d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
93 lines
3.4 KiB
C++
93 lines
3.4 KiB
C++
/*************************************************************************/
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/* resource_saver.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RESOURCE_SAVER_H
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#define RESOURCE_SAVER_H
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#include "resource.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class ResourceFormatSaver {
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public:
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virtual Error save(const String &p_path,const RES& p_resource,uint32_t p_flags=0)=0;
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virtual bool recognize(const RES& p_resource) const=0;
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virtual void get_recognized_extensions(const RES& p_resource,List<String> *p_extensions) const=0;
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virtual ~ResourceFormatSaver() {}
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};
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typedef void (*ResourceSavedCallback)(const String& p_path);
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class ResourceSaver {
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enum {
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MAX_SAVERS=64
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};
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static ResourceFormatSaver *saver[MAX_SAVERS];
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static int saver_count;
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static bool timestamp_on_save;
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static ResourceSavedCallback save_callback;
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public:
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enum SaverFlags {
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FLAG_RELATIVE_PATHS=1,
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FLAG_BUNDLE_RESOURCES=2,
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FLAG_CHANGE_PATH=4,
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FLAG_OMIT_EDITOR_PROPERTIES=8,
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FLAG_SAVE_BIG_ENDIAN=16,
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FLAG_COMPRESS=32,
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FLAG_REPLACE_SUBRESOURCE_PATHS=64,
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};
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static Error save(const String &p_path,const RES& p_resource,uint32_t p_flags=0);
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static void get_recognized_extensions(const RES& p_resource,List<String> *p_extensions);
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static void add_resource_format_saver(ResourceFormatSaver *p_format_saver,bool p_at_front=false);
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static void set_timestamp_on_save(bool p_timestamp) { timestamp_on_save=p_timestamp; }
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static void set_save_callback(ResourceSavedCallback p_callback);
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};
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#endif
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