Documentation ¶
Index ¶
Constants ¶
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Types ¶
type Export ¶
type Export struct { // EncryptionKey is an encryption key used to encrypt game assets with. EncryptionKey string // Features contains the slice of Godot project feature tags to build with. Features []string // Options are 'export_presets.cfg' overrides, specifically the preset // 'options' table, for the exported artifact. Options map[string]any // PackFiles defines the game files exported as part of this artifact. PackFiles []PackFile // Template specifies the export template to use. Template *template.Template `hash:"string"` // RunBefore contains an ordered list of actions to execute prior to // exporting the target. RunBefore action.Action `hash:"string"` // RunAfter contains an ordered list of actions to execute after exporting // the target. RunAfter action.Action `hash:"string"` // Runnable is whether the export artifact should be executable. This should // be true for client and server targets and false for artifacts like DLC. Runnable bool // Server configures the target as a server-only executable, enabling some // optimizations like disabling graphics. Server bool // Version is the editor version to use for exporting. Version engine.Version }
Export specifies a single, platform-agnostic exportable artifact within the Godot project.
type PackFile ¶
type PackFile struct { // Embed defines whether the associated '.pck' file should be embedded in // the binary. If true, then the target this 'PackFile' is associated with // must be runnable. Embed *bool `toml:"embed"` // Encrypt determines whether or not to encrypt the game files contained in // the resulting '.pck' files. Encrypt *bool `toml:"encrypt"` // Glob is a slice of glob expressions to match game files against. These // will be evaluated from the directory containing the GDBuild manifest. Glob []string `toml:"glob"` // PackFilePartition is a ruleset for how to split the files matched by // 'glob' into one or more '.pck' files. Partition PackFilePartition `toml:"partition"` // Zip defines whether to compress the matching game files. The pack files // will use the '.zip' extension instead of '.pck'. Zip *bool `toml:"zip"` }
PackFile defines instructions for assembling one or more '.pck' files containing exported game files.
type PackFilePartition ¶
type PackFilePartition struct { // Depth is the maximum folder depth from the project directory containing // the GDBuild manifest to split files between. Any folders past this depth // limit will all be included within the same '.pck' file. Depth uint `toml:"depth"` // Limit describes limits on the files within individual '.pck' files in the // partition. Limit PackFilePartitionLimit `toml:"limit"` }
PackFilePartition describes how to automatically partition a collection of files into multiple '.pck' files.
NOTE: This struct contains multiple different expressions of limits, multiple of which may be true at a time. If any of the contained rules would trigger a new '.pck' to be formed within a partition, then that rule will be respected.
type PackFilePartitionLimit ¶
type PackFilePartitionLimit struct { // Size is a human-readable file size limit that all '.pck' files within the // partition must adhere to. Size string `toml:"size"` // Files is the maximum count of files within a single '.pck' file within a // partition. Files uint `toml:"files"` }
PackFilePartitionLimit describes limits used to determine when a new '.pck' file within a partition should be started.