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/*************************************************************************/
/* resource.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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/io/resource_uid.h"
#include "core/object/class_db.h"
#include "core/object/ref_counted.h"
#include "core/templates/safe_refcount.h"
#include "core/templates/self_list.h"
class Node;
#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 RefCounted {
GDCLASS(Resource, RefCounted);
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;
String scene_unique_id;
#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
static void (*_update_configuration_warning)(); //used by editor
void update_configuration_warning();
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;
_FORCE_INLINE_ bool is_built_in() const { return path_cache.is_empty() || path_cache.contains("::") || path_cache.begins_with("local://"); }
static String generate_scene_unique_id();
void set_scene_unique_id(const String &p_id);
String get_scene_unique_id() 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, const String &p_id);
String get_id_for_path(const String &p_path) const;
#endif
Resource();
~Resource();
};
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, String>> 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
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