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Has the nice side effect that you can share your .import folder or rename your project and godot wont reimport stuff.
244 lines
7.0 KiB
C++
244 lines
7.0 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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 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 EDITOR_FILE_SYSTEM_H
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#define EDITOR_FILE_SYSTEM_H
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#include "os/dir_access.h"
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#include "os/thread.h"
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#include "os/thread_safe.h"
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#include "scene/main/node.h"
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#include "set.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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GDCLASS(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 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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uint64_t import_modified_time;
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bool import_valid;
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Vector<String> deps;
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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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Vector<String> get_file_deps(int p_idx) const;
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bool get_file_import_is_valid(int p_idx) 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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GDCLASS(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_TEST_REIMPORT
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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() {
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action = ACTION_NONE;
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dir = NULL;
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new_dir = NULL;
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new_file = NULL;
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}
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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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bool importing;
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float scan_total;
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void _scan_filesystem();
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Set<String> late_added_files; //keep track of files that were added, these will be re-scanned
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Set<String> late_update_files;
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void _save_late_updated_files();
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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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uint64_t import_modification_time;
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Vector<String> deps;
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bool import_valid;
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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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void _save_filesystem_cache();
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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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void _delete_internal_files(String p_file);
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Set<String> valid_extensions;
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Set<String> import_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_changes;
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bool scanning_changes_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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void _update_extensions();
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void _reimport_file(const String &p_file);
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bool _test_for_reimport(const String &p_path, bool p_only_imported_files);
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bool reimport_on_missing_imported_files;
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Vector<String> _get_dependencies(const String &p_path);
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struct ImportFile {
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String path;
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int order;
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bool operator<(const ImportFile &p_if) const {
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return order < p_if.order;
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}
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};
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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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bool is_importing() const { return importing; }
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float get_scanning_progress() const;
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void scan();
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void scan_changes();
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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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EditorFileSystemDirectory *get_filesystem_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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void reimport_files(const Vector<String> &p_files);
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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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