godot/editor/editor_resource_preview.h
Hein-Pieter van Braam 0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00

131 lines
4.5 KiB
C++

/*************************************************************************/
/* editor_resource_preview.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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 */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef EDITORRESOURCEPREVIEW_H
#define EDITORRESOURCEPREVIEW_H
#include "os/semaphore.h"
#include "os/thread.h"
#include "scene/main/node.h"
#include "scene/resources/texture.h"
/* make previews for:
*packdscene
*wav
*image
*mesh
-font
*script
*material
-shader
-shader graph?
-navigation mesh
-collision?
-occluder polygon
-navigation polygon
-tileset
-curve and curve2D
*/
class EditorResourcePreviewGenerator : public Reference {
GDCLASS(EditorResourcePreviewGenerator, Reference);
protected:
static void _bind_methods();
public:
virtual bool handles(const String &p_type) const;
virtual Ref<Texture> generate(const RES &p_from) const;
virtual Ref<Texture> generate_from_path(const String &p_path) const;
EditorResourcePreviewGenerator();
};
class EditorResourcePreview : public Node {
GDCLASS(EditorResourcePreview, Node);
static EditorResourcePreview *singleton;
struct QueueItem {
Ref<Resource> resource;
String path;
ObjectID id;
StringName function;
Variant userdata;
};
List<QueueItem> queue;
Mutex *preview_mutex;
Semaphore *preview_sem;
Thread *thread;
bool exit;
struct Item {
Ref<Texture> preview;
int order;
uint32_t last_hash;
uint64_t modified_time;
};
int order;
Map<String, Item> cache;
void _preview_ready(const String &p_str, const Ref<Texture> &p_texture, ObjectID id, const StringName &p_func, const Variant &p_ud);
Ref<Texture> _generate_preview(const QueueItem &p_item, const String &cache_base);
static void _thread_func(void *ud);
void _thread();
Vector<Ref<EditorResourcePreviewGenerator> > preview_generators;
protected:
static void _bind_methods();
public:
static EditorResourcePreview *get_singleton();
//callback function is callback(String p_path,Ref<Texture> preview,Variant udata) preview null if could not load
void queue_resource_preview(const String &p_path, Object *p_receiver, const StringName &p_receiver_func, const Variant &p_userdata);
void queue_edited_resource_preview(const Ref<Resource> &p_res, Object *p_receiver, const StringName &p_receiver_func, const Variant &p_userdata);
void add_preview_generator(const Ref<EditorResourcePreviewGenerator> &p_generator);
void remove_preview_generator(const Ref<EditorResourcePreviewGenerator> &p_generator);
void check_for_invalidation(const String &p_path);
EditorResourcePreview();
~EditorResourcePreview();
};
#endif // EDITORRESOURCEPREVIEW_H