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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
94 lines
4.0 KiB
C++
94 lines
4.0 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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 "core/resource.h"
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class ResourceFormatSaver : public Reference {
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GDCLASS(ResourceFormatSaver, Reference);
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protected:
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static void _bind_methods();
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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);
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virtual bool recognize(const RES &p_resource) const;
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virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
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virtual ~ResourceFormatSaver() {}
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};
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typedef void (*ResourceSavedCallback)(Ref<Resource> p_resource, 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 Ref<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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static Ref<ResourceFormatSaver> _find_custom_resource_format_saver(String path);
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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(Ref<ResourceFormatSaver> p_format_saver, bool p_at_front = false);
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static void remove_resource_format_saver(Ref<ResourceFormatSaver> p_format_saver);
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static void set_timestamp_on_save(bool p_timestamp) { timestamp_on_save = p_timestamp; }
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static bool get_timestamp_on_save() { return timestamp_on_save; }
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static void set_save_callback(ResourceSavedCallback p_callback);
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static bool add_custom_resource_format_saver(String script_path);
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static void remove_custom_resource_format_saver(String script_path);
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static void add_custom_savers();
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static void remove_custom_savers();
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};
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#endif
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