PrefabImporter.h 2.2 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 "AssetImporter.h"
  24. namespace Atomic
  25. {
  26. class Scene;
  27. }
  28. namespace ToolCore
  29. {
  30. class PrefabImporter : public AssetImporter
  31. {
  32. ATOMIC_OBJECT(PrefabImporter, AssetImporter);
  33. public:
  34. /// Construct.
  35. PrefabImporter(Context* context, Asset* asset);
  36. virtual ~PrefabImporter();
  37. virtual void SetDefaults();
  38. virtual bool Preload();
  39. /// Instantiate a node from the asset
  40. Node* InstantiateNode(Node* parent, const String& name);
  41. protected:
  42. bool Import();
  43. virtual bool LoadSettingsInternal(JSONValue& jsonRoot);
  44. virtual bool SaveSettingsInternal(JSONValue& jsonRoot);
  45. /// Handle notifying any objects that might need to update after the prefab file changes, such as ResourceCache or any scene components
  46. virtual void OnPrefabFileChanged();
  47. private:
  48. void HandlePrefabSave(StringHash eventType, VariantMap& eventData);
  49. SharedPtr<Atomic::Scene> preloadResourceScene_;
  50. /// The last time the file was access, to avoid double loading based on saving prefabs
  51. unsigned lastFileStamp_;
  52. };
  53. }