/**************************************************************************/ /* scene_cache.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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. */ /**************************************************************************/ #pragma once #include "core/string/ustring.h" #include "core/templates/hash_map.h" #include "core/templates/local_vector.h" class Node; class EditorFileSystemDirectory; class PackedScene; /** * Used to load and cache scene instances for LSP autocompletion. * * This implementation is not thread safe. */ class SceneCache { // Always contains the path to the scene which is currently loaded via the `ResourceLoader`. // If this is not empty, `script_path_queue` must have at least one element. String current_loaded_owner; LocalVector script_path_queue; HashMap cache; void _get_owner_paths(EditorFileSystemDirectory *p_dir, const String &p_script_path, LocalVector &r_owner_paths); void _finalize_scene_load(); public: void poll(); void clear(); void request_load(const String &p_script_path); void unload(const String &p_script_path); Node *get(const String &p_script_path); };