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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.
576 lines
14 KiB
C++
576 lines
14 KiB
C++
/*************************************************************************/
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/* resource.cpp */
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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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#include "resource.h"
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#include "core/core_string_names.h"
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#include "core/io/resource_loader.h"
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#include "core/os/file_access.h"
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#include "core/script_language.h"
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#include "scene/main/node.h" //only so casting works
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#include <stdio.h>
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void Resource::emit_changed() {
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emit_signal(CoreStringNames::get_singleton()->changed);
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}
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void Resource::_resource_path_changed() {
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}
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void Resource::set_path(const String &p_path, bool p_take_over) {
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if (path_cache == p_path)
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return;
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if (path_cache != "") {
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ResourceCache::lock->write_lock();
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ResourceCache::resources.erase(path_cache);
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ResourceCache::lock->write_unlock();
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}
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path_cache = "";
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ResourceCache::lock->read_lock();
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bool has_path = ResourceCache::resources.has(p_path);
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ResourceCache::lock->read_unlock();
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if (has_path) {
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if (p_take_over) {
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ResourceCache::lock->write_lock();
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ResourceCache::resources.get(p_path)->set_name("");
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ResourceCache::lock->write_unlock();
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} else {
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ResourceCache::lock->read_lock();
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bool exists = ResourceCache::resources.has(p_path);
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ResourceCache::lock->read_unlock();
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ERR_FAIL_COND_MSG(exists, "Another resource is loaded from path '" + p_path + "' (possible cyclic resource inclusion).");
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}
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}
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path_cache = p_path;
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if (path_cache != "") {
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ResourceCache::lock->write_lock();
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ResourceCache::resources[path_cache] = this;
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ResourceCache::lock->write_unlock();
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}
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_change_notify("resource_path");
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_resource_path_changed();
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}
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String Resource::get_path() const {
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return path_cache;
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}
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void Resource::set_subindex(int p_sub_index) {
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subindex = p_sub_index;
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}
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int Resource::get_subindex() const {
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return subindex;
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}
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void Resource::set_name(const String &p_name) {
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name = p_name;
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_change_notify("resource_name");
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}
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String Resource::get_name() const {
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return name;
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}
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bool Resource::editor_can_reload_from_file() {
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return true; //by default yes
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}
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void Resource::reload_from_file() {
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String path = get_path();
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if (!path.is_resource_file())
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return;
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Ref<Resource> s = ResourceLoader::load(ResourceLoader::path_remap(path), get_class(), true);
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if (!s.is_valid())
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return;
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List<PropertyInfo> pi;
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s->get_property_list(&pi);
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for (List<PropertyInfo>::Element *E = pi.front(); E; E = E->next()) {
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if (!(E->get().usage & PROPERTY_USAGE_STORAGE))
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continue;
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if (E->get().name == "resource_path")
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continue; //do not change path
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set(E->get().name, s->get(E->get().name));
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}
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}
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Ref<Resource> Resource::duplicate_for_local_scene(Node *p_for_scene, Map<Ref<Resource>, Ref<Resource> > &remap_cache) {
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List<PropertyInfo> plist;
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get_property_list(&plist);
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Resource *r = Object::cast_to<Resource>(ClassDB::instance(get_class()));
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ERR_FAIL_COND_V(!r, Ref<Resource>());
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r->local_scene = p_for_scene;
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for (List<PropertyInfo>::Element *E = plist.front(); E; E = E->next()) {
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if (!(E->get().usage & PROPERTY_USAGE_STORAGE))
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continue;
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Variant p = get(E->get().name);
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if (p.get_type() == Variant::OBJECT) {
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RES sr = p;
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if (sr.is_valid()) {
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if (sr->is_local_to_scene()) {
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if (remap_cache.has(sr)) {
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p = remap_cache[sr];
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} else {
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RES dupe = sr->duplicate_for_local_scene(p_for_scene, remap_cache);
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p = dupe;
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remap_cache[sr] = dupe;
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}
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}
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}
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}
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r->set(E->get().name, p);
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}
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RES res = Ref<Resource>(r);
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return res;
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}
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void Resource::configure_for_local_scene(Node *p_for_scene, Map<Ref<Resource>, Ref<Resource> > &remap_cache) {
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List<PropertyInfo> plist;
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get_property_list(&plist);
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local_scene = p_for_scene;
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for (List<PropertyInfo>::Element *E = plist.front(); E; E = E->next()) {
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if (!(E->get().usage & PROPERTY_USAGE_STORAGE))
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continue;
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Variant p = get(E->get().name);
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if (p.get_type() == Variant::OBJECT) {
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RES sr = p;
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if (sr.is_valid()) {
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if (sr->is_local_to_scene()) {
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if (!remap_cache.has(sr)) {
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sr->configure_for_local_scene(p_for_scene, remap_cache);
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remap_cache[sr] = sr;
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}
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}
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}
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}
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}
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}
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Ref<Resource> Resource::duplicate(bool p_subresources) const {
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List<PropertyInfo> plist;
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get_property_list(&plist);
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Resource *r = (Resource *)ClassDB::instance(get_class());
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ERR_FAIL_COND_V(!r, Ref<Resource>());
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for (List<PropertyInfo>::Element *E = plist.front(); E; E = E->next()) {
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if (!(E->get().usage & PROPERTY_USAGE_STORAGE))
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continue;
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Variant p = get(E->get().name);
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if ((p.get_type() == Variant::DICTIONARY || p.get_type() == Variant::ARRAY)) {
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r->set(E->get().name, p.duplicate(p_subresources));
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} else if (p.get_type() == Variant::OBJECT && (p_subresources || (E->get().usage & PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE))) {
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RES sr = p;
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if (sr.is_valid()) {
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r->set(E->get().name, sr->duplicate(p_subresources));
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}
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} else {
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r->set(E->get().name, p);
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}
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}
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return Ref<Resource>(r);
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}
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void Resource::_set_path(const String &p_path) {
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set_path(p_path, false);
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}
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void Resource::_take_over_path(const String &p_path) {
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set_path(p_path, true);
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}
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RID Resource::get_rid() const {
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return RID();
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}
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void Resource::register_owner(Object *p_owner) {
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owners.insert(p_owner->get_instance_id());
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}
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void Resource::unregister_owner(Object *p_owner) {
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owners.erase(p_owner->get_instance_id());
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}
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void Resource::notify_change_to_owners() {
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for (Set<ObjectID>::Element *E = owners.front(); E; E = E->next()) {
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Object *obj = ObjectDB::get_instance(E->get());
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ERR_CONTINUE_MSG(!obj, "Object was deleted, while still owning a resource."); //wtf
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//TODO store string
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obj->call("resource_changed", RES(this));
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}
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}
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#ifdef TOOLS_ENABLED
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uint32_t Resource::hash_edited_version() const {
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uint32_t hash = hash_djb2_one_32(get_edited_version());
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List<PropertyInfo> plist;
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get_property_list(&plist);
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for (List<PropertyInfo>::Element *E = plist.front(); E; E = E->next()) {
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if (E->get().usage & PROPERTY_USAGE_STORAGE && E->get().type == Variant::OBJECT && E->get().hint == PROPERTY_HINT_RESOURCE_TYPE) {
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RES res = get(E->get().name);
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if (res.is_valid()) {
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hash = hash_djb2_one_32(res->hash_edited_version(), hash);
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}
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}
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}
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return hash;
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}
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#endif
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void Resource::set_local_to_scene(bool p_enable) {
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local_to_scene = p_enable;
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}
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bool Resource::is_local_to_scene() const {
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return local_to_scene;
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}
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Node *Resource::get_local_scene() const {
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if (local_scene)
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return local_scene;
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if (_get_local_scene_func) {
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return _get_local_scene_func();
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}
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return NULL;
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}
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void Resource::setup_local_to_scene() {
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if (get_script_instance())
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get_script_instance()->call("_setup_local_to_scene");
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}
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Node *(*Resource::_get_local_scene_func)() = NULL;
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void Resource::set_as_translation_remapped(bool p_remapped) {
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if (remapped_list.in_list() == p_remapped)
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return;
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if (ResourceCache::lock) {
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ResourceCache::lock->write_lock();
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}
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if (p_remapped) {
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ResourceLoader::remapped_list.add(&remapped_list);
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} else {
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ResourceLoader::remapped_list.remove(&remapped_list);
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}
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if (ResourceCache::lock) {
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ResourceCache::lock->write_unlock();
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}
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}
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bool Resource::is_translation_remapped() const {
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return remapped_list.in_list();
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}
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#ifdef TOOLS_ENABLED
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//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 Resource::set_id_for_path(const String &p_path, int p_id) {
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if (p_id == -1) {
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if (ResourceCache::path_cache_lock) {
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ResourceCache::path_cache_lock->write_lock();
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}
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ResourceCache::resource_path_cache[p_path].erase(get_path());
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if (ResourceCache::path_cache_lock) {
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ResourceCache::path_cache_lock->write_unlock();
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}
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} else {
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if (ResourceCache::path_cache_lock) {
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ResourceCache::path_cache_lock->write_lock();
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}
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ResourceCache::resource_path_cache[p_path][get_path()] = p_id;
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if (ResourceCache::path_cache_lock) {
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ResourceCache::path_cache_lock->write_unlock();
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}
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}
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}
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int Resource::get_id_for_path(const String &p_path) const {
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if (ResourceCache::path_cache_lock) {
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ResourceCache::path_cache_lock->read_lock();
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}
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if (ResourceCache::resource_path_cache[p_path].has(get_path())) {
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int result = ResourceCache::resource_path_cache[p_path][get_path()];
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if (ResourceCache::path_cache_lock) {
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ResourceCache::path_cache_lock->read_unlock();
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}
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return result;
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} else {
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if (ResourceCache::path_cache_lock) {
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ResourceCache::path_cache_lock->read_unlock();
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}
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return -1;
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}
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}
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#endif
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void Resource::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_path", "path"), &Resource::_set_path);
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ClassDB::bind_method(D_METHOD("take_over_path", "path"), &Resource::_take_over_path);
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ClassDB::bind_method(D_METHOD("get_path"), &Resource::get_path);
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ClassDB::bind_method(D_METHOD("set_name", "name"), &Resource::set_name);
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ClassDB::bind_method(D_METHOD("get_name"), &Resource::get_name);
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ClassDB::bind_method(D_METHOD("get_rid"), &Resource::get_rid);
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ClassDB::bind_method(D_METHOD("set_local_to_scene", "enable"), &Resource::set_local_to_scene);
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ClassDB::bind_method(D_METHOD("is_local_to_scene"), &Resource::is_local_to_scene);
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ClassDB::bind_method(D_METHOD("get_local_scene"), &Resource::get_local_scene);
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ClassDB::bind_method(D_METHOD("setup_local_to_scene"), &Resource::setup_local_to_scene);
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ClassDB::bind_method(D_METHOD("duplicate", "subresources"), &Resource::duplicate, DEFVAL(false));
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ADD_SIGNAL(MethodInfo("changed"));
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ADD_GROUP("Resource", "resource_");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "resource_local_to_scene"), "set_local_to_scene", "is_local_to_scene");
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "resource_path", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_path", "get_path");
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "resource_name"), "set_name", "get_name");
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BIND_VMETHOD(MethodInfo("_setup_local_to_scene"));
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}
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Resource::Resource() :
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remapped_list(this) {
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#ifdef TOOLS_ENABLED
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last_modified_time = 0;
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import_last_modified_time = 0;
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#endif
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subindex = 0;
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local_to_scene = false;
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local_scene = NULL;
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}
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Resource::~Resource() {
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if (path_cache != "") {
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ResourceCache::lock->write_lock();
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ResourceCache::resources.erase(path_cache);
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ResourceCache::lock->write_unlock();
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}
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if (owners.size()) {
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WARN_PRINT("Resource is still owned.");
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}
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}
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HashMap<String, Resource *> ResourceCache::resources;
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#ifdef TOOLS_ENABLED
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HashMap<String, HashMap<String, int> > ResourceCache::resource_path_cache;
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#endif
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RWLock *ResourceCache::lock = NULL;
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#ifdef TOOLS_ENABLED
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RWLock *ResourceCache::path_cache_lock = NULL;
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#endif
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void ResourceCache::setup() {
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lock = RWLock::create();
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#ifdef TOOLS_ENABLED
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path_cache_lock = RWLock::create();
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#endif
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}
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void ResourceCache::clear() {
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if (resources.size())
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ERR_PRINT("Resources Still in use at Exit!");
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resources.clear();
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memdelete(lock);
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}
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void ResourceCache::reload_externals() {
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/*
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const String *K=NULL;
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while ((K=resources.next(K))) {
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resources[*K]->reload_external_data();
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}
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*/
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}
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bool ResourceCache::has(const String &p_path) {
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lock->read_lock();
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bool b = resources.has(p_path);
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lock->read_unlock();
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return b;
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}
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Resource *ResourceCache::get(const String &p_path) {
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lock->read_lock();
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Resource **res = resources.getptr(p_path);
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lock->read_unlock();
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if (!res) {
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return NULL;
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}
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return *res;
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}
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void ResourceCache::get_cached_resources(List<Ref<Resource> > *p_resources) {
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lock->read_lock();
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const String *K = NULL;
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while ((K = resources.next(K))) {
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Resource *r = resources[*K];
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p_resources->push_back(Ref<Resource>(r));
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}
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lock->read_unlock();
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}
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int ResourceCache::get_cached_resource_count() {
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lock->read_lock();
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int rc = resources.size();
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lock->read_unlock();
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return rc;
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}
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void ResourceCache::dump(const char *p_file, bool p_short) {
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#ifdef DEBUG_ENABLED
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lock->read_lock();
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Map<String, int> type_count;
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FileAccess *f = NULL;
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if (p_file) {
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f = FileAccess::open(p_file, FileAccess::WRITE);
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ERR_FAIL_COND_MSG(!f, "Cannot create file at path '" + String(p_file) + "'.");
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|
}
|
|
|
|
const String *K = NULL;
|
|
while ((K = resources.next(K))) {
|
|
|
|
Resource *r = resources[*K];
|
|
|
|
if (!type_count.has(r->get_class())) {
|
|
type_count[r->get_class()] = 0;
|
|
}
|
|
|
|
type_count[r->get_class()]++;
|
|
|
|
if (!p_short) {
|
|
if (f)
|
|
f->store_line(r->get_class() + ": " + r->get_path());
|
|
}
|
|
}
|
|
|
|
for (Map<String, int>::Element *E = type_count.front(); E; E = E->next()) {
|
|
|
|
if (f)
|
|
f->store_line(E->key() + " count: " + itos(E->get()));
|
|
}
|
|
if (f) {
|
|
f->close();
|
|
memdelete(f);
|
|
}
|
|
|
|
lock->read_unlock();
|
|
|
|
#endif
|
|
}
|