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+/*************************************************************************/
+/* resource.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef RESOURCE_H
+#define RESOURCE_H
+
+#include "core/object/class_db.h"
+#include "core/object/reference.h"
+#include "core/templates/safe_refcount.h"
+#include "core/templates/self_list.h"
+
+#define RES_BASE_EXTENSION(m_ext) \
+public: \
+ static void register_custom_data_to_otdb() { ClassDB::add_resource_base_extension(m_ext, get_class_static()); } \
+ virtual String get_base_extension() const override { return m_ext; } \
+ \
+private:
+
+class Resource : public Reference {
+ GDCLASS(Resource, Reference);
+ OBJ_CATEGORY("Resources");
+
+public:
+ static void register_custom_data_to_otdb() { ClassDB::add_resource_base_extension("res", get_class_static()); }
+ virtual String get_base_extension() const { return "res"; }
+
+private:
+ Set<ObjectID> owners;
+
+ friend class ResBase;
+ friend class ResourceCache;
+
+ String name;
+ String path_cache;
+ int subindex = 0;
+
+ virtual bool _use_builtin_script() const { return true; }
+
+#ifdef TOOLS_ENABLED
+ uint64_t last_modified_time = 0;
+ uint64_t import_last_modified_time = 0;
+ String import_path;
+#endif
+
+ bool local_to_scene = false;
+ friend class SceneState;
+ Node *local_scene = nullptr;
+
+ SelfList<Resource> remapped_list;
+
+protected:
+ void emit_changed();
+
+ void notify_change_to_owners();
+
+ virtual void _resource_path_changed();
+ static void _bind_methods();
+
+ void _set_path(const String &p_path);
+ void _take_over_path(const String &p_path);
+
+public:
+ static Node *(*_get_local_scene_func)(); //used by editor
+
+ virtual bool editor_can_reload_from_file();
+ 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
+ virtual Error copy_from(const Ref<Resource> &p_resource);
+ virtual void reload_from_file();
+
+ void register_owner(Object *p_owner);
+ void unregister_owner(Object *p_owner);
+
+ void set_name(const String &p_name);
+ String get_name() const;
+
+ virtual void set_path(const String &p_path, bool p_take_over = false);
+ String get_path() const;
+
+ void set_subindex(int p_sub_index);
+ int get_subindex() const;
+
+ virtual Ref<Resource> duplicate(bool p_subresources = false) const;
+ Ref<Resource> duplicate_for_local_scene(Node *p_for_scene, Map<Ref<Resource>, Ref<Resource>> &remap_cache);
+ void configure_for_local_scene(Node *p_for_scene, Map<Ref<Resource>, Ref<Resource>> &remap_cache);
+
+ void set_local_to_scene(bool p_enable);
+ bool is_local_to_scene() const;
+ virtual void setup_local_to_scene();
+
+ Node *get_local_scene() const;
+
+#ifdef TOOLS_ENABLED
+
+ uint32_t hash_edited_version() const;
+
+ virtual void set_last_modified_time(uint64_t p_time) { last_modified_time = p_time; }
+ uint64_t get_last_modified_time() const { return last_modified_time; }
+
+ virtual void set_import_last_modified_time(uint64_t p_time) { import_last_modified_time = p_time; }
+ uint64_t get_import_last_modified_time() const { return import_last_modified_time; }
+
+ void set_import_path(const String &p_path) { import_path = p_path; }
+ String get_import_path() const { return import_path; }
+
+#endif
+
+ void set_as_translation_remapped(bool p_remapped);
+ bool is_translation_remapped() const;
+
+ virtual RID get_rid() const; // some resources may offer conversion to RID
+
+#ifdef TOOLS_ENABLED
+ //helps keep IDs same number when loading/saving scenes. -1 clears ID and it Returns -1 when no id stored
+ void set_id_for_path(const String &p_path, int p_id);
+ int get_id_for_path(const String &p_path) const;
+#endif
+
+ Resource();
+ ~Resource();
+};
+
+typedef Ref<Resource> RES;
+
+class ResourceCache {
+ friend class Resource;
+ friend class ResourceLoader; //need the lock
+ static RWLock lock;
+ static HashMap<String, Resource *> resources;
+#ifdef TOOLS_ENABLED
+ static HashMap<String, HashMap<String, int>> resource_path_cache; // each tscn has a set of resource paths and IDs
+ static RWLock path_cache_lock;
+#endif // TOOLS_ENABLED
+ friend void unregister_core_types();
+ static void clear();
+ friend void register_core_types();
+
+public:
+ static void reload_externals();
+ static bool has(const String &p_path);
+ static Resource *get(const String &p_path);
+ static void dump(const char *p_file = nullptr, bool p_short = false);
+ static void get_cached_resources(List<Ref<Resource>> *p_resources);
+ static int get_cached_resource_count();
+};
+
+#endif // RESOURCE_H