#include "resource.h"
#include "core/io/file_access.h"
#include "core/io/resource_loader.h"
#include "core/math/math_funcs.h"
#include "core/object/script_language.h"
#include "core/os/os.h"
#include "scene/main/node.h"
#include <stdio.h>
void Resource::emit_changed() { … }
void Resource::_resource_path_changed() { … }
void Resource::set_path(const String &p_path, bool p_take_over) { … }
String Resource::get_path() const { … }
void Resource::set_path_cache(const String &p_path) { … }
String Resource::generate_scene_unique_id() { … }
void Resource::set_scene_unique_id(const String &p_id) { … }
String Resource::get_scene_unique_id() const { … }
void Resource::set_name(const String &p_name) { … }
String Resource::get_name() const { … }
void Resource::update_configuration_warning() { … }
bool Resource::editor_can_reload_from_file() { … }
void Resource::connect_changed(const Callable &p_callable, uint32_t p_flags) { … }
void Resource::disconnect_changed(const Callable &p_callable) { … }
void Resource::reset_state() { … }
Error Resource::copy_from(const Ref<Resource> &p_resource) { … }
void Resource::reload_from_file() { … }
void Resource::_dupe_sub_resources(Variant &r_variant, Node *p_for_scene, HashMap<Ref<Resource>, Ref<Resource>> &p_remap_cache) { … }
Ref<Resource> Resource::duplicate_for_local_scene(Node *p_for_scene, HashMap<Ref<Resource>, Ref<Resource>> &p_remap_cache) { … }
void Resource::_find_sub_resources(const Variant &p_variant, HashSet<Ref<Resource>> &p_resources_found) { … }
void Resource::configure_for_local_scene(Node *p_for_scene, HashMap<Ref<Resource>, Ref<Resource>> &p_remap_cache) { … }
Ref<Resource> Resource::duplicate(bool p_subresources) const { … }
void Resource::_set_path(const String &p_path) { … }
void Resource::_take_over_path(const String &p_path) { … }
RID Resource::get_rid() const { … }
#ifdef TOOLS_ENABLED
uint32_t Resource::hash_edited_version_for_preview() const { … }
#endif
void Resource::set_local_to_scene(bool p_enable) { … }
bool Resource::is_local_to_scene() const { … }
Node *Resource::get_local_scene() const { … }
void Resource::setup_local_to_scene() { … }
void Resource::reset_local_to_scene() { … }
Node *(*Resource::_get_local_scene_func)() = …;
void (*Resource::_update_configuration_warning)() = …;
void Resource::set_as_translation_remapped(bool p_remapped) { … }
#ifdef TOOLS_ENABLED
void Resource::set_id_for_path(const String &p_path, const String &p_id) { … }
String Resource::get_id_for_path(const String &p_path) const { … }
#endif
void Resource::_bind_methods() { … }
Resource::Resource() : … { … }
Resource::~Resource() { … }
HashMap<String, Resource *> ResourceCache::resources;
#ifdef TOOLS_ENABLED
HashMap<String, HashMap<String, String>> ResourceCache::resource_path_cache;
#endif
Mutex ResourceCache::lock;
#ifdef TOOLS_ENABLED
RWLock ResourceCache::path_cache_lock;
#endif
void ResourceCache::clear() { … }
bool ResourceCache::has(const String &p_path) { … }
Ref<Resource> ResourceCache::get_ref(const String &p_path) { … }
void ResourceCache::get_cached_resources(List<Ref<Resource>> *p_resources) { … }
int ResourceCache::get_cached_resource_count() { … }