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- //
- // Copyright (c) 2014-2016 THUNDERBEAST GAMES LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #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_(false)
- {
- 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::Move(const String& newPath)
- {
- FileSystem* fs = GetSubsystem<FileSystem>();
- if (newPath == asset_->path_)
- return false;
- String oldPath = asset_->path_;
- String oldName = asset_->name_;
- String pathName, newName, ext;
- SplitPath(newPath, pathName, newName, ext);
- // rename asset first, ahead of the filesystem watcher, so the assetdatabase doesn't see a new asset
- asset_->name_ = newName;
- asset_->path_ = newPath;
- // first rename the .asset file
- if (!fs->Rename(oldPath + ".asset", newPath + ".asset"))
- {
- asset_->name_ = oldName;
- asset_->path_ = oldPath;
- ATOMIC_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))
- {
- asset_->name_ = oldName;
- asset_->path_ = oldPath;
- // restore .asset
- fs->Rename(newPath + ".asset", oldPath + ".asset");
- ATOMIC_LOGERRORF("Unable to rename: %s to %s", GetNativePath(oldPath).CString(), GetNativePath(newPath).CString());
- return false;
- }
- 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;
- return Move(newPath);
- }
- }
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