AssetImporter.h 2.5 KB

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  1. //
  2. // Copyright (c) 2014-2016 THUNDERBEAST GAMES LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include <Atomic/Core/Object.h>
  24. #include <Atomic/Resource/JSONFile.h>
  25. #include <Atomic/Scene/Node.h>
  26. using namespace Atomic;
  27. namespace ToolCore
  28. {
  29. class Asset;
  30. /// deals with .asset files
  31. class AssetImporter : public Object
  32. {
  33. friend class Asset;
  34. ATOMIC_OBJECT(AssetImporter, Object);
  35. public:
  36. /// Construct.
  37. AssetImporter(Context* context, Asset* asset);
  38. virtual ~AssetImporter();
  39. // load .asset
  40. bool LoadSettings(JSONValue& root);
  41. // save .asset
  42. bool SaveSettings(JSONValue& root);
  43. virtual void SetDefaults();
  44. virtual bool Preload() { return true; }
  45. Asset* GetAsset() { return asset_; }
  46. virtual Resource* GetResource(const String& typeName = String::EMPTY) { return 0; }
  47. bool RequiresCacheFile() const { return requiresCacheFile_; }
  48. /// Instantiate a node from the asset
  49. virtual Node* InstantiateNode(Node* parent, const String& name) { return 0; }
  50. virtual bool Rename(const String& newName);
  51. virtual bool Move(const String& newPath);
  52. protected:
  53. // Get a mapping of the assets path to cache file representations, by type
  54. virtual void GetAssetCacheMap(HashMap<String, String>& assetMap) {}
  55. virtual bool Import() { return true; }
  56. WeakPtr<Asset> asset_;
  57. bool requiresCacheFile_;
  58. virtual bool LoadSettingsInternal(JSONValue& jsonRoot);
  59. virtual bool SaveSettingsInternal(JSONValue& jsonRoot);
  60. };
  61. }