That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
189 lines
5.5 KiB
C++
189 lines
5.5 KiB
C++
/*************************************************************************/
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/* resource_format_binary.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_FORMAT_BINARY_H
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#define RESOURCE_FORMAT_BINARY_H
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#include "io/resource_loader.h"
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#include "io/resource_saver.h"
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#include "os/file_access.h"
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class ResourceInteractiveLoaderBinary : public ResourceInteractiveLoader {
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String local_path;
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String res_path;
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String type;
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Ref<Resource> resource;
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FileAccess *f;
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bool endian_swap;
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bool use_real64;
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uint64_t importmd_ofs;
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Vector<char> str_buf;
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List<RES> resource_cache;
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//Map<int,StringName> string_map;
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Vector<StringName> string_map;
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struct ExtResoucre {
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String path;
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String type;
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};
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Vector<ExtResoucre> external_resources;
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struct IntResoucre {
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String path;
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uint64_t offset;
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};
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Vector<IntResoucre> internal_resources;
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String get_unicode_string();
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void _advance_padding(uint32_t p_len);
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Map<String,String> remaps;
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Error error;
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int stage;
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friend class ResourceFormatLoaderBinary;
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Error parse_variant(Variant& r_v);
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public:
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virtual void set_local_path(const String& p_local_path);
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virtual Ref<Resource> get_resource();
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virtual Error poll();
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virtual int get_stage() const;
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virtual int get_stage_count() const;
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void set_remaps(const Map<String,String>& p_remaps) { remaps=p_remaps; }
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void open(FileAccess *p_f);
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String recognize(FileAccess *p_f);
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void get_dependencies(FileAccess *p_f, List<String> *p_dependencies, bool p_add_types);
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ResourceInteractiveLoaderBinary();
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~ResourceInteractiveLoaderBinary();
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};
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class ResourceFormatLoaderBinary : public ResourceFormatLoader {
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public:
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virtual Ref<ResourceInteractiveLoader> load_interactive(const String &p_path,Error *r_error=NULL);
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virtual void get_recognized_extensions_for_type(const String& p_type,List<String> *p_extensions) const;
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virtual void get_recognized_extensions(List<String> *p_extensions) const;
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virtual bool handles_type(const String& p_type) const;
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virtual String get_resource_type(const String &p_path) const;
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virtual void get_dependencies(const String& p_path, List<String> *p_dependencies, bool p_add_types=false);
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virtual Error load_import_metadata(const String &p_path, Ref<ResourceImportMetadata>& r_var) const;
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virtual Error rename_dependencies(const String &p_path,const Map<String,String>& p_map);
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};
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class ResourceFormatSaverBinaryInstance {
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String local_path;
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bool relative_paths;
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bool bundle_resources;
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bool skip_editor;
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bool big_endian;
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bool takeover_paths;
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int bin_meta_idx;
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FileAccess *f;
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String magic;
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Set<RES> resource_set;
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Map<StringName,int> string_map;
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Vector<StringName> strings;
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Map<RES,int> external_resources;
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List<RES> saved_resources;
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struct Property {
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int name_idx;
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Variant value;
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PropertyInfo pi;
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};
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struct ResourceData {
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String type;
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List<Property> properties;
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};
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void _pad_buffer(int p_bytes);
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void write_variant(const Variant& p_property,const PropertyInfo& p_hint=PropertyInfo());
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void _find_resources(const Variant& p_variant,bool p_main=false);
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void save_unicode_string(const String& p_string);
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int get_string_index(const String& p_string);
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public:
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Error save(const String &p_path,const RES& p_resource,uint32_t p_flags=0);
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};
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class ResourceFormatSaverBinary : public ResourceFormatSaver {
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public:
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static ResourceFormatSaverBinary* singleton;
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virtual Error save(const String &p_path,const RES& p_resource,uint32_t p_flags=0);
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virtual bool recognize(const RES& p_resource) const;
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virtual void get_recognized_extensions(const RES& p_resource,List<String> *p_extensions) const;
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ResourceFormatSaverBinary();
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};
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#endif // RESOURCE_FORMAT_BINARY_H
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