pandemonium_engine_minimal/scene/main/resource_preloader.h

60 lines
2.9 KiB
C++
Raw Normal View History

2023-12-14 21:54:22 +01:00
#ifndef RESOURCE_PRELOADER_H
#define RESOURCE_PRELOADER_H
/*************************************************************************/
/* resource_preloader.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "scene/main/node.h"
class ResourcePreloader : public Node {
GDCLASS(ResourcePreloader, Node);
RBMap<StringName, RES> resources;
void _set_resources(const Array &p_data);
Array _get_resources() const;
PoolVector<String> _get_resource_list() const;
protected:
static void _bind_methods();
public:
void add_resource(const StringName &p_name, const RES &p_resource);
void remove_resource(const StringName &p_name);
void rename_resource(const StringName &p_from_name, const StringName &p_to_name);
bool has_resource(const StringName &p_name) const;
RES get_resource(const StringName &p_name) const;
void get_resource_list(List<StringName> *p_list);
ResourcePreloader();
};
#endif // RESOURCE_PRELOADER_H