/*************************************************************************/ /* resource_preloader.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 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_PRELOADER_H #define RESOURCE_PRELOADER_H #include "scene/main/node.h" class ResourcePreloader : public Node { OBJ_TYPE(ResourcePreloader,Node); Map resources; void _set_resources(const Array& p_data); Array _get_resources() const; DVector _get_resource_list() const; protected: static void _bind_methods(); public: void add_resource(const StringName& p_name,const RES& p_resource); void remove_resource(const StringName& p_name); void rename_resource(const StringName& p_from_name,const StringName& p_to_name); bool has_resource(const StringName& p_name) const; RES get_resource(const StringName& p_name) const; void get_resource_list(List *p_list); ResourcePreloader(); }; #endif // RESOURCE_PRELOADER_H