/*************************************************************************/
/*  export.cpp                                                           */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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#include "export.h"

#include "export_plugin.h"

#include "editor/editor_settings.h"

void register_android_exporter() {
	String exe_ext;
	if (OS::get_singleton()->get_name() == "Windows") {
		exe_ext = "*.exe";
	}

	EDITOR_DEF("export/android/android_sdk_path", "");
	EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::STRING, "export/android/android_sdk_path", PROPERTY_HINT_GLOBAL_DIR));
	EDITOR_DEF("export/android/debug_keystore", "");
	EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::STRING, "export/android/debug_keystore", PROPERTY_HINT_GLOBAL_FILE, "*.keystore,*.jks"));
	EDITOR_DEF("export/android/debug_keystore_user", "androiddebugkey");
	EDITOR_DEF("export/android/debug_keystore_pass", "android");
	EDITOR_DEF("export/android/force_system_user", false);

	EDITOR_DEF("export/android/shutdown_adb_on_exit", true);

	Ref<EditorExportPlatformAndroid> exporter = Ref<EditorExportPlatformAndroid>(memnew(EditorExportPlatformAndroid));
	EditorExport::get_singleton()->add_export_platform(exporter);
}