/*************************************************************************/ /* 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/class_db.h" #include "core/object.h" #include "core/ref_ptr.h" #include "core/reference.h" #include "core/safe_refcount.h" #include "core/self_list.h" #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 { return m_ext; } \ \ private: class Resource : public Reference { GDCLASS(Resource, Reference); OBJ_CATEGORY("Resources"); RES_BASE_EXTENSION("res"); Set<ObjectID> owners; friend class ResBase; friend class ResourceCache; String name; String path_cache; int subindex; #ifdef TOOLS_ENABLED uint64_t last_modified_time; uint64_t import_last_modified_time; String import_path; #endif bool local_to_scene; friend class SceneState; Node *local_scene; 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 virtual bool editor_can_reload_from_file(); 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; void set_subindex(int p_sub_index); int get_subindex() 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, int p_id); int get_id_for_path(const String &p_path) const; #endif Resource(); ~Resource(); }; typedef Ref<Resource> RES; 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, int>> 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