c7bc44d5ad
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!
244 lines
6.9 KiB
C++
244 lines
6.9 KiB
C++
/*************************************************************************/
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/* editor_file_system.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 EDITOR_FILE_SYSTEM_H
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#define EDITOR_FILE_SYSTEM_H
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#include "scene/main/node.h"
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#include "os/thread.h"
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#include "os/dir_access.h"
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#include "set.h"
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#include "os/thread_safe.h"
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class FileAccess;
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struct EditorProgressBG;
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class EditorFileSystemDirectory : public Object {
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OBJ_TYPE( EditorFileSystemDirectory,Object );
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String name;
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uint64_t modified_time;
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bool verified; //used for checking changes
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EditorFileSystemDirectory *parent;
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Vector<EditorFileSystemDirectory*> subdirs;
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struct ImportMeta {
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struct Source {
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String path;
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String md5;
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uint64_t modified_time;
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bool missing;
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};
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Vector<Source> sources;
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String import_editor;
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Vector<String> deps;
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bool enabled;
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bool sources_changed;
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};
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struct FileInfo {
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String file;
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StringName type;
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uint64_t modified_time;
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ImportMeta meta;
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bool verified; //used for checking changes
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};
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struct FileInfoSort {
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bool operator()(const FileInfo *p_a,const FileInfo *p_b) const {
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return p_a->file<p_b->file;
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}
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};
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void sort_files();
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Vector<FileInfo*> files;
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static void _bind_methods();
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friend class EditorFileSystem;
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public:
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String get_name();
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String get_path() const;
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int get_subdir_count() const;
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EditorFileSystemDirectory *get_subdir(int p_idx);
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int get_file_count() const;
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String get_file(int p_idx) const;
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String get_file_path(int p_idx) const;
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StringName get_file_type(int p_idx) const;
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bool get_file_meta(int p_idx) const;
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bool is_missing_sources(int p_idx) const;
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bool have_sources_changed(int p_idx) const;
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Vector<String> get_missing_sources(int p_idx) const;
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Vector<String> get_file_deps(int p_idx) const;
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int get_source_count(int p_idx) const;
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String get_source_file(int p_idx,int p_source) const;
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bool is_source_file_missing(int p_idx,int p_source) const;
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EditorFileSystemDirectory *get_parent();
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int find_file_index(const String& p_file) const;
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int find_dir_index(const String& p_dir) const;
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EditorFileSystemDirectory();
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~EditorFileSystemDirectory();
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};
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class EditorFileSystem : public Node {
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OBJ_TYPE( EditorFileSystem, Node );
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_THREAD_SAFE_CLASS_
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struct ItemAction {
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enum Action {
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ACTION_NONE,
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ACTION_DIR_ADD,
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ACTION_DIR_REMOVE,
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ACTION_FILE_ADD,
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ACTION_FILE_REMOVE,
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ACTION_FILE_SOURCES_CHANGED
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};
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Action action;
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EditorFileSystemDirectory *dir;
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String file;
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EditorFileSystemDirectory *new_dir;
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EditorFileSystemDirectory::FileInfo *new_file;
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ItemAction() { action=ACTION_NONE; dir=NULL; new_dir=NULL; new_file=NULL; }
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};
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bool use_threads;
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Thread *thread;
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static void _thread_func(void *_userdata);
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EditorFileSystemDirectory *new_filesystem;
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bool abort_scan;
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bool scanning;
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float scan_total;
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void _scan_filesystem();
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EditorFileSystemDirectory *filesystem;
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static EditorFileSystem *singleton;
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/* Used for reading the filesystem cache file */
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struct FileCache {
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String type;
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uint64_t modification_time;
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EditorFileSystemDirectory::ImportMeta meta;
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Vector<String> deps;
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};
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HashMap<String,FileCache> file_cache;
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struct ScanProgress {
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float low;
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float hi;
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mutable EditorProgressBG *progress;
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void update(int p_current,int p_total) const;
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ScanProgress get_sub(int p_current,int p_total) const;
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};
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static EditorFileSystemDirectory::ImportMeta _get_meta(const String& p_path);
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bool _check_meta_sources(EditorFileSystemDirectory::ImportMeta & p_meta);
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void _save_filesystem_cache(EditorFileSystemDirectory *p_dir,FileAccess *p_file);
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bool _find_file(const String& p_file,EditorFileSystemDirectory ** r_d, int &r_file_pos) const;
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void _scan_fs_changes(EditorFileSystemDirectory *p_dir, const ScanProgress &p_progress);
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int md_count;
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Set<String> valid_extensions;
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void _scan_new_dir(EditorFileSystemDirectory *p_dir,DirAccess *da,const ScanProgress& p_progress);
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Thread *thread_sources;
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bool scanning_sources;
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bool scanning_sources_done;
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static void _thread_func_sources(void *_userdata);
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List<String> sources_changed;
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List<ItemAction> scan_actions;
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bool _update_scan_actions();
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static void _resource_saved(const String& p_path);
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String _find_first_from_source(EditorFileSystemDirectory* p_dir,const String &p_src) const;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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static EditorFileSystem* get_singleton() { return singleton; }
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EditorFileSystemDirectory *get_filesystem();
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bool is_scanning() const;
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float get_scanning_progress() const;
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void scan();
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void scan_sources();
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void get_changed_sources(List<String> *r_changed);
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void update_file(const String& p_file);
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String find_resource_from_source(const String& p_path) const;
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EditorFileSystemDirectory *get_path(const String& p_path);
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String get_file_type(const String& p_file) const;
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EditorFileSystemDirectory* find_file(const String& p_file,int* r_index) const;
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EditorFileSystem();
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~EditorFileSystem();
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};
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#endif // EDITOR_FILE_SYSTEM_H
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