godot/tools/editor/editor_file_system.h

213 lines
6.0 KiB
C++

/*************************************************************************/
/* editor_file_system.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2015 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_FILE_SYSTEM_H
#define EDITOR_FILE_SYSTEM_H
#include "scene/main/node.h"
#include "os/thread.h"
#include "os/dir_access.h"
#include "set.h"
#include "os/thread_safe.h"
class FileAccess;
class EditorProgressBG;
class EditorFileSystemDirectory : public Object {
OBJ_TYPE( EditorFileSystemDirectory,Object );
String name;
EditorFileSystemDirectory *parent;
Vector<EditorFileSystemDirectory*> subdirs;
struct ImportMeta {
struct Source {
String path;
String md5;
uint64_t modified_time;
bool missing;
};
Vector<Source> sources;
String import_editor;
Vector<String> deps;
bool enabled;
};
struct FileInfo {
String file;
StringName type;
uint64_t modified_time;
ImportMeta meta;
};
Vector<FileInfo> files;
static void _bind_methods();
friend class EditorFileSystem;
public:
String get_name();
String get_path() const;
int get_subdir_count() const;
EditorFileSystemDirectory *get_subdir(int p_idx);
int get_file_count() const;
String get_file(int p_idx) const;
String get_file_path(int p_idx) const;
StringName get_file_type(int p_idx) const;
bool get_file_meta(int p_idx) const;
bool is_missing_sources(int p_idx) const;
Vector<String> get_missing_sources(int p_idx) const;
Vector<String> get_file_deps(int p_idx) const;
EditorFileSystemDirectory *get_parent();
EditorFileSystemDirectory();
~EditorFileSystemDirectory();
};
class EditorFileSystem : public Node {
OBJ_TYPE( EditorFileSystem, Node );
_THREAD_SAFE_CLASS_
struct SceneItem {
String file;
String path;
String type;
uint64_t modified_time;
EditorFileSystemDirectory::ImportMeta meta;
};
struct DirItem {
uint64_t modified_time;
String path;
String name;
Vector<DirItem*> dirs;
Vector<SceneItem*> files;
~DirItem();
};
float total;
bool use_threads;
Thread *thread;
static void _thread_func(void *_userdata);
DirItem *scandir;
DirItem *rootdir;
bool abort_scan;
bool scanning;
EditorFileSystemDirectory* _update_tree(DirItem *p_item);
void _scan_scenes();
void _load_type_cache();
EditorFileSystemDirectory *filesystem;
static EditorFileSystem *singleton;
struct FileCache {
String type;
uint64_t modification_time;
EditorFileSystemDirectory::ImportMeta meta;
Vector<String> deps;
};
struct DirCache {
uint64_t modification_time;
Set<String> files;
Set<String> subdirs;
};
static EditorFileSystemDirectory::ImportMeta _get_meta(const String& p_path);
bool _check_meta_sources(EditorFileSystemDirectory::ImportMeta & p_meta,EditorProgressBG *ep=NULL);
DirItem* _scan_dir(DirAccess *da,Set<String> &extensions,String p_name,float p_from,float p_range,const String& p_path,HashMap<String,FileCache> &file_cache,HashMap<String,DirCache> &dir_cache,EditorProgressBG& p_prog);
void _save_type_cache_fs(DirItem *p_dir,FileAccess *p_file);
bool _find_file(const String& p_file,EditorFileSystemDirectory ** r_d, int &r_file_pos) const;
void _scan_sources(EditorFileSystemDirectory *p_dir,EditorProgressBG *ep);
int md_count;
Thread *thread_sources;
bool scanning_sources;
bool scanning_sources_done;
int ss_amount;
static void _thread_func_sources(void *_userdata);
List<String> sources_changed;
static void _resource_saved(const String& p_path);
String _find_first_from_source(EditorFileSystemDirectory* p_dir,const String &p_src) const;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
static EditorFileSystem* get_singleton() { return singleton; }
EditorFileSystemDirectory *get_filesystem();
bool is_scanning() const;
float get_scanning_progress() const;
void scan();
void scan_sources();
void get_changed_sources(List<String> *r_changed);
void update_file(const String& p_file);
String find_resource_from_source(const String& p_path) const;
EditorFileSystemDirectory *get_path(const String& p_path);
String get_file_type(const String& p_file) const;
EditorFileSystem();
~EditorFileSystem();
};
#endif // EDITOR_FILE_SYSTEM_H