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