godot/core/resource.h

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/*************************************************************************/
/* resource.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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#ifndef RESOURCE_H
#define RESOURCE_H
#include "core/class_db.h"
#include "core/object.h"
#include "core/reference.h"
#include "core/safe_refcount.h"
#include "core/self_list.h"
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#define RES_BASE_EXTENSION(m_ext) \
public: \
static void register_custom_data_to_otdb() { ClassDB::add_resource_base_extension(m_ext, get_class_static()); } \
virtual String get_base_extension() const { return m_ext; } \
\
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private:
class Resource : public Reference {
GDCLASS(Resource, Reference);
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OBJ_CATEGORY("Resources");
RES_BASE_EXTENSION("res");
Set<ObjectID> owners;
friend class ResBase;
friend class ResourceCache;
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String name;
String path_cache;
int subindex = 0;
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virtual bool _use_builtin_script() const { return true; }
#ifdef TOOLS_ENABLED
uint64_t last_modified_time = 0;
uint64_t import_last_modified_time = 0;
String import_path;
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#endif
bool local_to_scene = false;
friend class SceneState;
Node *local_scene = nullptr;
SelfList<Resource> remapped_list;
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protected:
void emit_changed();
void notify_change_to_owners();
virtual void _resource_path_changed();
static void _bind_methods();
void _set_path(const String &p_path);
void _take_over_path(const String &p_path);
public:
static Node *(*_get_local_scene_func)(); //used by editor
virtual bool editor_can_reload_from_file();
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virtual void reload_from_file();
void register_owner(Object *p_owner);
void unregister_owner(Object *p_owner);
void set_name(const String &p_name);
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String get_name() const;
virtual void set_path(const String &p_path, bool p_take_over = false);
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String get_path() const;
void set_subindex(int p_sub_index);
int get_subindex() const;
virtual Ref<Resource> duplicate(bool p_subresources = false) const;
Ref<Resource> duplicate_for_local_scene(Node *p_for_scene, Map<Ref<Resource>, Ref<Resource>> &remap_cache);
void configure_for_local_scene(Node *p_for_scene, Map<Ref<Resource>, Ref<Resource>> &remap_cache);
void set_local_to_scene(bool p_enable);
bool is_local_to_scene() const;
virtual void setup_local_to_scene();
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Node *get_local_scene() const;
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#ifdef TOOLS_ENABLED
uint32_t hash_edited_version() const;
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; }
virtual void set_import_last_modified_time(uint64_t p_time) { import_last_modified_time = p_time; }
uint64_t get_import_last_modified_time() const { return import_last_modified_time; }
void set_import_path(const String &p_path) { import_path = p_path; }
String get_import_path() const { return import_path; }
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#endif
void set_as_translation_remapped(bool p_remapped);
bool is_translation_remapped() const;
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virtual RID get_rid() const; // some resources may offer conversion to RID
#ifdef TOOLS_ENABLED
//helps keep IDs same number when loading/saving scenes. -1 clears ID and it Returns -1 when no id stored
void set_id_for_path(const String &p_path, int p_id);
int get_id_for_path(const String &p_path) const;
#endif
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Resource();
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~Resource();
};
typedef Ref<Resource> RES;
class ResourceCache {
friend class Resource;
friend class ResourceLoader; //need the lock
static RWLock *lock;
static HashMap<String, Resource *> resources;
#ifdef TOOLS_ENABLED
static HashMap<String, HashMap<String, int>> resource_path_cache; // each tscn has a set of resource paths and IDs
static RWLock *path_cache_lock;
#endif // TOOLS_ENABLED
friend void unregister_core_types();
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static void clear();
friend void register_core_types();
static void setup();
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public:
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static void reload_externals();
static bool has(const String &p_path);
static Resource *get(const String &p_path);
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static void dump(const char *p_file = nullptr, bool p_short = false);
static void get_cached_resources(List<Ref<Resource>> *p_resources);
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static int get_cached_resource_count();
};
#endif // RESOURCE_H