godot/scene/main/resource_preloader.cpp

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/*************************************************************************/
/* resource_preloader.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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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#include "resource_preloader.h"
void ResourcePreloader::_set_resources(const Array &p_data) {
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resources.clear();
ERR_FAIL_COND(p_data.size() != 2);
PoolVector<String> names = p_data[0];
Array resdata = p_data[1];
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ERR_FAIL_COND(names.size() != resdata.size());
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for (int i = 0; i < resdata.size(); i++) {
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String name = names[i];
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RES resource = resdata[i];
ERR_CONTINUE(!resource.is_valid());
resources[name] = resource;
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//add_resource(name,resource);
}
}
Array ResourcePreloader::_get_resources() const {
PoolVector<String> names;
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Array arr;
arr.resize(resources.size());
names.resize(resources.size());
Set<String> sorted_names;
for (Map<StringName, RES>::Element *E = resources.front(); E; E = E->next()) {
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sorted_names.insert(E->key());
}
int i = 0;
for (Set<String>::Element *E = sorted_names.front(); E; E = E->next()) {
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names.set(i, E->get());
arr[i] = resources[E->get()];
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i++;
}
Array res;
res.push_back(names);
res.push_back(arr);
return res;
}
void ResourcePreloader::add_resource(const StringName &p_name, const RES &p_resource) {
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ERR_FAIL_COND(p_resource.is_null());
if (resources.has(p_name)) {
StringName new_name;
int idx = 2;
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while (true) {
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new_name = p_name.operator String() + " " + itos(idx);
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if (resources.has(new_name)) {
idx++;
continue;
}
break;
}
add_resource(new_name, p_resource);
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} else {
resources[p_name] = p_resource;
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}
}
void ResourcePreloader::remove_resource(const StringName &p_name) {
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ERR_FAIL_COND(!resources.has(p_name));
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resources.erase(p_name);
}
void ResourcePreloader::rename_resource(const StringName &p_from_name, const StringName &p_to_name) {
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ERR_FAIL_COND(!resources.has(p_from_name));
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RES res = resources[p_from_name];
resources.erase(p_from_name);
add_resource(p_to_name, res);
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}
bool ResourcePreloader::has_resource(const StringName &p_name) const {
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return resources.has(p_name);
}
RES ResourcePreloader::get_resource(const StringName &p_name) const {
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ERR_FAIL_COND_V(!resources.has(p_name), RES());
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return resources[p_name];
}
PoolVector<String> ResourcePreloader::_get_resource_list() const {
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PoolVector<String> res;
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res.resize(resources.size());
int i = 0;
for (Map<StringName, RES>::Element *E = resources.front(); E; E = E->next(), i++) {
res.set(i, E->key());
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}
return res;
}
void ResourcePreloader::get_resource_list(List<StringName> *p_list) {
for (Map<StringName, RES>::Element *E = resources.front(); E; E = E->next()) {
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p_list->push_back(E->key());
}
}
void ResourcePreloader::_bind_methods() {
ClassDB::bind_method(D_METHOD("_set_resources"), &ResourcePreloader::_set_resources);
ClassDB::bind_method(D_METHOD("_get_resources"), &ResourcePreloader::_get_resources);
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ClassDB::bind_method(D_METHOD("add_resource", "name", "resource"), &ResourcePreloader::add_resource);
ClassDB::bind_method(D_METHOD("remove_resource", "name"), &ResourcePreloader::remove_resource);
ClassDB::bind_method(D_METHOD("rename_resource", "name", "newname"), &ResourcePreloader::rename_resource);
ClassDB::bind_method(D_METHOD("has_resource", "name"), &ResourcePreloader::has_resource);
ClassDB::bind_method(D_METHOD("get_resource", "name"), &ResourcePreloader::get_resource);
ClassDB::bind_method(D_METHOD("get_resource_list"), &ResourcePreloader::_get_resource_list);
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "resources", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_resources", "_get_resources");
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}
ResourcePreloader::ResourcePreloader() {
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}