mirror of
https://github.com/godotengine/godot
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129 lines
4.5 KiB
C++
129 lines
4.5 KiB
C++
/*************************************************************************/
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/* editor_resource_preview.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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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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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 EDITORRESOURCEPREVIEW_H
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#define EDITORRESOURCEPREVIEW_H
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#include "os/semaphore.h"
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#include "os/thread.h"
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#include "scene/main/node.h"
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#include "scene/resources/texture.h"
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/* make previews for:
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*packdscene
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*wav
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*image
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*mesh
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-font
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*script
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*material
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-shader
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-shader graph?
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-navigation mesh
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-collision?
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-occluder polygon
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-navigation polygon
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-tileset
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-curve and curve2D
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*/
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class EditorResourcePreviewGenerator : public Reference {
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GDCLASS(EditorResourcePreviewGenerator, Reference);
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protected:
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static void _bind_methods();
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public:
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virtual bool handles(const String &p_type) const;
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virtual Ref<Texture> generate(const RES &p_from);
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virtual Ref<Texture> generate_from_path(const String &p_path);
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EditorResourcePreviewGenerator();
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};
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class EditorResourcePreview : public Node {
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GDCLASS(EditorResourcePreview, Node);
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static EditorResourcePreview *singleton;
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struct QueueItem {
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Ref<Resource> resource;
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String path;
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ObjectID id;
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StringName function;
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Variant userdata;
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};
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List<QueueItem> queue;
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Mutex *preview_mutex;
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Semaphore *preview_sem;
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Thread *thread;
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bool exit;
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struct Item {
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Ref<Texture> preview;
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int order;
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uint32_t last_hash;
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uint64_t modified_time;
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};
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int order;
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Map<String, Item> cache;
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void _preview_ready(const String &p_str, const Ref<Texture> &p_texture, ObjectID id, const StringName &p_func, const Variant &p_ud);
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Ref<Texture> _generate_preview(const QueueItem &p_item, const String &cache_base);
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static void _thread_func(void *ud);
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void _thread();
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Vector<Ref<EditorResourcePreviewGenerator> > preview_generators;
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protected:
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static void _bind_methods();
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public:
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static EditorResourcePreview *get_singleton();
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//callback function is callback(String p_path,Ref<Texture> preview,Variant udata) preview null if could not load
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void queue_resource_preview(const String &p_res, Object *p_receiver, const StringName &p_receiver_func, const Variant &p_userdata);
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void queue_edited_resource_preview(const Ref<Resource> &p_path, Object *p_receiver, const StringName &p_receiver_func, const Variant &p_userdata);
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void add_preview_generator(const Ref<EditorResourcePreviewGenerator> &p_generator);
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void remove_preview_generator(const Ref<EditorResourcePreviewGenerator> &p_generator);
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void check_for_invalidation(const String &p_path);
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EditorResourcePreview();
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~EditorResourcePreview();
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};
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#endif // EDITORRESOURCEPREVIEW_H
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