This means that each time this scene is instanced, the resource will be unique! As such, thanks to this, the following features were implemented: -ButtonGroup is no longer a control, it's now a resource local to the scene -ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
198 lines
5.8 KiB
C++
198 lines
5.8 KiB
C++
/*************************************************************************/
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/* resource.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 RESOURCE_H
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#define RESOURCE_H
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#include "object.h"
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#include "safe_refcount.h"
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#include "ref_ptr.h"
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#include "reference.h"
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#include "object_type_db.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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#define RES_BASE_EXTENSION(m_ext)\
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public:\
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static void register_custom_data_to_otdb() { ClassDB::add_resource_base_extension(m_ext,get_class_static()); }\
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virtual String get_base_extension() const { return m_ext; }\
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private:
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class ResourceImportMetadata : public Reference {
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GDCLASS( ResourceImportMetadata, Reference );
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struct Source {
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String path;
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String md5;
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};
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Vector<Source> sources;
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String editor;
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Map<String,Variant> options;
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StringArray _get_options() const;
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protected:
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static void _bind_methods();
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public:
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void set_editor(const String& p_editor);
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String get_editor() const;
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void add_source(const String& p_path,const String& p_md5="");
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String get_source_path(int p_idx) const;
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String get_source_md5(int p_idx) const;
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void set_source_md5(int p_idx,const String& p_md5);
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void remove_source(int p_idx);
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int get_source_count() const;
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void set_option(const String& p_key, const Variant& p_value);
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Variant get_option(const String& p_key) const;
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bool has_option(const String& p_key) const;
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void get_options(List<String> *r_options) const;
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ResourceImportMetadata();
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};
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class Resource : public Reference {
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GDCLASS( Resource, Reference );
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OBJ_CATEGORY("Resources");
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RES_BASE_EXTENSION("res");
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Set<ObjectID> owners;
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friend class ResBase;
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friend class ResourceCache;
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String name;
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String path_cache;
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int subindex;
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virtual bool _use_builtin_script() const { return true; }
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#ifdef TOOLS_ENABLED
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Ref<ResourceImportMetadata> import_metadata;
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uint64_t last_modified_time;
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#endif
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bool local_to_scene;
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friend class SceneState;
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Node* local_scene;
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protected:
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void emit_changed();
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void notify_change_to_owners();
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virtual void _resource_path_changed();
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static void _bind_methods();
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void _set_path(const String& p_path);
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void _take_over_path(const String& p_path);
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public:
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static Node* (*_get_local_scene_func)(); //used by editor
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virtual bool editor_can_reload_from_file();
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virtual void reload_from_file();
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void register_owner(Object *p_owner);
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void unregister_owner(Object *p_owner);
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void set_name(const String& p_name);
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String get_name() const;
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virtual void set_path(const String& p_path,bool p_take_over=false);
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String get_path() const;
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void set_subindex(int p_sub_index);
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int get_subindex() const;
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Ref<Resource> duplicate(bool p_subresources=false);
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Ref<Resource> duplicate_for_local_scene(Node *p_scene,Map<Ref<Resource>,Ref<Resource> >& remap_cache);
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void set_import_metadata(const Ref<ResourceImportMetadata>& p_metadata);
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Ref<ResourceImportMetadata> get_import_metadata() const;
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void set_local_to_scene(bool p_enable);
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bool is_local_to_scene() const;
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virtual void setup_local_to_scene();
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Node* get_local_scene() const;
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#ifdef TOOLS_ENABLED
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uint32_t hash_edited_version() const;
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virtual void set_last_modified_time(uint64_t p_time) { last_modified_time=p_time; }
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uint64_t get_last_modified_time() const { return last_modified_time; }
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#endif
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virtual RID get_rid() const; // some resources may offer conversion to RID
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Resource();
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~Resource();
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};
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typedef Ref<Resource> RES;
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class ResourceCache {
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friend class Resource;
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static RWLock *lock;
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static HashMap<String,Resource*> resources;
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friend void unregister_core_types();
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static void clear();
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friend void register_core_types();
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static void setup();
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public:
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static void reload_externals();
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static bool has(const String& p_path);
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static Resource* get(const String& p_path);
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static void dump(const char* p_file=NULL,bool p_short=false);
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static void get_cached_resources(List<Ref<Resource> > *p_resources);
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static int get_cached_resource_count();
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};
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#endif
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