1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
|
<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorImportPlugin" inherits="Reference" category="Core" version="3.1">
<brief_description>
Registers a custom resource importer in the editor. Use the class to parse any file and import it as a new resource type.
</brief_description>
<description>
EditorImportPlugins 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. Register your [EditorPlugin] with [method EditorPlugin.add_import_plugin].
EditorImportPlugins work by associating with specific file extensions and a resource type. See [method get_recognized_extension] 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].import[/code] directory.
Below is an example EditorImportPlugin that imports a [Mesh] from a file with the extension ".special" or ".spec":
[codeblock]
tool
extends EditorImportPlugin
func get_importer_name():
return "my.special.plugin"
func get_visible_name():
return "Special Mesh Importer"
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(i):
return "Default"
func get_import_options(i):
return [{"name": "my_option", "default_value": false}]
func import(source_file, save_path, options, platform_variants, gen_files):
var file = File.new()
if file.open(source_file, File.READ) != OK:
return FAILED
var mesh = Mesh.new()
# Fill the Mesh with data read in 'file', left as exercise to the reader
var filename = save_path + "." + get_save_extension()
ResourceSaver.save(filename, mesh)
return OK
[/codeblock]
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html</link>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_import_options" qualifiers="virtual">
<return type="Array">
</return>
<argument index="0" name="preset" type="int">
</argument>
<description>
Get the options and default values for the preset at this index. Returns an Array of Dictionaries with the following keys: "name", "default_value", "property_hint" (optional), "hint_string" (optional), "usage" (optional).
</description>
</method>
<method name="get_import_order" qualifiers="virtual">
<return type="int">
</return>
<description>
Get the order of this importer to be run when importing resources. Higher values will be called later. Use this to ensure the importer runs after the dependencies are already imported.
</description>
</method>
<method name="get_importer_name" qualifiers="virtual">
<return type="String">
</return>
<description>
Get the unique name of the importer.
</description>
</method>
<method name="get_option_visibility" qualifiers="virtual">
<return type="bool">
</return>
<argument index="0" name="option" type="String">
</argument>
<argument index="1" name="options" type="Dictionary">
</argument>
<description>
</description>
</method>
<method name="get_preset_count" qualifiers="virtual">
<return type="int">
</return>
<description>
Get 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.
</description>
</method>
<method name="get_preset_name" qualifiers="virtual">
<return type="String">
</return>
<argument index="0" name="preset" type="int">
</argument>
<description>
Get the name of the options preset at this index.
</description>
</method>
<method name="get_priority" qualifiers="virtual">
<return type="float">
</return>
<description>
Get the priority of this plugin for the recognized extension. Higher priority plugins will be preferred. Default value is 1.0.
</description>
</method>
<method name="get_recognized_extensions" qualifiers="virtual">
<return type="Array">
</return>
<description>
Get the list of file extensions to associate with this loader (case insensitive). e.g. ["obj"].
</description>
</method>
<method name="get_resource_type" qualifiers="virtual">
<return type="String">
</return>
<description>
Get the Godot resource type associated with this loader. e.g. "Mesh" or "Animation".
</description>
</method>
<method name="get_save_extension" qualifiers="virtual">
<return type="String">
</return>
<description>
Get the extension used to save this resource in the [code].import[/code] directory.
</description>
</method>
<method name="get_visible_name" qualifiers="virtual">
<return type="String">
</return>
<description>
Get the name to display in the import window.
</description>
</method>
<method name="import" qualifiers="virtual">
<return type="int">
</return>
<argument index="0" name="source_file" type="String">
</argument>
<argument index="1" name="save_path" type="String">
</argument>
<argument index="2" name="options" type="Dictionary">
</argument>
<argument index="3" name="r_platform_variants" type="Array">
</argument>
<argument index="4" name="r_gen_files" type="Array">
</argument>
<description>
</description>
</method>
</methods>
<constants>
</constants>
</class>
|