godot/tools/editor/editor_resource_preview.h

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#ifndef EDITORRESOURCEPREVIEW_H
#define EDITORRESOURCEPREVIEW_H
#include "scene/main/node.h"
#include "os/semaphore.h"
#include "os/thread.h"
#include "scene/resources/texture.h"
/* make previews for:
*packdscene
*wav
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*image
*mesh
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-font
*script
*material
-shader
-shader graph?
-navigation mesh
-collision?
-occluder polygon
-navigation polygon
-tileset
-curve and curve2D
*/
class EditorResourcePreviewGenerator : public Reference {
OBJ_TYPE(EditorResourcePreviewGenerator,Reference );
public:
virtual bool handles(const String& p_type) const=0;
virtual Ref<Texture> generate(const RES& p_from)=0;
virtual Ref<Texture> generate_from_path(const String& p_path);
EditorResourcePreviewGenerator();
};
class EditorResourcePreview : public Node {
OBJ_TYPE(EditorResourcePreview,Node);
static EditorResourcePreview* singleton;
struct QueueItem {
String path;
ObjectID id;
StringName function;
Variant userdata;
};
List<QueueItem> queue;
Mutex *preview_mutex;
Semaphore *preview_sem;
Thread *thread;
bool exit;
struct Item {
Ref<Texture> preview;
int order;
};
int order;
Map<String,Item> cache;
void _preview_ready(const String& p_str,const Ref<Texture>& p_texture, ObjectID id, const StringName &p_func, const Variant &p_ud);
Ref<Texture> _generate_preview(const QueueItem& p_item, const String &cache_base);
static void _thread_func(void *ud);
void _thread();
Vector<Ref<EditorResourcePreviewGenerator> > preview_generators;
protected:
static void _bind_methods();
public:
static EditorResourcePreview* get_singleton();
//callback funtion is callback(String p_path,Ref<Texture> preview,Variant udata) preview null if could not load
void queue_resource_preview(const String& p_path, Object* p_receiver, const StringName& p_receiver_func, const Variant& p_userdata);
void add_preview_generator(const Ref<EditorResourcePreviewGenerator>& p_generator);
EditorResourcePreview();
~EditorResourcePreview();
};
#endif // EDITORRESOURCEPREVIEW_H