SpriterImporter.cpp 2.2 KB

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  1. //
  2. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  3. // LICENSE: Atomic Game Engine Editor and Tools EULA
  4. // Please see LICENSE_ATOMIC_EDITOR_AND_TOOLS.md in repository root for
  5. // license information: https://github.com/AtomicGameEngine/AtomicGameEngine
  6. //
  7. #include <Atomic/Resource/ResourceCache.h>
  8. #include <Atomic/Resource/Image.h>
  9. #include <Atomic/Atomic2D/Sprite2D.h>
  10. #include <Atomic/Atomic2D/AnimationSet2D.h>
  11. #include <Atomic/Atomic2D/AnimatedSprite2D.h>
  12. #include "Asset.h"
  13. #include "AssetDatabase.h"
  14. #include "SpriterImporter.h"
  15. namespace ToolCore
  16. {
  17. SpriterImporter::SpriterImporter(Context* context, Asset *asset) : AssetImporter(context, asset)
  18. {
  19. requiresCacheFile_ = false;
  20. }
  21. SpriterImporter::~SpriterImporter()
  22. {
  23. }
  24. void SpriterImporter::SetDefaults()
  25. {
  26. AssetImporter::SetDefaults();
  27. }
  28. bool SpriterImporter::Import()
  29. {
  30. return true;
  31. }
  32. bool SpriterImporter::LoadSettingsInternal(JSONValue& jsonRoot)
  33. {
  34. if (!AssetImporter::LoadSettingsInternal(jsonRoot))
  35. return false;
  36. JSONValue import = jsonRoot.Get("SpriterImporter");
  37. return true;
  38. }
  39. bool SpriterImporter::SaveSettingsInternal(JSONValue& jsonRoot)
  40. {
  41. if (!AssetImporter::SaveSettingsInternal(jsonRoot))
  42. return false;
  43. JSONValue import(JSONValue::emptyObject);
  44. jsonRoot.Set("SpriterImporter", import);
  45. return true;
  46. }
  47. Resource* SpriterImporter::GetResource(const String& typeName)
  48. {
  49. ResourceCache* cache = GetSubsystem<ResourceCache>();
  50. AnimationSet2D* animSet = cache->GetResource<AnimationSet2D>(asset_->GetPath());
  51. return animSet;
  52. }
  53. Node* SpriterImporter::InstantiateNode(Node* parent, const String& name)
  54. {
  55. AnimationSet2D* animationSet = (AnimationSet2D*) GetResource();
  56. if (!animationSet)
  57. return 0;
  58. String animationName;
  59. if (animationSet->GetNumAnimations())
  60. {
  61. animationName = animationSet->GetAnimation(0)->GetName();
  62. }
  63. Node* node = parent->CreateChild(name);
  64. AnimatedSprite2D* sprite = node->CreateComponent<AnimatedSprite2D>();
  65. if (!animationName.Length())
  66. sprite->SetAnimationSet(animationSet);
  67. else
  68. sprite->SetAnimation(animationSet, animationName);
  69. return node;
  70. }
  71. }