175 lines
6.9 KiB
C++
175 lines
6.9 KiB
C++
/**************************************************************************/
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/* resource.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef RESOURCE_H
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#define RESOURCE_H
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#include "core/io/resource_uid.h"
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#include "core/object/class_db.h"
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#include "core/object/ref_counted.h"
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#include "core/templates/safe_refcount.h"
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#include "core/templates/self_list.h"
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class Node;
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#define RES_BASE_EXTENSION(m_ext) \
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public: \
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static void register_custom_data_to_otdb() { ClassDB::add_resource_base_extension(m_ext, get_class_static()); } \
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virtual String get_base_extension() const override { return m_ext; } \
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\
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private:
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class Resource : public RefCounted {
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GDCLASS(Resource, RefCounted);
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public:
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static void register_custom_data_to_otdb() { ClassDB::add_resource_base_extension("res", get_class_static()); }
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virtual String get_base_extension() const { return "res"; }
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private:
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HashSet<ObjectID> owners;
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friend class ResBase;
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friend class ResourceCache;
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String name;
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String path_cache;
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String scene_unique_id;
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#ifdef TOOLS_ENABLED
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uint64_t last_modified_time = 0;
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uint64_t import_last_modified_time = 0;
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String import_path;
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#endif
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bool local_to_scene = false;
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friend class SceneState;
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Node *local_scene = nullptr;
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SelfList<Resource> remapped_list;
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protected:
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void emit_changed();
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void notify_change_to_owners();
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virtual void _resource_path_changed();
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static void _bind_methods();
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void _set_path(const String &p_path);
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void _take_over_path(const String &p_path);
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virtual void reset_local_to_scene();
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public:
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static Node *(*_get_local_scene_func)(); //used by editor
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static void (*_update_configuration_warning)(); //used by editor
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void update_configuration_warning();
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virtual bool editor_can_reload_from_file();
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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
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virtual Error copy_from(const Ref<Resource> &p_resource);
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virtual void reload_from_file();
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void register_owner(Object *p_owner);
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void unregister_owner(Object *p_owner);
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void set_name(const String &p_name);
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String get_name() const;
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virtual void set_path(const String &p_path, bool p_take_over = false);
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String get_path() const;
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_FORCE_INLINE_ bool is_built_in() const { return path_cache.is_empty() || path_cache.contains("::") || path_cache.begins_with("local://"); }
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static String generate_scene_unique_id();
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void set_scene_unique_id(const String &p_id);
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String get_scene_unique_id() const;
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virtual Ref<Resource> duplicate(bool p_subresources = false) const;
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Ref<Resource> duplicate_for_local_scene(Node *p_for_scene, HashMap<Ref<Resource>, Ref<Resource>> &remap_cache);
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void configure_for_local_scene(Node *p_for_scene, HashMap<Ref<Resource>, Ref<Resource>> &remap_cache);
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void set_local_to_scene(bool p_enable);
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bool is_local_to_scene() const;
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virtual void setup_local_to_scene();
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Node *get_local_scene() const;
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#ifdef TOOLS_ENABLED
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uint32_t hash_edited_version() const;
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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; }
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virtual void set_import_last_modified_time(uint64_t p_time) { import_last_modified_time = p_time; }
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uint64_t get_import_last_modified_time() const { return import_last_modified_time; }
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void set_import_path(const String &p_path) { import_path = p_path; }
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String get_import_path() const { return import_path; }
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#endif
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void set_as_translation_remapped(bool p_remapped);
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virtual RID get_rid() const; // some resources may offer conversion to RID
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#ifdef TOOLS_ENABLED
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//helps keep IDs same number when loading/saving scenes. -1 clears ID and it Returns -1 when no id stored
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void set_id_for_path(const String &p_path, const String &p_id);
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String get_id_for_path(const String &p_path) const;
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#endif
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Resource();
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~Resource();
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};
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class ResourceCache {
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friend class Resource;
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friend class ResourceLoader; //need the lock
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static Mutex lock;
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static HashMap<String, Resource *> resources;
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#ifdef TOOLS_ENABLED
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static HashMap<String, HashMap<String, String>> resource_path_cache; // Each tscn has a set of resource paths and IDs.
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static RWLock path_cache_lock;
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#endif // TOOLS_ENABLED
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friend void unregister_core_types();
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static void clear();
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friend void register_core_types();
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public:
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static bool has(const String &p_path);
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static Ref<Resource> get_ref(const String &p_path);
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static void get_cached_resources(List<Ref<Resource>> *p_resources);
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static int get_cached_resource_count();
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};
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#endif // RESOURCE_H
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