f8d03b98e7
-Added a new method in Resource: reset_state , used for reloading the same resource from disk -Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type) -Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
63 lines
3.4 KiB
C++
63 lines
3.4 KiB
C++
/*************************************************************************/
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/* pluginscript_loader.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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 PYTHONSCRIPT_PY_LOADER_H
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#define PYTHONSCRIPT_PY_LOADER_H
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// Godot imports
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#include "core/io/resource_loader.h"
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#include "core/io/resource_saver.h"
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#include "core/object/script_language.h"
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class PluginScriptLanguage;
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class ResourceFormatLoaderPluginScript : public ResourceFormatLoader {
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PluginScriptLanguage *_language;
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public:
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ResourceFormatLoaderPluginScript(PluginScriptLanguage *language);
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virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = nullptr, bool p_use_sub_threads = false, float *r_progress = nullptr, CacheMode p_cache_mode = CACHE_MODE_REUSE);
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virtual void get_recognized_extensions(List<String> *p_extensions) const;
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virtual bool handles_type(const String &p_type) const;
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virtual String get_resource_type(const String &p_path) const;
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};
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class ResourceFormatSaverPluginScript : public ResourceFormatSaver {
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PluginScriptLanguage *_language;
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public:
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ResourceFormatSaverPluginScript(PluginScriptLanguage *language);
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virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0);
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virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
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virtual bool recognize(const RES &p_resource) const;
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};
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#endif // PYTHONSCRIPT_PY_LOADER_H
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