resource_preloader.h 2.9 KB

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  1. /*************************************************************************/
  2. /* resource_preloader.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef RESOURCE_PRELOADER_H
  31. #define RESOURCE_PRELOADER_H
  32. #include "scene/main/node.h"
  33. class ResourcePreloader : public Node {
  34. GDCLASS(ResourcePreloader, Node);
  35. Map<StringName, RES> resources;
  36. void _set_resources(const Array &p_data);
  37. Array _get_resources() const;
  38. PoolVector<String> _get_resource_list() const;
  39. protected:
  40. static void _bind_methods();
  41. public:
  42. void add_resource(const StringName &p_name, const RES &p_resource);
  43. void remove_resource(const StringName &p_name);
  44. void rename_resource(const StringName &p_from_name, const StringName &p_to_name);
  45. bool has_resource(const StringName &p_name) const;
  46. RES get_resource(const StringName &p_name) const;
  47. void get_resource_list(List<StringName> *p_list);
  48. ResourcePreloader();
  49. };
  50. #endif // RESOURCE_PRELOADER_H