// // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved // LICENSE: Atomic Game Engine Editor and Tools EULA // Please see LICENSE_ATOMIC_EDITOR_AND_TOOLS.md in repository root for // license information: https://github.com/AtomicGameEngine/AtomicGameEngine // #include #include #include #include #include #include "../NETTools/NETToolSystem.h" #include "Asset.h" #include "AssetDatabase.h" #include "NETAssemblyImporter.h" namespace ToolCore { NETAssemblyImporter::NETAssemblyImporter(Context* context, Asset *asset) : AssetImporter(context, asset) { requiresCacheFile_ = false; } NETAssemblyImporter::~NETAssemblyImporter() { } void NETAssemblyImporter::SetDefaults() { AssetImporter::SetDefaults(); } bool NETAssemblyImporter::Import() { NETToolSystem* tools = GetSubsystem(); assemblyJSON_.SetType(JSON_NULL); if (tools->InspectAssembly(asset_->GetPath(), assemblyJSON_)) { if (!assemblyJSON_.IsObject()) { assemblyJSON_.SetType(JSON_NULL); } else { ResourceCache* cache = GetSubsystem(); NETAssemblyFile* assemblyFile = cache->GetResource(asset_->GetPath()); if (assemblyFile) assemblyFile->ParseAssemblyJSON(assemblyJSON_); } } return true; } bool NETAssemblyImporter::LoadSettingsInternal(JSONValue& jsonRoot) { if (!AssetImporter::LoadSettingsInternal(jsonRoot)) return false; JSONValue import = jsonRoot.Get("NETAssemblyImporter"); assemblyJSON_.SetType(JSON_NULL); const JSONValue& ajson = import.Get("AssemblyJSON"); if (ajson.IsObject()) { assemblyJSON_ = ajson.GetObject(); ResourceCache* cache = GetSubsystem(); NETAssemblyFile* assemblyFile = cache->GetResource(asset_->GetPath()); if (assemblyFile) assemblyFile->ParseAssemblyJSON(assemblyJSON_); } return true; } bool NETAssemblyImporter::SaveSettingsInternal(JSONValue& jsonRoot) { if (!AssetImporter::SaveSettingsInternal(jsonRoot)) return false; JSONValue import; import.SetType(JSON_OBJECT); import.Set("AssemblyJSON", assemblyJSON_); jsonRoot.Set("NETAssemblyImporter", import); return true; } Resource* NETAssemblyImporter::GetResource(const String& typeName) { ResourceCache* cache = GetSubsystem(); NETAssemblyFile* assemblyFile = cache->GetResource(asset_->GetPath()); return assemblyFile; } }