godot/editor/editor_resource_preview.h

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/**************************************************************************/
/* editor_resource_preview.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef EDITOR_RESOURCE_PREVIEW_H
#define EDITOR_RESOURCE_PREVIEW_H
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#include "core/os/semaphore.h"
#include "core/os/thread.h"
#include "core/templates/safe_refcount.h"
#include "scene/main/node.h"
class ImageTexture;
class Texture2D;
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class EditorResourcePreviewGenerator : public RefCounted {
GDCLASS(EditorResourcePreviewGenerator, RefCounted);
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protected:
static void _bind_methods();
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GDVIRTUAL1RC(bool, _handles, String)
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GDVIRTUAL3RC(Ref<Texture2D>, _generate, Ref<Resource>, Vector2i, Dictionary)
GDVIRTUAL3RC(Ref<Texture2D>, _generate_from_path, String, Vector2i, Dictionary)
GDVIRTUAL0RC(bool, _generate_small_preview_automatically)
GDVIRTUAL0RC(bool, _can_generate_small_preview)
class DrawRequester : public Object {
Semaphore semaphore;
Variant _post_semaphore() const;
public:
void request_and_wait(RID p_viewport) const;
void abort() const;
};
public:
virtual bool handles(const String &p_type) const;
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virtual Ref<Texture2D> generate(const Ref<Resource> &p_from, const Size2 &p_size, Dictionary &p_metadata) const;
virtual Ref<Texture2D> generate_from_path(const String &p_path, const Size2 &p_size, Dictionary &p_metadata) const;
virtual void abort(){};
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virtual bool generate_small_preview_automatically() const;
virtual bool can_generate_small_preview() const;
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EditorResourcePreviewGenerator();
};
class EditorResourcePreview : public Node {
GDCLASS(EditorResourcePreview, Node);
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static EditorResourcePreview *singleton;
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struct QueueItem {
Ref<Resource> resource;
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String path;
ObjectID id;
StringName function;
Variant userdata;
};
List<QueueItem> queue;
Mutex preview_mutex;
Semaphore preview_sem;
Thread thread;
SafeFlag exiting;
SafeFlag exited;
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struct Item {
Ref<Texture2D> preview;
Ref<Texture2D> small_preview;
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Dictionary preview_metadata;
int order = 0;
uint32_t last_hash = 0;
uint64_t modified_time = 0;
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};
int order;
HashMap<String, Item> cache;
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void _preview_ready(const String &p_path, int p_hash, const Ref<Texture2D> &p_texture, const Ref<Texture2D> &p_small_texture, ObjectID id, const StringName &p_func, const Variant &p_ud, const Dictionary &p_metadata);
void _generate_preview(Ref<ImageTexture> &r_texture, Ref<ImageTexture> &r_small_texture, const QueueItem &p_item, const String &cache_base, Dictionary &p_metadata);
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int small_thumbnail_size = -1;
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static void _thread_func(void *ud);
void _thread(); // For rendering drivers supporting async texture creation.
static void _idle_callback(); // For other rendering drivers (i.e., OpenGL).
void _iterate();
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void _write_preview_cache(Ref<FileAccess> p_file, int p_thumbnail_size, bool p_has_small_texture, uint64_t p_modified_time, const String &p_hash, const Dictionary &p_metadata);
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void _read_preview_cache(Ref<FileAccess> p_file, int *r_thumbnail_size, bool *r_has_small_texture, uint64_t *r_modified_time, String *r_hash, Dictionary *r_metadata);
Vector<Ref<EditorResourcePreviewGenerator>> preview_generators;
void _update_thumbnail_sizes();
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protected:
static void _bind_methods();
public:
static EditorResourcePreview *get_singleton();
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// p_receiver_func callback has signature (String p_path, Ref<Texture2D> p_preview, Ref<Texture2D> p_preview_small, Variant p_userdata)
// p_preview will be null if there was an error
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void queue_resource_preview(const String &p_path, Object *p_receiver, const StringName &p_receiver_func, const Variant &p_userdata);
void queue_edited_resource_preview(const Ref<Resource> &p_res, Object *p_receiver, const StringName &p_receiver_func, const Variant &p_userdata);
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const Dictionary get_preview_metadata(const String &p_path) const;
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void add_preview_generator(const Ref<EditorResourcePreviewGenerator> &p_generator);
void remove_preview_generator(const Ref<EditorResourcePreviewGenerator> &p_generator);
void check_for_invalidation(const String &p_path);
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void start();
void stop();
bool is_threaded() const;
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EditorResourcePreview();
~EditorResourcePreview();
};
#endif // EDITOR_RESOURCE_PREVIEW_H