godot/core/io/resource_saver.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00

94 lines
3.4 KiB
C++

/*************************************************************************/
/* resource_saver.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_SAVER_H
#define RESOURCE_SAVER_H
#include "resource.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class ResourceFormatSaver {
public:
virtual Error save(const String &p_path,const RES& p_resource,uint32_t p_flags=0)=0;
virtual bool recognize(const RES& p_resource) const=0;
virtual void get_recognized_extensions(const RES& p_resource,List<String> *p_extensions) const=0;
virtual ~ResourceFormatSaver() {}
};
typedef void (*ResourceSavedCallback)(const String& p_path);
class ResourceSaver {
enum {
MAX_SAVERS=64
};
static ResourceFormatSaver *saver[MAX_SAVERS];
static int saver_count;
static bool timestamp_on_save;
static ResourceSavedCallback save_callback;
public:
enum SaverFlags {
FLAG_RELATIVE_PATHS=1,
FLAG_BUNDLE_RESOURCES=2,
FLAG_CHANGE_PATH=4,
FLAG_OMIT_EDITOR_PROPERTIES=8,
FLAG_SAVE_BIG_ENDIAN=16,
FLAG_COMPRESS=32,
FLAG_REPLACE_SUBRESOURCE_PATHS=64,
};
static Error save(const String &p_path,const RES& p_resource,uint32_t p_flags=0);
static void get_recognized_extensions(const RES& p_resource,List<String> *p_extensions);
static void add_resource_format_saver(ResourceFormatSaver *p_format_saver,bool p_at_front=false);
static void set_timestamp_on_save(bool p_timestamp) { timestamp_on_save=p_timestamp; }
static void set_save_callback(ResourceSavedCallback p_callback);
};
#endif