resource.h 7.4 KB

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  1. /**************************************************************************/
  2. /* resource.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef RESOURCE_H
  31. #define RESOURCE_H
  32. #include "core/io/resource_uid.h"
  33. #include "core/object/class_db.h"
  34. #include "core/object/gdvirtual.gen.inc"
  35. #include "core/object/ref_counted.h"
  36. #include "core/templates/safe_refcount.h"
  37. #include "core/templates/self_list.h"
  38. class Node;
  39. #define RES_BASE_EXTENSION(m_ext) \
  40. public: \
  41. static void register_custom_data_to_otdb() { ClassDB::add_resource_base_extension(m_ext, get_class_static()); } \
  42. virtual String get_base_extension() const override { return m_ext; } \
  43. \
  44. private:
  45. class Resource : public RefCounted {
  46. GDCLASS(Resource, RefCounted);
  47. public:
  48. static void register_custom_data_to_otdb() { ClassDB::add_resource_base_extension("res", get_class_static()); }
  49. virtual String get_base_extension() const { return "res"; }
  50. private:
  51. friend class ResBase;
  52. friend class ResourceCache;
  53. String name;
  54. String path_cache;
  55. String scene_unique_id;
  56. #ifdef TOOLS_ENABLED
  57. uint64_t last_modified_time = 0;
  58. uint64_t import_last_modified_time = 0;
  59. String import_path;
  60. #endif
  61. bool local_to_scene = false;
  62. friend class SceneState;
  63. Node *local_scene = nullptr;
  64. SelfList<Resource> remapped_list;
  65. void _dupe_sub_resources(Variant &r_variant, Node *p_for_scene, HashMap<Ref<Resource>, Ref<Resource>> &p_remap_cache);
  66. void _find_sub_resources(const Variant &p_variant, HashSet<Ref<Resource>> &p_resources_found);
  67. protected:
  68. virtual void _resource_path_changed();
  69. static void _bind_methods();
  70. void _set_path(const String &p_path);
  71. void _take_over_path(const String &p_path);
  72. virtual void reset_local_to_scene();
  73. GDVIRTUAL0(_setup_local_to_scene);
  74. GDVIRTUAL0RC(RID, _get_rid);
  75. GDVIRTUAL1C(_set_path_cache, String);
  76. GDVIRTUAL0(_reset_state);
  77. public:
  78. static Node *(*_get_local_scene_func)(); //used by editor
  79. static void (*_update_configuration_warning)(); //used by editor
  80. void update_configuration_warning();
  81. virtual bool editor_can_reload_from_file();
  82. 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
  83. virtual Error copy_from(const Ref<Resource> &p_resource);
  84. virtual void reload_from_file();
  85. void emit_changed();
  86. void connect_changed(const Callable &p_callable, uint32_t p_flags = 0);
  87. void disconnect_changed(const Callable &p_callable);
  88. void set_name(const String &p_name);
  89. String get_name() const;
  90. virtual void set_path(const String &p_path, bool p_take_over = false);
  91. String get_path() const;
  92. virtual void set_path_cache(const String &p_path); // Set raw path without involving resource cache.
  93. _FORCE_INLINE_ bool is_built_in() const { return path_cache.is_empty() || path_cache.contains("::") || path_cache.begins_with("local://"); }
  94. static void seed_scene_unique_id(uint32_t p_seed);
  95. static String generate_scene_unique_id();
  96. void set_scene_unique_id(const String &p_id);
  97. String get_scene_unique_id() const;
  98. virtual Ref<Resource> duplicate(bool p_subresources = false) const;
  99. Ref<Resource> duplicate_for_local_scene(Node *p_for_scene, HashMap<Ref<Resource>, Ref<Resource>> &p_remap_cache);
  100. void configure_for_local_scene(Node *p_for_scene, HashMap<Ref<Resource>, Ref<Resource>> &p_remap_cache);
  101. void set_local_to_scene(bool p_enable);
  102. bool is_local_to_scene() const;
  103. virtual void setup_local_to_scene();
  104. Node *get_local_scene() const;
  105. #ifdef TOOLS_ENABLED
  106. virtual uint32_t hash_edited_version_for_preview() const;
  107. virtual void set_last_modified_time(uint64_t p_time) { last_modified_time = p_time; }
  108. uint64_t get_last_modified_time() const { return last_modified_time; }
  109. virtual void set_import_last_modified_time(uint64_t p_time) { import_last_modified_time = p_time; }
  110. uint64_t get_import_last_modified_time() const { return import_last_modified_time; }
  111. void set_import_path(const String &p_path) { import_path = p_path; }
  112. String get_import_path() const { return import_path; }
  113. #endif
  114. void set_as_translation_remapped(bool p_remapped);
  115. virtual RID get_rid() const; // some resources may offer conversion to RID
  116. //helps keep IDs same number when loading/saving scenes. -1 clears ID and it Returns -1 when no id stored
  117. void set_id_for_path(const String &p_path, const String &p_id);
  118. String get_id_for_path(const String &p_path) const;
  119. Resource();
  120. ~Resource();
  121. };
  122. class ResourceCache {
  123. friend class Resource;
  124. friend class ResourceLoader; //need the lock
  125. static Mutex lock;
  126. static HashMap<String, Resource *> resources;
  127. #ifdef TOOLS_ENABLED
  128. static HashMap<String, HashMap<String, String>> resource_path_cache; // Each tscn has a set of resource paths and IDs.
  129. static RWLock path_cache_lock;
  130. #endif // TOOLS_ENABLED
  131. friend void unregister_core_types();
  132. static void clear();
  133. friend void register_core_types();
  134. public:
  135. static bool has(const String &p_path);
  136. static Ref<Resource> get_ref(const String &p_path);
  137. static void get_cached_resources(List<Ref<Resource>> *p_resources);
  138. static int get_cached_resource_count();
  139. };
  140. #endif // RESOURCE_H