godot/scene/main/resource_preloader.h
Juan Linietsky 118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00

65 lines
2.8 KiB
C++

/*************************************************************************/
/* resource_preloader.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 RESOURCE_PRELOADER_H
#define RESOURCE_PRELOADER_H
#include "scene/main/node.h"
class ResourcePreloader : public Node {
GDCLASS(ResourcePreloader,Node);
Map<StringName,RES > resources;
void _set_resources(const Array& p_data);
Array _get_resources() const;
DVector<String> _get_resource_list() const;
protected:
static void _bind_methods();
public:
void add_resource(const StringName& p_name,const RES& p_resource);
void remove_resource(const StringName& p_name);
void rename_resource(const StringName& p_from_name,const StringName& p_to_name);
bool has_resource(const StringName& p_name) const;
RES get_resource(const StringName& p_name) const;
void get_resource_list(List<StringName> *p_list);
ResourcePreloader();
};
#endif // RESOURCE_PRELOADER_H