#ifndef EDITORRESOURCEPREVIEW_H #define EDITORRESOURCEPREVIEW_H #include "scene/main/node.h" #include "os/semaphore.h" #include "os/thread.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 { OBJ_TYPE(EditorResourcePreviewGenerator,Reference ); public: virtual bool handles(const String& p_type) const=0; virtual Ref<Texture> generate(const RES& p_from)=0; virtual Ref<Texture> generate_from_path(const String& p_path); EditorResourcePreviewGenerator(); }; class EditorResourcePreview : public Node { OBJ_TYPE(EditorResourcePreview,Node); static EditorResourcePreview* singleton; struct QueueItem { 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; }; 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 funtion 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 add_preview_generator(const Ref<EditorResourcePreviewGenerator>& p_generator); EditorResourcePreview(); ~EditorResourcePreview(); }; #endif // EDITORRESOURCEPREVIEW_H