Files
sbox-public/engine/Sandbox.Engine/Resources/Resource.cs
s&box team 71f266059a Open source release
This commit imports the C# engine code and game files, excluding C++ source code.

[Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
2025-11-24 09:05:18 +00:00

138 lines
3.5 KiB
C#

using System.Text.Json.Serialization;
namespace Sandbox;
/// <summary>
/// A resource loaded in the engine, such as a <see cref="Model"/> or <see cref="Material"/>.
/// </summary>
[Expose]
public abstract partial class Resource : IValid, IJsonConvert, BytePack.ISerializer
{
/// <summary>
/// ID of this resource,
/// </summary>
[Hide, JsonIgnore]
public int ResourceId { get; protected set; }
/// <summary>
/// Path to this resource.
/// </summary>
[Hide, JsonIgnore]
public string ResourcePath { get; protected set; }
/// <summary>
/// File name of the resource without the extension.
/// </summary>
[Hide, JsonIgnore]
public string ResourceName { get; protected set; }
/// <summary>
/// This is what loads the resource. While this is alive the resource will be loaded.
/// </summary>
internal AsyncResourceLoader Manifest { get; set; }
[Hide, JsonIgnore] public abstract bool IsValid { get; }
/// <summary>
/// True if this resource has been changed but the changes aren't written to disk
/// </summary>
[Hide, JsonIgnore] public virtual bool HasUnsavedChanges => false;
~Resource()
{
// Unregister on main thread
MainThread.Queue( () => { Game.Resources.Unregister( this ); } );
Manifest?.Dispose();
Manifest = default;
}
internal static string FixPath( string filename )
{
if ( filename == null )
return "";
filename = filename.NormalizeFilename( false );
if ( filename.EndsWith( "_c" ) ) filename = filename[..^2];
filename = filename.TrimStart( '/' );
return filename;
}
/// <summary>
/// Sets the ResourcePath, ResourceName and ResourceId from a resource path
/// </summary>
internal void SetIdFromResourcePath( string resourcePath )
{
ResourcePath = FixPath( resourcePath );
ResourceName = System.IO.Path.GetFileNameWithoutExtension( ResourcePath );
ResourceId = ResourcePath.FastHash();
Game.Resources.Register( this );
}
/// <summary>
/// Accessor for loading native resources, not great, doesn't need to handle GameResource
/// </summary>
internal static Resource Load( Type t, string filename )
{
if ( t == typeof( Material ) ) return Material.Load( filename );
if ( t == typeof( Texture ) ) return Texture.Load( filename );
if ( t == typeof( Model ) ) return Model.Load( filename );
if ( t == typeof( SoundFile ) ) return SoundFile.Load( filename );
if ( t == typeof( AnimationGraph ) ) return AnimationGraph.Load( filename );
if ( t == typeof( Shader ) ) return Shader.Load( filename );
return null;
}
/// <summary>
/// Called by OnResourceReloaded when a resource has been reloaded
/// </summary>
internal virtual void OnReloaded()
{
}
internal static void OnResourceReloaded( string resourceName, IntPtr nativePointer )
{
Log.Trace( $"Resource Reloaded: '{resourceName}'" );
if ( NativeResourceCache.TryGetValue( nativePointer.ToInt64(), out Resource value ) )
{
Log.Trace( $" - '{value}'" );
value?.OnReloaded();
}
}
public override string ToString()
{
return $"{GetType().Name}:{ResourceName}";
}
/// <summary>
/// Should be called after the resource has been edited by the inspector
/// </summary>
public virtual void StateHasChanged()
{
}
static object BytePack.ISerializer.BytePackRead( ref ByteStream bs, Type targetType )
{
var id = bs.Read<int>();
return ResourceLibrary.Get<Resource>( id );
}
static void BytePack.ISerializer.BytePackWrite( object value, ref ByteStream bs )
{
if ( value is not Resource resource )
{
bs.Write( 0 );
return;
}
bs.Write( resource.ResourceId );
}
}