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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
172 lines
6.3 KiB
C++
172 lines
6.3 KiB
C++
/*************************************************************************/
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/* resource.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RESOURCE_H
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#define RESOURCE_H
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#include "core/class_db.h"
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#include "core/object.h"
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#include "core/ref_ptr.h"
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#include "core/reference.h"
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#include "core/safe_refcount.h"
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#include "core/self_list.h"
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#define RES_BASE_EXTENSION(m_ext) \
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public: \
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static void register_custom_data_to_otdb() { ClassDB::add_resource_base_extension(m_ext, get_class_static()); } \
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virtual String get_base_extension() const { return m_ext; } \
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\
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private:
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class Resource : public Reference {
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GDCLASS(Resource, Reference);
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OBJ_CATEGORY("Resources");
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RES_BASE_EXTENSION("res");
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Set<ObjectID> owners;
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friend class ResBase;
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friend class ResourceCache;
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String name;
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String path_cache;
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int subindex;
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virtual bool _use_builtin_script() const { return true; }
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#ifdef TOOLS_ENABLED
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uint64_t last_modified_time;
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uint64_t import_last_modified_time;
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String import_path;
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#endif
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bool local_to_scene;
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friend class SceneState;
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Node *local_scene;
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SelfList<Resource> remapped_list;
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protected:
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void emit_changed();
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void notify_change_to_owners();
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virtual void _resource_path_changed();
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static void _bind_methods();
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void _set_path(const String &p_path);
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void _take_over_path(const String &p_path);
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public:
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static Node *(*_get_local_scene_func)(); //used by editor
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virtual bool editor_can_reload_from_file();
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virtual void reload_from_file();
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void register_owner(Object *p_owner);
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void unregister_owner(Object *p_owner);
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void set_name(const String &p_name);
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String get_name() const;
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virtual void set_path(const String &p_path, bool p_take_over = false);
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String get_path() const;
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void set_subindex(int p_sub_index);
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int get_subindex() const;
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virtual Ref<Resource> duplicate(bool p_subresources = false) const;
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Ref<Resource> duplicate_for_local_scene(Node *p_for_scene, Map<Ref<Resource>, Ref<Resource> > &remap_cache);
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void configure_for_local_scene(Node *p_for_scene, Map<Ref<Resource>, Ref<Resource> > &remap_cache);
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void set_local_to_scene(bool p_enable);
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bool is_local_to_scene() const;
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virtual void setup_local_to_scene();
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Node *get_local_scene() const;
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#ifdef TOOLS_ENABLED
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uint32_t hash_edited_version() const;
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virtual void set_last_modified_time(uint64_t p_time) { last_modified_time = p_time; }
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uint64_t get_last_modified_time() const { return last_modified_time; }
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virtual void set_import_last_modified_time(uint64_t p_time) { import_last_modified_time = p_time; }
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uint64_t get_import_last_modified_time() const { return import_last_modified_time; }
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void set_import_path(const String &p_path) { import_path = p_path; }
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String get_import_path() const { return import_path; }
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#endif
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void set_as_translation_remapped(bool p_remapped);
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bool is_translation_remapped() const;
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virtual RID get_rid() const; // some resources may offer conversion to RID
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#ifdef TOOLS_ENABLED
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//helps keep IDs same number when loading/saving scenes. -1 clears ID and it Returns -1 when no id stored
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void set_id_for_path(const String &p_path, int p_id);
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int get_id_for_path(const String &p_path) const;
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#endif
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Resource();
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~Resource();
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};
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typedef Ref<Resource> RES;
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class ResourceCache {
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friend class Resource;
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friend class ResourceLoader; //need the lock
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static RWLock *lock;
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static HashMap<String, Resource *> resources;
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#ifdef TOOLS_ENABLED
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static HashMap<String, HashMap<String, int> > resource_path_cache; // each tscn has a set of resource paths and IDs
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static RWLock *path_cache_lock;
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#endif // TOOLS_ENABLED
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friend void unregister_core_types();
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static void clear();
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friend void register_core_types();
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static void setup();
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public:
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static void reload_externals();
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static bool has(const String &p_path);
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static Resource *get(const String &p_path);
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static void dump(const char *p_file = NULL, bool p_short = false);
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static void get_cached_resources(List<Ref<Resource> > *p_resources);
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static int get_cached_resource_count();
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};
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#endif
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