_export_option_warning( &self, platform: Option<Gd<EditorExportPlatform>>, option: GString, ) -> GString
fn get_export_features( &self, platform: Option<Gd<EditorExportPlatform>>, debug: bool, ) -> PackedStringArray
fn supports_platform(&self, platform: Option<Gd<EditorExportPlatform>>) -> bool
fn get_android_dependencies( &self, platform: Option<Gd<EditorExportPlatform>>, debug: bool, ) -> PackedStringArray
fn get_android_dependencies_maven_repos( &self, platform: Option<Gd<EditorExportPlatform>>, debug: bool, ) -> PackedStringArray
fn get_android_libraries( &self, platform: Option<Gd<EditorExportPlatform>>, debug: bool, ) -> PackedStringArray
fn get_android_manifest_activity_element_contents( &self, platform: Option<Gd<EditorExportPlatform>>, debug: bool, ) -> GString
fn get_android_manifest_application_element_contents( &self, platform: Option<Gd<EditorExportPlatform>>, debug: bool, ) -> GString
fn get_android_manifest_element_contents( &self, platform: Option<Gd<EditorExportPlatform>>, debug: bool, ) -> 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.