godot/editor/editor_file_system.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
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.
2020-01-01 11:16:22 +01:00

280 lines
8.4 KiB
C++

/*************************************************************************/
/* editor_file_system.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 EDITOR_FILE_SYSTEM_H
#define EDITOR_FILE_SYSTEM_H
#include "core/os/dir_access.h"
#include "core/os/thread.h"
#include "core/os/thread_safe.h"
#include "core/set.h"
#include "scene/main/node.h"
class FileAccess;
struct EditorProgressBG;
class EditorFileSystemDirectory : public Object {
GDCLASS(EditorFileSystemDirectory, Object);
String name;
uint64_t modified_time;
bool verified; //used for checking changes
EditorFileSystemDirectory *parent;
Vector<EditorFileSystemDirectory *> subdirs;
struct FileInfo {
String file;
StringName type;
uint64_t modified_time;
uint64_t import_modified_time;
bool import_valid;
String import_group_file;
Vector<String> deps;
bool verified; //used for checking changes
String script_class_name;
String script_class_extends;
String script_class_icon_path;
};
struct FileInfoSort {
bool operator()(const FileInfo *p_a, const FileInfo *p_b) const {
return p_a->file < p_b->file;
}
};
void sort_files();
Vector<FileInfo *> files;
static void _bind_methods();
friend class EditorFileSystem;
public:
String get_name();
String get_path() const;
int get_subdir_count() const;
EditorFileSystemDirectory *get_subdir(int p_idx);
int get_file_count() const;
String get_file(int p_idx) const;
String get_file_path(int p_idx) const;
StringName get_file_type(int p_idx) const;
Vector<String> get_file_deps(int p_idx) const;
bool get_file_import_is_valid(int p_idx) const;
String get_file_script_class_name(int p_idx) const; //used for scripts
String get_file_script_class_extends(int p_idx) const; //used for scripts
String get_file_script_class_icon_path(int p_idx) const; //used for scripts
EditorFileSystemDirectory *get_parent();
int find_file_index(const String &p_file) const;
int find_dir_index(const String &p_dir) const;
EditorFileSystemDirectory();
~EditorFileSystemDirectory();
};
class EditorFileSystem : public Node {
GDCLASS(EditorFileSystem, Node);
_THREAD_SAFE_CLASS_
struct ItemAction {
enum Action {
ACTION_NONE,
ACTION_DIR_ADD,
ACTION_DIR_REMOVE,
ACTION_FILE_ADD,
ACTION_FILE_REMOVE,
ACTION_FILE_TEST_REIMPORT,
ACTION_FILE_RELOAD
};
Action action;
EditorFileSystemDirectory *dir;
String file;
EditorFileSystemDirectory *new_dir;
EditorFileSystemDirectory::FileInfo *new_file;
ItemAction() {
action = ACTION_NONE;
dir = NULL;
new_dir = NULL;
new_file = NULL;
}
};
bool use_threads;
Thread *thread;
static void _thread_func(void *_userdata);
EditorFileSystemDirectory *new_filesystem;
bool abort_scan;
bool scanning;
bool importing;
bool first_scan;
float scan_total;
String filesystem_settings_version_for_import;
bool revalidate_import_files;
void _scan_filesystem();
Set<String> late_added_files; //keep track of files that were added, these will be re-scanned
Set<String> late_update_files;
void _save_late_updated_files();
EditorFileSystemDirectory *filesystem;
static EditorFileSystem *singleton;
/* Used for reading the filesystem cache file */
struct FileCache {
String type;
uint64_t modification_time;
uint64_t import_modification_time;
Vector<String> deps;
bool import_valid;
String import_group_file;
String script_class_name;
String script_class_extends;
String script_class_icon_path;
};
HashMap<String, FileCache> file_cache;
struct ScanProgress {
float low;
float hi;
mutable EditorProgressBG *progress;
void update(int p_current, int p_total) const;
ScanProgress get_sub(int p_current, int p_total) const;
};
void _save_filesystem_cache();
void _save_filesystem_cache(EditorFileSystemDirectory *p_dir, FileAccess *p_file);
bool _find_file(const String &p_file, EditorFileSystemDirectory **r_d, int &r_file_pos) const;
void _scan_fs_changes(EditorFileSystemDirectory *p_dir, const ScanProgress &p_progress);
void _delete_internal_files(String p_file);
Set<String> valid_extensions;
Set<String> import_extensions;
void _scan_new_dir(EditorFileSystemDirectory *p_dir, DirAccess *da, const ScanProgress &p_progress);
Thread *thread_sources;
bool scanning_changes;
bool scanning_changes_done;
static void _thread_func_sources(void *_userdata);
List<String> sources_changed;
List<ItemAction> scan_actions;
bool _update_scan_actions();
void _update_extensions();
void _reimport_file(const String &p_file);
Error _reimport_group(const String &p_group_file, const Vector<String> &p_files);
bool _test_for_reimport(const String &p_path, bool p_only_imported_files);
bool reimport_on_missing_imported_files;
Vector<String> _get_dependencies(const String &p_path);
struct ImportFile {
String path;
int order;
bool operator<(const ImportFile &p_if) const {
return order < p_if.order;
}
};
void _scan_script_classes(EditorFileSystemDirectory *p_dir);
volatile bool update_script_classes_queued;
void _queue_update_script_classes();
String _get_global_script_class(const String &p_type, const String &p_path, String *r_extends, String *r_icon_path) const;
static Error _resource_import(const String &p_path);
bool using_fat32_or_exfat; // Workaround for projects in FAT32 or exFAT filesystem (pendrives, most of the time)
void _find_group_files(EditorFileSystemDirectory *efd, Map<String, Vector<String> > &group_files, Set<String> &groups_to_reimport);
void _move_group_files(EditorFileSystemDirectory *efd, const String &p_group_file, const String &p_new_location);
Set<String> group_file_cache;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
static EditorFileSystem *get_singleton() { return singleton; }
EditorFileSystemDirectory *get_filesystem();
bool is_scanning() const;
bool is_importing() const { return importing; }
float get_scanning_progress() const;
void scan();
void scan_changes();
void get_changed_sources(List<String> *r_changed);
void update_file(const String &p_file);
EditorFileSystemDirectory *get_filesystem_path(const String &p_path);
String get_file_type(const String &p_file) const;
EditorFileSystemDirectory *find_file(const String &p_file, int *r_index) const;
void reimport_files(const Vector<String> &p_files);
void update_script_classes();
bool is_group_file(const String &p_path) const;
void move_group_file(const String &p_path, const String &p_new_path);
EditorFileSystem();
~EditorFileSystem();
};
#endif // EDITOR_FILE_SYSTEM_H