godot/editor/editor_file_system.h
Rémi Verschelde 49c065d29c Refactoring: rename tools/editor/ to editor/
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
2017-03-05 14:21:25 +01:00

232 lines
6.4 KiB
C++

/*************************************************************************/
/* editor_file_system.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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;
struct EditorProgressBG;
class EditorFileSystemDirectory : public Object {
GDCLASS( EditorFileSystemDirectory,Object );
String name;
uint64_t modified_time;
bool verified; //used for checking changes
EditorFileSystemDirectory *parent;
Vector<EditorFileSystemDirectory*> subdirs;
struct FileInfo {
String file;
StringName type;
uint64_t modified_time;
uint64_t import_modified_time;
Vector<String> deps;
bool verified; //used for checking changes
};
struct FileInfoSort {
bool operator()(const FileInfo *p_a,const FileInfo *p_b) const {
return p_a->file<p_b->file;
}
};
void sort_files();
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;
Vector<String> get_file_deps(int p_idx) const;
EditorFileSystemDirectory *get_parent();
int find_file_index(const String& p_file) const;
int find_dir_index(const String& p_dir) const;
EditorFileSystemDirectory();
~EditorFileSystemDirectory();
};
class EditorFileSystem : public Node {
GDCLASS( EditorFileSystem, Node );
_THREAD_SAFE_CLASS_
struct ItemAction {
enum Action {
ACTION_NONE,
ACTION_DIR_ADD,
ACTION_DIR_REMOVE,
ACTION_FILE_ADD,
ACTION_FILE_REMOVE,
ACTION_FILE_REIMPORT
};
Action action;
EditorFileSystemDirectory *dir;
String file;
EditorFileSystemDirectory *new_dir;
EditorFileSystemDirectory::FileInfo *new_file;
ItemAction() { action=ACTION_NONE; dir=NULL; new_dir=NULL; new_file=NULL; }
};
bool use_threads;
Thread *thread;
static void _thread_func(void *_userdata);
EditorFileSystemDirectory *new_filesystem;
bool abort_scan;
bool scanning;
bool importing;
float scan_total;
void _scan_filesystem();
EditorFileSystemDirectory *filesystem;
static EditorFileSystem *singleton;
/* Used for reading the filesystem cache file */
struct FileCache {
String type;
uint64_t modification_time;
uint64_t import_modification_time;
Vector<String> deps;
};
HashMap<String,FileCache> file_cache;
struct ScanProgress {
float low;
float hi;
mutable EditorProgressBG *progress;
void update(int p_current,int p_total) const;
ScanProgress get_sub(int p_current,int p_total) const;
};
void _save_filesystem_cache();
void _save_filesystem_cache(EditorFileSystemDirectory *p_dir,FileAccess *p_file);
bool _find_file(const String& p_file,EditorFileSystemDirectory ** r_d, int &r_file_pos) const;
void _scan_fs_changes(EditorFileSystemDirectory *p_dir, const ScanProgress &p_progress);
int md_count;
Set<String> valid_extensions;
Set<String> import_extensions;
void _scan_new_dir(EditorFileSystemDirectory *p_dir,DirAccess *da,const ScanProgress& p_progress);
Thread *thread_sources;
bool scanning_changes;
bool scanning_changes_done;
static void _thread_func_sources(void *_userdata);
List<String> sources_changed;
List<ItemAction> scan_actions;
bool _update_scan_actions();
static void _resource_saved(const String& p_path);
void _update_extensions();
void _reimport_file(const String &p_file);
bool _check_missing_imported_files(const String& p_path);
bool reimport_on_missing_imported_files;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
static EditorFileSystem* get_singleton() { return singleton; }
EditorFileSystemDirectory *get_filesystem();
bool is_scanning() const;
bool is_importing() const { return importing; }
float get_scanning_progress() const;
void scan();
void scan_changes();
void get_changed_sources(List<String> *r_changed);
void update_file(const String& p_file);
EditorFileSystemDirectory *get_filesystem_path(const String& p_path);
String get_file_type(const String& p_file) const;
EditorFileSystemDirectory* find_file(const String& p_file,int* r_index) const;
void reimport_files(const Vector<String>& p_files);
EditorFileSystem();
~EditorFileSystem();
};
#endif // EDITOR_FILE_SYSTEM_H