/*************************************************************************/ /* editor_resource_preview.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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 EDITORRESOURCEPREVIEW_H #define EDITORRESOURCEPREVIEW_H #include "os/semaphore.h" #include "os/thread.h" #include "scene/main/node.h" #include "scene/resources/texture.h" /* make previews for: *packdscene *wav *image *mesh -font *script *material -shader -shader graph? -navigation mesh -collision? -occluder polygon -navigation polygon -tileset -curve and curve2D */ class EditorResourcePreviewGenerator : public Reference { GDCLASS(EditorResourcePreviewGenerator, Reference); protected: static void _bind_methods(); public: virtual bool handles(const String &p_type) const; virtual Ref<Texture> generate(const RES &p_from) const; virtual Ref<Texture> generate_from_path(const String &p_path) const; EditorResourcePreviewGenerator(); }; class EditorResourcePreview : public Node { GDCLASS(EditorResourcePreview, Node); static EditorResourcePreview *singleton; struct QueueItem { Ref<Resource> resource; String path; ObjectID id; StringName function; Variant userdata; }; List<QueueItem> queue; Mutex *preview_mutex; Semaphore *preview_sem; Thread *thread; bool exit; struct Item { Ref<Texture> preview; int order; uint32_t last_hash; uint64_t modified_time; }; int order; Map<String, Item> cache; void _preview_ready(const String &p_str, const Ref<Texture> &p_texture, ObjectID id, const StringName &p_func, const Variant &p_ud); Ref<Texture> _generate_preview(const QueueItem &p_item, const String &cache_base); static void _thread_func(void *ud); void _thread(); Vector<Ref<EditorResourcePreviewGenerator> > preview_generators; protected: static void _bind_methods(); public: static EditorResourcePreview *get_singleton(); //callback function is callback(String p_path,Ref<Texture> preview,Variant udata) preview null if could not load void queue_resource_preview(const String &p_path, Object *p_receiver, const StringName &p_receiver_func, const Variant &p_userdata); void queue_edited_resource_preview(const Ref<Resource> &p_res, Object *p_receiver, const StringName &p_receiver_func, const Variant &p_userdata); void add_preview_generator(const Ref<EditorResourcePreviewGenerator> &p_generator); void remove_preview_generator(const Ref<EditorResourcePreviewGenerator> &p_generator); void check_for_invalidation(const String &p_path); EditorResourcePreview(); ~EditorResourcePreview(); }; #endif // EDITORRESOURCEPREVIEW_H