/**************************************************************************/ /* resource.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 RESOURCE_H #define RESOURCE_H #include "core/io/resource_uid.h" #include "core/object/class_db.h" #include "core/object/ref_counted.h" #include "core/templates/safe_refcount.h" #include "core/templates/self_list.h" class Node; #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 override { return m_ext; } \ \ private: class Resource : public RefCounted { GDCLASS(Resource, RefCounted); public: static void register_custom_data_to_otdb() { ClassDB::add_resource_base_extension("res", get_class_static()); } virtual String get_base_extension() const { return "res"; } private: friend class ResBase; friend class ResourceCache; String name; String path_cache; String scene_unique_id; #ifdef TOOLS_ENABLED uint64_t last_modified_time = 0; uint64_t import_last_modified_time = 0; String import_path; #endif bool local_to_scene = false; friend class SceneState; Node *local_scene = nullptr; SelfList remapped_list; protected: virtual void _resource_path_changed(); static void _bind_methods(); void _set_path(const String &p_path); void _take_over_path(const String &p_path); virtual void reset_local_to_scene(); public: static Node *(*_get_local_scene_func)(); //used by editor static void (*_update_configuration_warning)(); //used by editor void update_configuration_warning(); virtual bool editor_can_reload_from_file(); virtual void reset_state(); //for resources that use variable amount of properties, either via _validate_property or _get_property_list, this function needs to be implemented to correctly clear state virtual Error copy_from(const Ref &p_resource); virtual void reload_from_file(); void emit_changed(); void connect_changed(const Callable &p_callable, uint32_t p_flags = 0); void disconnect_changed(const Callable &p_callable); void set_name(const String &p_name); String get_name() const; virtual void set_path(const String &p_path, bool p_take_over = false); String get_path() const; _FORCE_INLINE_ bool is_built_in() const { return path_cache.is_empty() || path_cache.contains("::") || path_cache.begins_with("local://"); } static String generate_scene_unique_id(); void set_scene_unique_id(const String &p_id); String get_scene_unique_id() const; virtual Ref duplicate(bool p_subresources = false) const; Ref duplicate_for_local_scene(Node *p_for_scene, HashMap, Ref> &remap_cache); void configure_for_local_scene(Node *p_for_scene, HashMap, Ref> &remap_cache); void set_local_to_scene(bool p_enable); bool is_local_to_scene() const; virtual void setup_local_to_scene(); Node *get_local_scene() const; #ifdef TOOLS_ENABLED uint32_t hash_edited_version() const; virtual void set_last_modified_time(uint64_t p_time) { last_modified_time = p_time; } 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; } #endif void set_as_translation_remapped(bool p_remapped); 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, const String &p_id); String get_id_for_path(const String &p_path) const; #endif Resource(); ~Resource(); }; class ResourceCache { friend class Resource; friend class ResourceLoader; //need the lock static Mutex lock; static HashMap resources; #ifdef TOOLS_ENABLED static HashMap> 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(); static void clear(); friend void register_core_types(); public: static bool has(const String &p_path); static Ref get_ref(const String &p_path); static void get_cached_resources(List> *p_resources); static int get_cached_resource_count(); }; #endif // RESOURCE_H