SpriterImporter.cpp 3.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116
  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. #include <Atomic/Resource/ResourceCache.h>
  23. #include <Atomic/Resource/Image.h>
  24. #include <Atomic/Atomic2D/Sprite2D.h>
  25. #include <Atomic/Atomic2D/AnimationSet2D.h>
  26. #include <Atomic/Atomic2D/AnimatedSprite2D.h>
  27. #include "Asset.h"
  28. #include "AssetDatabase.h"
  29. #include "SpriterImporter.h"
  30. namespace ToolCore
  31. {
  32. SpriterImporter::SpriterImporter(Context* context, Asset *asset) : AssetImporter(context, asset)
  33. {
  34. requiresCacheFile_ = false;
  35. }
  36. SpriterImporter::~SpriterImporter()
  37. {
  38. }
  39. void SpriterImporter::SetDefaults()
  40. {
  41. AssetImporter::SetDefaults();
  42. }
  43. bool SpriterImporter::Import()
  44. {
  45. return true;
  46. }
  47. bool SpriterImporter::LoadSettingsInternal(JSONValue& jsonRoot)
  48. {
  49. if (!AssetImporter::LoadSettingsInternal(jsonRoot))
  50. return false;
  51. JSONValue import = jsonRoot.Get("SpriterImporter");
  52. return true;
  53. }
  54. bool SpriterImporter::SaveSettingsInternal(JSONValue& jsonRoot)
  55. {
  56. if (!AssetImporter::SaveSettingsInternal(jsonRoot))
  57. return false;
  58. JSONValue import(JSONValue::emptyObject);
  59. jsonRoot.Set("SpriterImporter", import);
  60. return true;
  61. }
  62. Resource* SpriterImporter::GetResource(const String& typeName)
  63. {
  64. ResourceCache* cache = GetSubsystem<ResourceCache>();
  65. AnimationSet2D* animSet = cache->GetResource<AnimationSet2D>(asset_->GetPath());
  66. return animSet;
  67. }
  68. Node* SpriterImporter::InstantiateNode(Node* parent, const String& name)
  69. {
  70. AnimationSet2D* animationSet = (AnimationSet2D*) GetResource();
  71. if (!animationSet)
  72. return 0;
  73. String animationName;
  74. if (animationSet->GetNumAnimations())
  75. {
  76. animationName = animationSet->GetAnimation(0)->GetName();
  77. }
  78. Node* node = parent->CreateChild(name);
  79. AnimatedSprite2D* sprite = node->CreateComponent<AnimatedSprite2D>();
  80. if (!animationName.Length())
  81. sprite->SetAnimationSet(animationSet);
  82. else
  83. sprite->SetAnimation(animationSet, animationName);
  84. return node;
  85. }
  86. }