1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
|
/*************************************************************************/
/* editor_resource_preview.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 EDITORRESOURCEPREVIEW_H
#define EDITORRESOURCEPREVIEW_H
#include "core/os/semaphore.h"
#include "core/os/thread.h"
#include "core/templates/safe_refcount.h"
#include "scene/main/node.h"
#include "scene/resources/texture.h"
class EditorResourcePreviewGenerator : public RefCounted {
GDCLASS(EditorResourcePreviewGenerator, RefCounted);
protected:
static void _bind_methods();
GDVIRTUAL1RC(bool, _handles, String)
GDVIRTUAL2RC(Ref<Texture2D>, _generate, RES, Vector2i)
GDVIRTUAL2RC(Ref<Texture2D>, _generate_from_path, String, Vector2i)
GDVIRTUAL0RC(bool, _generate_small_preview_automatically)
GDVIRTUAL0RC(bool, _can_generate_small_preview)
public:
virtual bool handles(const String &p_type) const;
virtual Ref<Texture2D> generate(const RES &p_from, const Size2 &p_size) const;
virtual Ref<Texture2D> generate_from_path(const String &p_path, const Size2 &p_size) const;
virtual bool generate_small_preview_automatically() const;
virtual bool can_generate_small_preview() 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;
SafeFlag exit;
SafeFlag exited;
struct Item {
Ref<Texture2D> preview;
Ref<Texture2D> small_preview;
int order = 0;
uint32_t last_hash = 0;
uint64_t modified_time = 0;
};
int order;
Map<String, Item> cache;
void _preview_ready(const String &p_str, const Ref<Texture2D> &p_texture, const Ref<Texture2D> &p_small_texture, ObjectID id, const StringName &p_func, const Variant &p_ud);
void _generate_preview(Ref<ImageTexture> &r_texture, Ref<ImageTexture> &r_small_texture, 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();
// p_receiver_func callback has signature (String p_path, Ref<Texture2D> p_preview, Ref<Texture2D> p_preview_small, Variant p_userdata)
// p_preview will be null if there was an error
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);
void start();
void stop();
EditorResourcePreview();
~EditorResourcePreview();
};
#endif // EDITORRESOURCEPREVIEW_H
|