EditorImportPlugin

package
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Published: Mar 3, 2025 License: MIT Imports: 20 Imported by: 0

Documentation

Overview

Package EditorImportPlugin provides methods for working with EditorImportPlugin object instances.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsEditorImportPlugin() Instance
}

type Implementation

type Implementation = implementation

Implementation implements Interface with empty methods.

type Instance

type Instance [1]gdclass.EditorImportPlugin

[EditorImportPlugin]s provide a way to extend the editor's resource import functionality. Use them to import resources from custom files or to provide alternatives to the editor's existing importers. EditorImportPlugins work by associating with specific file extensions and a resource type. See [method _get_recognized_extensions] and [method _get_resource_type]. They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the [code].godot/imported[/code] directory (see [member ProjectSettings.application/config/use_hidden_project_data_directory]). Below is an example EditorImportPlugin that imports a [Mesh] from a file with the extension ".special" or ".spec": [codeblocks] [gdscript] @tool extends EditorImportPlugin

func _get_importer_name():

return "my.special.plugin"

func _get_visible_name():

return "Special Mesh"

func _get_recognized_extensions():

return ["special", "spec"]

func _get_save_extension():

return "mesh"

func _get_resource_type():

return "Mesh"

func _get_preset_count():

return 1

func _get_preset_name(preset_index):

return "Default"

func _get_import_options(path, preset_index):

return [{"name": "my_option", "default_value": false}]

func _import(source_file, save_path, options, platform_variants, gen_files):

var file = FileAccess.open(source_file, FileAccess.READ)
if file == null:
    return FAILED
var mesh = ArrayMesh.new()
# Fill the Mesh with data read in "file", left as an exercise to the reader.

var filename = save_path + "." + _get_save_extension()
return ResourceSaver.save(mesh, filename)

[/gdscript] [csharp] using Godot;

public partial class MySpecialPlugin : EditorImportPlugin

{
    public override string _GetImporterName()
    {
        return "my.special.plugin";
    }

    public override string _GetVisibleName()
    {
        return "Special Mesh";
    }

    public override string[] _GetRecognizedExtensions()
    {
        return new string[] { "special", "spec" };
    }

    public override string _GetSaveExtension()
    {
        return "mesh";
    }

    public override string _GetResourceType()
    {
        return "Mesh";
    }

    public override int _GetPresetCount()
    {
        return 1;
    }

    public override string _GetPresetName(int presetIndex)
    {
        return "Default";
    }

    public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetImportOptions(string path, int presetIndex)
    {
        return new Godot.Collections.Array<Godot.Collections.Dictionary>
        {
            new Godot.Collections.Dictionary
            {
                { "name", "myOption" },
                { "default_value", false },
            }
        };
    }

    public override Error _Import(string sourceFile, string savePath, Godot.Collections.Dictionary options, Godot.Collections.Array<string> platformVariants, Godot.Collections.Array<string> genFiles)
    {
        using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags.Read);
        if (file.GetError() != Error.Ok)
        {
            return Error.Failed;
        }

        var mesh = new ArrayMesh();
        // Fill the Mesh with data read in "file", left as an exercise to the reader.
        string filename = $"{savePath}.{_GetSaveExtension()}";
        return ResourceSaver.Save(mesh, filename);
    }
}

[/csharp] [/codeblocks] To use [EditorImportPlugin], register it using the [method EditorPlugin.add_import_plugin] method first.

See [Interface] for methods that can be overridden by a [Class] that extends it.

%!(EXTRA string=EditorImportPlugin)

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AppendImportExternalResource

func (self Instance) AppendImportExternalResource(path string) error

This function can only be called during the [method _import] callback and it allows manually importing resources from it. This is useful when the imported file generates external resources that require importing (as example, images). Custom parameters for the ".import" file can be passed via the [param custom_options]. Additionally, in cases where multiple importers can handle a file, the [param custom_importer] can be specified to force a specific one. This function performs a resource import and returns immediately with a success or error code. [param generator_parameters] defines optional extra metadata which will be stored as [code skip-lint]generator_parameters[/code] in the [code]remap[/code] section of the [code].import[/code] file, for example to store a md5 hash of the source data.

func (Instance) AsEditorImportPlugin

func (self Instance) AsEditorImportPlugin() Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsRefCounted

func (self Instance) AsRefCounted() [1]gd.RefCounted

func (Instance) AsResourceImporter

func (self Instance) AsResourceImporter() ResourceImporter.Instance

func (*Instance) UnsafePointer

func (self *Instance) UnsafePointer() unsafe.Pointer

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

type Interface

type Interface interface {
	//Gets the unique name of the importer.
	GetImporterName() string
	//Gets the name to display in the import window. You should choose this name as a continuation to "Import as", e.g. "Import as Special Mesh".
	GetVisibleName() string
	//Gets the number of initial presets defined by the plugin. Use [method _get_import_options] to get the default options for the preset and [method _get_preset_name] to get the name of the preset.
	GetPresetCount() int
	//Gets the name of the options preset at this index.
	GetPresetName(preset_index int) string
	//Gets the list of file extensions to associate with this loader (case-insensitive). e.g. [code]["obj"][/code].
	GetRecognizedExtensions() []string
	//Gets the options and default values for the preset at this index. Returns an Array of Dictionaries with the following keys: [code]name[/code], [code]default_value[/code], [code]property_hint[/code] (optional), [code]hint_string[/code] (optional), [code]usage[/code] (optional).
	GetImportOptions(path string, preset_index int) []map[any]any
	//Gets the extension used to save this resource in the [code].godot/imported[/code] directory (see [member ProjectSettings.application/config/use_hidden_project_data_directory]).
	GetSaveExtension() string
	//Gets the Godot resource type associated with this loader. e.g. [code]"Mesh"[/code] or [code]"Animation"[/code].
	GetResourceType() string
	//Gets the priority of this plugin for the recognized extension. Higher priority plugins will be preferred. The default priority is [code]1.0[/code].
	GetPriority() Float.X
	//Gets the order of this importer to be run when importing resources. Importers with [i]lower[/i] import orders will be called first, and higher values will be called later. Use this to ensure the importer runs after the dependencies are already imported. The default import order is [code]0[/code] unless overridden by a specific importer. See [enum ResourceImporter.ImportOrder] for some predefined values.
	GetImportOrder() int
	//This method can be overridden to hide specific import options if conditions are met. This is mainly useful for hiding options that depend on others if one of them is disabled. For example:
	//[codeblocks]
	//[gdscript]
	//func _get_option_visibility(option, options):
	//    # Only show the lossy quality setting if the compression mode is set to "Lossy".
	//    if option == "compress/lossy_quality" and options.has("compress/mode"):
	//        return int(options["compress/mode"]) == COMPRESS_LOSSY # This is a constant that you set
	//
	//    return true
	//[/gdscript]
	//[csharp]
	//public void _GetOptionVisibility(string option, Godot.Collections.Dictionary options)
	//{
	//    // Only show the lossy quality setting if the compression mode is set to "Lossy".
	//    if (option == "compress/lossy_quality" && options.ContainsKey("compress/mode"))
	//    {
	//        return (int)options["compress/mode"] == CompressLossy; // This is a constant you set
	//    }
	//
	//    return true;
	//}
	//[/csharp]
	//[/codeblocks]
	//Returns [code]true[/code] to make all options always visible.
	GetOptionVisibility(path string, option_name string, options map[any]any) bool
	//Imports [param source_file] into [param save_path] with the import [param options] specified. The [param platform_variants] and [param gen_files] arrays will be modified by this function.
	//This method must be overridden to do the actual importing work. See this class' description for an example of overriding this method.
	Import(source_file string, save_path string, options map[any]any, platform_variants []string, gen_files []string) error
	//Tells whether this importer can be run in parallel on threads, or, on the contrary, it's only safe for the editor to call it from the main thread, for one file at a time.
	//If this method is not overridden, it will return [code]true[/code] by default (i.e., safe for parallel importing).
	CanImportThreaded() bool
}

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