godot/scene/main/resource_preloader.cpp
Hein-Pieter van Braam 411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00

184 lines
5.5 KiB
C++

/*************************************************************************/
/* resource_preloader.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "resource_preloader.h"
void ResourcePreloader::_set_resources(const Array& p_data) {
resources.clear();
ERR_FAIL_COND(p_data.size()!=2);
PoolVector<String> names=p_data[0];
Array resdata=p_data[1];
ERR_FAIL_COND(names.size()!=resdata.size());
for(int i=0;i<resdata.size();i++) {
String name=names[i];
RES resource = resdata[i];
ERR_CONTINUE( !resource.is_valid() );
resources[name]=resource;
//add_resource(name,resource);
}
}
Array ResourcePreloader::_get_resources() const {
PoolVector<String> names;
Array arr;
arr.resize(resources.size());
names.resize(resources.size());
Set<String> sorted_names;
for(Map<StringName,RES >::Element *E=resources.front();E;E=E->next()) {
sorted_names.insert(E->key());
}
int i=0;
for(Set<String>::Element *E=sorted_names.front();E;E=E->next()) {
names.set(i,E->get());
arr[i]=resources[E->get()];
i++;
}
Array res;
res.push_back(names);
res.push_back(arr);
return res;
}
void ResourcePreloader::add_resource(const StringName& p_name,const RES& p_resource) {
ERR_FAIL_COND(p_resource.is_null());
if (resources.has(p_name)) {
StringName new_name;
int idx=2;
while(true) {
new_name=p_name.operator String()+" "+itos(idx);
if (resources.has(new_name)) {
idx++;
continue;
}
break;
}
add_resource(new_name,p_resource);
} else {
resources[p_name]=p_resource;
}
}
void ResourcePreloader::remove_resource(const StringName& p_name) {
ERR_FAIL_COND( !resources.has(p_name) );
resources.erase(p_name);
}
void ResourcePreloader::rename_resource(const StringName& p_from_name,const StringName& p_to_name) {
ERR_FAIL_COND( !resources.has(p_from_name) );
RES res = resources[p_from_name];
resources.erase(p_from_name);
add_resource(p_to_name,res);
}
bool ResourcePreloader::has_resource(const StringName& p_name) const {
return resources.has(p_name);
}
RES ResourcePreloader::get_resource(const StringName& p_name) const {
ERR_FAIL_COND_V(!resources.has(p_name),RES());
return resources[p_name];
}
PoolVector<String> ResourcePreloader::_get_resource_list() const {
PoolVector<String> res;
res.resize(resources.size());
int i=0;
for(Map<StringName,RES >::Element *E=resources.front();E;E=E->next(),i++) {
res.set(i,E->key());
}
return res;
}
void ResourcePreloader::get_resource_list(List<StringName> *p_list) {
for(Map<StringName,RES >::Element *E=resources.front();E;E=E->next()) {
p_list->push_back(E->key());
}
}
void ResourcePreloader::_bind_methods() {
ClassDB::bind_method(D_METHOD("_set_resources"),&ResourcePreloader::_set_resources);
ClassDB::bind_method(D_METHOD("_get_resources"),&ResourcePreloader::_get_resources);
ClassDB::bind_method(D_METHOD("add_resource","name","resource"),&ResourcePreloader::add_resource);
ClassDB::bind_method(D_METHOD("remove_resource","name"),&ResourcePreloader::remove_resource);
ClassDB::bind_method(D_METHOD("rename_resource","name","newname"),&ResourcePreloader::rename_resource);
ClassDB::bind_method(D_METHOD("has_resource","name"),&ResourcePreloader::has_resource);
ClassDB::bind_method(D_METHOD("get_resource","name"),&ResourcePreloader::get_resource);
ClassDB::bind_method(D_METHOD("get_resource_list"),&ResourcePreloader::_get_resource_list);
ADD_PROPERTY( PropertyInfo(Variant::ARRAY,"resources",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR), "_set_resources", "_get_resources");
}
ResourcePreloader::ResourcePreloader()
{
}