#include #include #include #include #include "Asset.h" #include "AssetDatabase.h" #include "TextureImporter.h" namespace ToolCore { TextureImporter::TextureImporter(Context* context, Asset *asset) : AssetImporter(context, asset) { } TextureImporter::~TextureImporter() { } void TextureImporter::SetDefaults() { AssetImporter::SetDefaults(); } bool TextureImporter::Import() { AssetDatabase* db = GetSubsystem(); ResourceCache* cache = GetSubsystem(); SharedPtr image = cache->GetTempResource(asset_->GetPath()); if (image.Null()) return false; // todo, proper proportions image->Resize(64, 64); String cachePath = db->GetCachePath(); // not sure entirely what we want to do here, though if the cache file doesn't exist // will reimport image->SavePNG(cachePath + asset_->GetGUID()); // save thumbnail image->SavePNG(cachePath + asset_->GetGUID() + "_thumbnail.png"); return true; } bool TextureImporter::LoadSettingsInternal() { if (!AssetImporter::LoadSettingsInternal()) return false; JSONValue import = jsonRoot_.GetChild("TextureImporter", JSON_OBJECT); return true; } bool TextureImporter::SaveSettingsInternal() { if (!AssetImporter::SaveSettingsInternal()) return false; JSONValue import = jsonRoot_.CreateChild("TextureImporter"); return true; } Resource* TextureImporter::GetResource(const String& typeName) { if (!typeName.Length()) return 0; ResourceCache* cache = GetSubsystem(); return cache->GetResource(typeName, asset_->GetPath()); } Node* TextureImporter::InstantiateNode(Node* parent, const String& name) { Node* node = parent->CreateChild(name); Sprite2D* spriteGraphic = GetSubsystem()->GetResource(asset_->GetPath()); StaticSprite2D* sprite = node->CreateComponent(); sprite->SetSprite(spriteGraphic); return node; } }