8be2fabbe5
-Rearrange favorites in fs dock with drag and drop -Removed import -> sub-scene, moved to scenetree contextual menu -Removed import -> re-import , moved and integrated to FS dock -Added ability in FS dock to re-import more than one resource simultaneously -Added ability to drag from native filesystem explorer to Godot, only works on Windows though -Removed scene reimport merge options, never worked well. Eventually merging materials should be re-added -Added ability to set custom root node type when importing scenes -Re-Import is now automatic, can be configured back to manual in editor settings -Added resource previews in property list for many resource types
99 lines
2.1 KiB
C++
99 lines
2.1 KiB
C++
#ifndef EDITORRESOURCEPREVIEW_H
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#define EDITORRESOURCEPREVIEW_H
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#include "scene/main/node.h"
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#include "os/semaphore.h"
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#include "os/thread.h"
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#include "scene/resources/texture.h"
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/* make previews for:
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*packdscene
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*wav
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*image
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*mesh
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-font
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*script
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*material
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-shader
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-shader graph?
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-navigation mesh
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-collision?
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-occluder polygon
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-navigation polygon
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-tileset
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-curve and curve2D
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*/
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class EditorResourcePreviewGenerator : public Reference {
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OBJ_TYPE(EditorResourcePreviewGenerator,Reference );
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public:
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virtual bool handles(const String& p_type) const=0;
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virtual Ref<Texture> generate(const RES& p_from)=0;
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virtual Ref<Texture> generate_from_path(const String& p_path);
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EditorResourcePreviewGenerator();
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};
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class EditorResourcePreview : public Node {
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OBJ_TYPE(EditorResourcePreview,Node);
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static EditorResourcePreview* singleton;
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struct QueueItem {
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Ref<Resource> resource;
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String path;
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ObjectID id;
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StringName function;
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Variant userdata;
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};
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List<QueueItem> queue;
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Mutex *preview_mutex;
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Semaphore *preview_sem;
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Thread *thread;
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bool exit;
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struct Item {
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Ref<Texture> preview;
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int order;
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uint32_t last_hash;
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};
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int order;
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Map<String,Item> cache;
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void _preview_ready(const String& p_str,const Ref<Texture>& p_texture, ObjectID id, const StringName &p_func, const Variant &p_ud);
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Ref<Texture> _generate_preview(const QueueItem& p_item, const String &cache_base);
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static void _thread_func(void *ud);
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void _thread();
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Vector<Ref<EditorResourcePreviewGenerator> > preview_generators;
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protected:
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static void _bind_methods();
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public:
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static EditorResourcePreview* get_singleton();
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//callback funtion is callback(String p_path,Ref<Texture> preview,Variant udata) preview null if could not load
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void queue_resource_preview(const String& p_res, Object* p_receiver, const StringName& p_receiver_func, const Variant& p_userdata);
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void queue_edited_resource_preview(const Ref<Resource>& p_path, Object* p_receiver, const StringName& p_receiver_func, const Variant& p_userdata);
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void add_preview_generator(const Ref<EditorResourcePreviewGenerator>& p_generator);
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EditorResourcePreview();
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~EditorResourcePreview();
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};
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#endif // EDITORRESOURCEPREVIEW_H
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