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- /**************************************************************************/
- /* resource.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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:
- HashSet<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, HashMap<Ref<Resource>, Ref<Resource>> &remap_cache);
- void configure_for_local_scene(Node *p_for_scene, HashMap<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);
- 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 Mutex 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 bool has(const String &p_path);
- static Ref<Resource> get_ref(const String &p_path);
- static void get_cached_resources(List<Ref<Resource>> *p_resources);
- static int get_cached_resource_count();
- };
- #endif // RESOURCE_H
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