d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
171 lines
5.9 KiB
C++
171 lines
5.9 KiB
C++
/*************************************************************************/
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/* scene_format_text.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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 SCENE_FORMAT_TEXT_H
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#define SCENE_FORMAT_TEXT_H
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#include "io/resource_loader.h"
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#include "io/resource_saver.h"
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#include "os/file_access.h"
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#include "scene/resources/packed_scene.h"
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#include "variant_parser.h"
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class ResourceInteractiveLoaderText : public ResourceInteractiveLoader {
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String local_path;
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String res_path;
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String error_text;
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FileAccess *f;
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VariantParser::StreamFile stream;
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struct ExtResource {
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String path;
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String type;
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};
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bool is_scene;
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String res_type;
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bool ignore_resource_parsing;
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// Map<String,String> remaps;
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Map<int,ExtResource> ext_resources;
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int resources_total;
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int resource_current;
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String resource_type;
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VariantParser::Tag next_tag;
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mutable int lines;
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Map<String,String> remaps;
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//void _printerr();
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static Error _parse_sub_resources(void* p_self, VariantParser::Stream* p_stream,Ref<Resource>& r_res,int &line,String &r_err_str) { return reinterpret_cast<ResourceInteractiveLoaderText*>(p_self)->_parse_sub_resource(p_stream,r_res,line,r_err_str); }
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static Error _parse_ext_resources(void* p_self, VariantParser::Stream* p_stream,Ref<Resource>& r_res,int &line,String &r_err_str) { return reinterpret_cast<ResourceInteractiveLoaderText*>(p_self)->_parse_ext_resource(p_stream,r_res,line,r_err_str); }
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Error _parse_sub_resource(VariantParser::Stream* p_stream,Ref<Resource>& r_res,int &line,String &r_err_str);
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Error _parse_ext_resource(VariantParser::Stream* p_stream,Ref<Resource>& r_res,int &line,String &r_err_str);
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VariantParser::ResourceParser rp;
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Ref<PackedScene> packed_scene;
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friend class ResourceFormatLoaderText;
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List<RES> resource_cache;
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Error error;
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RES resource;
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public:
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virtual void set_local_path(const String& p_local_path);
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virtual Ref<Resource> get_resource();
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virtual Error poll();
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virtual int get_stage() const;
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virtual int get_stage_count() const;
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void open(FileAccess *p_f, bool p_skip_first_tag=false);
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String recognize(FileAccess *p_f);
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void get_dependencies(FileAccess *p_f, List<String> *p_dependencies, bool p_add_types);
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Error rename_dependencies(FileAccess *p_f, const String &p_path,const Map<String,String>& p_map);
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~ResourceInteractiveLoaderText();
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};
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class ResourceFormatLoaderText : public ResourceFormatLoader {
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public:
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virtual Ref<ResourceInteractiveLoader> load_interactive(const String &p_path,Error *r_error=NULL);
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virtual void get_recognized_extensions_for_type(const String& p_type,List<String> *p_extensions) const;
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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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virtual void get_dependencies(const String& p_path, List<String> *p_dependencies, bool p_add_types=false);
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virtual Error rename_dependencies(const String &p_path,const Map<String,String>& p_map);
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};
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class ResourceFormatSaverTextInstance {
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String local_path;
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Ref<PackedScene> packed_scene;
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bool takeover_paths;
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bool relative_paths;
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bool bundle_resources;
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bool skip_editor;
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FileAccess *f;
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Set<RES> resource_set;
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List<RES> saved_resources;
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Map<RES,int> external_resources;
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Map<RES,int> internal_resources;
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void _find_resources(const Variant& p_variant,bool p_main=false);
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static String _write_resources(void *ud,const RES& p_resource);
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String _write_resource(const RES& res);
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public:
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Error save(const String &p_path,const RES& p_resource,uint32_t p_flags=0);
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};
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class ResourceFormatSaverText : public ResourceFormatSaver {
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public:
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static ResourceFormatSaverText* singleton;
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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 bool recognize(const RES& p_resource) const;
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virtual void get_recognized_extensions(const RES& p_resource,List<String> *p_extensions) const;
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ResourceFormatSaverText();
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};
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#endif // SCENE_FORMAT_TEXT_H
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