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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/IO/Log.h>
- #include <Atomic/IO/File.h>
- #include <Atomic/IO/FileSystem.h>
- #include "AssetDatabase.h"
- #include "AssetImporter.h"
- namespace ToolCore
- {
- AssetImporter::AssetImporter(Context* context, Asset *asset) : Object(context),
- asset_(asset),
- requiresCacheFile_(true)
- {
- SetDefaults();
- }
- AssetImporter::~AssetImporter()
- {
- }
- void AssetImporter::SetDefaults()
- {
- }
- bool AssetImporter::LoadSettings(JSONValue& root)
- {
- LoadSettingsInternal(root);
- return true;
- }
- bool AssetImporter::LoadSettingsInternal(JSONValue& jsonRoot)
- {
- return true;
- }
- bool AssetImporter::SaveSettings(JSONValue& root)
- {
- SaveSettingsInternal(root);
- return true;
- }
- bool AssetImporter::SaveSettingsInternal(JSONValue& jsonRoot)
- {
- return true;
- }
- bool AssetImporter::Rename(const String& newName)
- {
- String pathName, fileName, ext;
- SplitPath(asset_->path_, pathName, fileName, ext);
- String newPath = pathName + newName + ext;
- FileSystem* fs = GetSubsystem<FileSystem>();
- if (fs->FileExists(newPath) || fs->DirExists(newPath))
- return false;
- // rename asset first, ahead of the filesystem watcher
- String oldPath = asset_->path_;
- asset_->name_ = newName;
- asset_->path_ = newPath;
- // first rename the .asset file
- if (!fs->Rename(oldPath + ".asset", newPath + ".asset"))
- {
- LOGERRORF("Unable to rename asset: %s to %s", GetNativePath(oldPath + ".asset").CString(), GetNativePath(newPath + ".asset").CString());
- return false;
- }
- // now rename the asset file itself
- if (!fs->Rename(oldPath, newPath))
- {
- // restore .asset
- fs->Rename(newPath + ".asset", oldPath + ".asset");
- LOGERRORF("Unable to rename: %s to %s", GetNativePath(oldPath).CString(), GetNativePath(newPath).CString());
- return false;
- }
- return true;
- }
- }
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