virtualx-engine/editor/editor_resource_preview.h
Pedro J. Estébanez 18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00

120 lines
4.7 KiB
C++

/*************************************************************************/
/* editor_resource_preview.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 "scene/main/node.h"
#include "scene/resources/texture.h"
class EditorResourcePreviewGenerator : public Reference {
GDCLASS(EditorResourcePreviewGenerator, Reference);
protected:
static void _bind_methods();
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;
SemaphoreOld *preview_sem;
Thread *thread;
volatile bool exit;
volatile bool exited;
struct Item {
Ref<Texture2D> preview;
Ref<Texture2D> small_preview;
int order;
uint32_t last_hash;
uint64_t modified_time;
};
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();
//callback function is callback(String p_path,Ref<Texture2D> preview,Variant udata) preview null if could not load
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