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90019676b0
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
128 lines
5.1 KiB
C++
128 lines
5.1 KiB
C++
/*************************************************************************/
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/* editor_resource_preview.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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_RESOURCE_PREVIEW_H
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#define EDITOR_RESOURCE_PREVIEW_H
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#include "core/os/semaphore.h"
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#include "core/os/thread.h"
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#include "core/templates/safe_refcount.h"
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#include "scene/main/node.h"
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#include "scene/resources/texture.h"
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class EditorResourcePreviewGenerator : public RefCounted {
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GDCLASS(EditorResourcePreviewGenerator, RefCounted);
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protected:
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static void _bind_methods();
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GDVIRTUAL1RC(bool, _handles, String)
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GDVIRTUAL2RC(Ref<Texture2D>, _generate, Ref<Resource>, Vector2i)
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GDVIRTUAL2RC(Ref<Texture2D>, _generate_from_path, String, Vector2i)
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GDVIRTUAL0RC(bool, _generate_small_preview_automatically)
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GDVIRTUAL0RC(bool, _can_generate_small_preview)
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public:
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virtual bool handles(const String &p_type) const;
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virtual Ref<Texture2D> generate(const Ref<Resource> &p_from, const Size2 &p_size) const;
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virtual Ref<Texture2D> generate_from_path(const String &p_path, const Size2 &p_size) const;
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virtual bool generate_small_preview_automatically() const;
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virtual bool can_generate_small_preview() const;
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EditorResourcePreviewGenerator();
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};
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class EditorResourcePreview : public Node {
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GDCLASS(EditorResourcePreview, Node);
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static EditorResourcePreview *singleton;
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struct QueueItem {
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Ref<Resource> resource;
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String path;
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ObjectID id;
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StringName function;
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Variant userdata;
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};
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List<QueueItem> queue;
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Mutex preview_mutex;
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Semaphore preview_sem;
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Thread thread;
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SafeFlag exit;
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SafeFlag exited;
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struct Item {
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Ref<Texture2D> preview;
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Ref<Texture2D> small_preview;
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int order = 0;
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uint32_t last_hash = 0;
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uint64_t modified_time = 0;
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};
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int order;
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HashMap<String, Item> cache;
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void _preview_ready(const String &p_str, const Ref<Texture2D> &p_texture, const Ref<Texture2D> &p_small_texture, ObjectID id, const StringName &p_func, const Variant &p_ud);
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void _generate_preview(Ref<ImageTexture> &r_texture, Ref<ImageTexture> &r_small_texture, const QueueItem &p_item, const String &cache_base);
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static void _thread_func(void *ud);
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void _thread();
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void _iterate();
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Vector<Ref<EditorResourcePreviewGenerator>> preview_generators;
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protected:
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static void _bind_methods();
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public:
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static EditorResourcePreview *get_singleton();
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// p_receiver_func callback has signature (String p_path, Ref<Texture2D> p_preview, Ref<Texture2D> p_preview_small, Variant p_userdata)
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// p_preview will be null if there was an error
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void queue_resource_preview(const String &p_path, Object *p_receiver, const StringName &p_receiver_func, const Variant &p_userdata);
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void queue_edited_resource_preview(const Ref<Resource> &p_res, Object *p_receiver, const StringName &p_receiver_func, const Variant &p_userdata);
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void add_preview_generator(const Ref<EditorResourcePreviewGenerator> &p_generator);
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void remove_preview_generator(const Ref<EditorResourcePreviewGenerator> &p_generator);
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void check_for_invalidation(const String &p_path);
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void start();
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void stop();
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EditorResourcePreview();
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~EditorResourcePreview();
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};
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#endif // EDITOR_RESOURCE_PREVIEW_H
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