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- //
- // 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 <Atomic/Resource/ResourceCache.h>
- #include <Atomic/Resource/Image.h>
- #include <Atomic/Atomic2D/Sprite2D.h>
- #include <Atomic/Atomic2D/StaticSprite2D.h>
- #include <Atomic/IO/FileSystem.h>
- #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<AssetDatabase>();
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- String cachePath = db->GetCachePath();
- // #623 BEGIN TODO: Delete previously saved per-platform compressed version so
- // it won't get re-loaded here
- #if ATOMIC_PLATFORM_WINDOWS
- FileSystem* fileSystem = GetSubsystem<FileSystem>();
- String compressedPath = cachePath + "DDS/" + asset_->GetRelativePath() + ".dds";
- fileSystem->Delete(compressedPath);
- #endif
- // #623 END TODO
- SharedPtr<Image> image = cache->GetTempResource<Image>(asset_->GetPath());
- if (image.Null())
- return false;
- // #623 BEGIN TODO: Save per-platform compressed version to cache
- #if ATOMIC_PLATFORM_WINDOWS
- if (!image->IsCompressed())
- {
- fileSystem->CreateDirs(cachePath, "DDS/" + Atomic::GetPath(asset_->GetRelativePath()));
- image->SaveDDS(compressedPath);
- }
- #endif
- // #623 END TODO
- // todo, proper proportions
- image->Resize(64, 64);
- // 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(JSONValue& jsonRoot)
- {
- if (!AssetImporter::LoadSettingsInternal(jsonRoot))
- return false;
- JSONValue import = jsonRoot.Get("TextureImporter");
- return true;
- }
- bool TextureImporter::SaveSettingsInternal(JSONValue& jsonRoot)
- {
- if (!AssetImporter::SaveSettingsInternal(jsonRoot))
- return false;
- JSONValue import(JSONValue::emptyObject);
- jsonRoot.Set("TextureImporter", import);
- return true;
- }
- Resource* TextureImporter::GetResource(const String& typeName)
- {
- if (!typeName.Length())
- return 0;
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- return cache->GetResource(typeName, asset_->GetPath());
- }
- Node* TextureImporter::InstantiateNode(Node* parent, const String& name)
- {
- Node* node = parent->CreateChild(name);
- Sprite2D* spriteGraphic = GetSubsystem<ResourceCache>()->GetResource<Sprite2D>(asset_->GetPath());
- StaticSprite2D* sprite = node->CreateComponent<StaticSprite2D>();
- sprite->SetSprite(spriteGraphic);
- return node;
- }
- }
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