pandemonium_engine/scene/main/resource_preloader.cpp

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/*************************************************************************/
/* resource_preloader.cpp */
/*************************************************************************/
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/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 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. */
/*************************************************************************/
#include "resource_preloader.h"
void ResourcePreloader::_set_resources(const Array &p_data) {
resources.clear();
ERR_FAIL_COND(p_data.size() != 2);
PoolVector<String> names = p_data[0];
Array resdata = p_data[1];
ERR_FAIL_COND(names.size() != resdata.size());
for (int i = 0; i < resdata.size(); i++) {
String name = names[i];
RES resource = resdata[i];
ERR_CONTINUE(!resource.is_valid());
resources[name] = resource;
//add_resource(name,resource);
}
}
Array ResourcePreloader::_get_resources() const {
PoolVector<String> names;
Array arr;
arr.resize(resources.size());
names.resize(resources.size());
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RBSet<String> sorted_names;
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for (RBMap<StringName, RES>::Element *E = resources.front(); E; E = E->next()) {
sorted_names.insert(E->key());
}
int i = 0;
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for (RBSet<String>::Element *E = sorted_names.front(); E; E = E->next()) {
names.set(i, E->get());
arr[i] = resources[E->get()];
i++;
}
Array res;
res.push_back(names);
res.push_back(arr);
return res;
}
void ResourcePreloader::add_resource(const StringName &p_name, const RES &p_resource) {
ERR_FAIL_COND(p_resource.is_null());
if (resources.has(p_name)) {
StringName new_name;
int idx = 2;
while (true) {
new_name = p_name.operator String() + " " + itos(idx);
if (resources.has(new_name)) {
idx++;
continue;
}
break;
}
add_resource(new_name, p_resource);
} else {
resources[p_name] = p_resource;
}
}
void ResourcePreloader::remove_resource(const StringName &p_name) {
ERR_FAIL_COND(!resources.has(p_name));
resources.erase(p_name);
}
void ResourcePreloader::rename_resource(const StringName &p_from_name, const StringName &p_to_name) {
ERR_FAIL_COND(!resources.has(p_from_name));
RES res = resources[p_from_name];
resources.erase(p_from_name);
add_resource(p_to_name, res);
}
bool ResourcePreloader::has_resource(const StringName &p_name) const {
return resources.has(p_name);
}
RES ResourcePreloader::get_resource(const StringName &p_name) const {
ERR_FAIL_COND_V(!resources.has(p_name), RES());
return resources[p_name];
}
PoolVector<String> ResourcePreloader::_get_resource_list() const {
PoolVector<String> res;
res.resize(resources.size());
int i = 0;
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for (RBMap<StringName, RES>::Element *E = resources.front(); E; E = E->next(), i++) {
res.set(i, E->key());
}
return res;
}
void ResourcePreloader::get_resource_list(List<StringName> *p_list) {
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for (RBMap<StringName, RES>::Element *E = resources.front(); E; E = E->next()) {
p_list->push_back(E->key());
}
}
void ResourcePreloader::_bind_methods() {
ClassDB::bind_method(D_METHOD("_set_resources"), &ResourcePreloader::_set_resources);
ClassDB::bind_method(D_METHOD("_get_resources"), &ResourcePreloader::_get_resources);
ClassDB::bind_method(D_METHOD("add_resource", "name", "resource"), &ResourcePreloader::add_resource);
ClassDB::bind_method(D_METHOD("remove_resource", "name"), &ResourcePreloader::remove_resource);
ClassDB::bind_method(D_METHOD("rename_resource", "name", "newname"), &ResourcePreloader::rename_resource);
ClassDB::bind_method(D_METHOD("has_resource", "name"), &ResourcePreloader::has_resource);
ClassDB::bind_method(D_METHOD("get_resource", "name"), &ResourcePreloader::get_resource);
ClassDB::bind_method(D_METHOD("get_resource_list"), &ResourcePreloader::_get_resource_list);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "resources", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_resources", "_get_resources");
}
ResourcePreloader::ResourcePreloader() {
}