18fbdbb456
Main: - It's now implemented thanks to `<mutex>`. No more platform-specific implementations. - `BinaryMutex` (non-recursive) is added, as an alternative for special cases. - Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes. - Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts. - A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this. - `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`. - Thread-safe utilities are therefore simpler now. Misc.: - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same. - Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock). - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
121 lines
4.7 KiB
C++
121 lines
4.7 KiB
C++
/*************************************************************************/
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/* editor_resource_preview.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 EDITORRESOURCEPREVIEW_H
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#define EDITORRESOURCEPREVIEW_H
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#include "core/os/semaphore.h"
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#include "core/os/thread.h"
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#include "scene/main/node.h"
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#include "scene/resources/texture.h"
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class EditorResourcePreviewGenerator : public Reference {
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GDCLASS(EditorResourcePreviewGenerator, Reference);
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protected:
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static void _bind_methods();
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public:
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virtual bool handles(const String &p_type) const;
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virtual Ref<Texture2D> generate(const RES &p_from, const Size2 &p_size) const;
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virtual Ref<Texture2D> generate_from_path(const String &p_path, const Size2 &p_size) const;
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virtual bool generate_small_preview_automatically() const;
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virtual bool can_generate_small_preview() const;
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EditorResourcePreviewGenerator();
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};
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class EditorResourcePreview : public Node {
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GDCLASS(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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SemaphoreOld *preview_sem;
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Thread *thread;
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volatile bool exit;
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volatile bool exited;
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struct Item {
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Ref<Texture2D> preview;
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Ref<Texture2D> small_preview;
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int order;
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uint32_t last_hash;
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uint64_t modified_time;
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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<Texture2D> &p_texture, const Ref<Texture2D> &p_small_texture, ObjectID id, const StringName &p_func, const Variant &p_ud);
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void _generate_preview(Ref<ImageTexture> &r_texture, Ref<ImageTexture> &r_small_texture, 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 function is callback(String p_path,Ref<Texture2D> preview,Variant udata) preview null if could not load
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void queue_resource_preview(const String &p_path, 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_res, 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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void remove_preview_generator(const Ref<EditorResourcePreviewGenerator> &p_generator);
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void check_for_invalidation(const String &p_path);
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void start();
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void stop();
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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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