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/**************************************************************************/
/* resource.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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 */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
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# ifndef RESOURCE_H
# define RESOURCE_H
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# include "core/io/resource_uid.h"
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# include "core/object/class_db.h"
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# include "core/object/gdvirtual.gen.inc"
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# include "core/object/ref_counted.h"
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# include "core/templates/safe_refcount.h"
# include "core/templates/self_list.h"
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class Node ;
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# define RES_BASE_EXTENSION(m_ext) \
public : \
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static void register_custom_data_to_otdb ( ) { ClassDB : : add_resource_base_extension ( m_ext , get_class_static ( ) ) ; } \
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virtual String get_base_extension ( ) const override { return m_ext ; } \
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\
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private :
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class Resource : public RefCounted {
GDCLASS ( Resource , RefCounted ) ;
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public :
static void register_custom_data_to_otdb ( ) { ClassDB : : add_resource_base_extension ( " res " , get_class_static ( ) ) ; }
virtual String get_base_extension ( ) const { return " res " ; }
private :
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friend class ResBase ;
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friend class ResourceCache ;
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String name ;
String path_cache ;
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String scene_unique_id ;
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# ifdef TOOLS_ENABLED
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uint64_t last_modified_time = 0 ;
uint64_t import_last_modified_time = 0 ;
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String import_path ;
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# endif
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bool local_to_scene = false ;
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friend class SceneState ;
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Node * local_scene = nullptr ;
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SelfList < Resource > remapped_list ;
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protected :
virtual void _resource_path_changed ( ) ;
static void _bind_methods ( ) ;
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void _set_path ( const String & p_path ) ;
void _take_over_path ( const String & p_path ) ;
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virtual void reset_local_to_scene ( ) ;
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GDVIRTUAL0 ( _setup_local_to_scene ) ;
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public :
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static Node * ( * _get_local_scene_func ) ( ) ; //used by editor
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static void ( * _update_configuration_warning ) ( ) ; //used by editor
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void update_configuration_warning ( ) ;
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virtual bool editor_can_reload_from_file ( ) ;
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virtual void reset_state ( ) ; //for resources that use variable amount of properties, either via _validate_property or _get_property_list, this function needs to be implemented to correctly clear state
virtual Error copy_from ( const Ref < Resource > & p_resource ) ;
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virtual void reload_from_file ( ) ;
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void emit_changed ( ) ;
void connect_changed ( const Callable & p_callable , uint32_t p_flags = 0 ) ;
void disconnect_changed ( const Callable & p_callable ) ;
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void set_name ( const String & p_name ) ;
String get_name ( ) const ;
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virtual void set_path ( const String & p_path , bool p_take_over = false ) ;
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String get_path ( ) const ;
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_FORCE_INLINE_ bool is_built_in ( ) const { return path_cache . is_empty ( ) | | path_cache . contains ( " :: " ) | | path_cache . begins_with ( " local:// " ) ; }
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static String generate_scene_unique_id ( ) ;
void set_scene_unique_id ( const String & p_id ) ;
String get_scene_unique_id ( ) const ;
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virtual Ref < Resource > duplicate ( bool p_subresources = false ) const ;
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Ref < Resource > duplicate_for_local_scene ( Node * p_for_scene , HashMap < Ref < Resource > , Ref < Resource > > & remap_cache ) ;
void configure_for_local_scene ( Node * p_for_scene , HashMap < Ref < Resource > , Ref < Resource > > & remap_cache ) ;
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void set_local_to_scene ( bool p_enable ) ;
bool is_local_to_scene ( ) const ;
virtual void setup_local_to_scene ( ) ;
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Node * get_local_scene ( ) const ;
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# ifdef TOOLS_ENABLED
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uint32_t hash_edited_version ( ) const ;
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virtual void set_last_modified_time ( uint64_t p_time ) { last_modified_time = p_time ; }
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uint64_t get_last_modified_time ( ) const { return last_modified_time ; }
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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 ; }
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# endif
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void set_as_translation_remapped ( bool p_remapped ) ;
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virtual RID get_rid ( ) const ; // some resources may offer conversion to RID
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# ifdef TOOLS_ENABLED
//helps keep IDs same number when loading/saving scenes. -1 clears ID and it Returns -1 when no id stored
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void set_id_for_path ( const String & p_path , const String & p_id ) ;
String get_id_for_path ( const String & p_path ) const ;
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# endif
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Resource ( ) ;
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~ Resource ( ) ;
} ;
class ResourceCache {
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friend class Resource ;
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friend class ResourceLoader ; //need the lock
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static Mutex lock ;
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static HashMap < String , Resource * > resources ;
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# ifdef TOOLS_ENABLED
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static HashMap < String , HashMap < String , String > > resource_path_cache ; // Each tscn has a set of resource paths and IDs.
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static RWLock path_cache_lock ;
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# endif // TOOLS_ENABLED
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friend void unregister_core_types ( ) ;
static void clear ( ) ;
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friend void register_core_types ( ) ;
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public :
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static bool has ( const String & p_path ) ;
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static Ref < Resource > get_ref ( const String & p_path ) ;
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static void get_cached_resources ( List < Ref < Resource > > * p_resources ) ;
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static int get_cached_resource_count ( ) ;
} ;
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# endif // RESOURCE_H