SpriterImporter.cpp 3.0 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. #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. }
  35. SpriterImporter::~SpriterImporter()
  36. {
  37. }
  38. void SpriterImporter::SetDefaults()
  39. {
  40. AssetImporter::SetDefaults();
  41. }
  42. bool SpriterImporter::Import()
  43. {
  44. return true;
  45. }
  46. bool SpriterImporter::LoadSettingsInternal(JSONValue& jsonRoot)
  47. {
  48. if (!AssetImporter::LoadSettingsInternal(jsonRoot))
  49. return false;
  50. JSONValue import = jsonRoot.Get("SpriterImporter");
  51. return true;
  52. }
  53. bool SpriterImporter::SaveSettingsInternal(JSONValue& jsonRoot)
  54. {
  55. if (!AssetImporter::SaveSettingsInternal(jsonRoot))
  56. return false;
  57. JSONValue import(JSONValue::emptyObject);
  58. jsonRoot.Set("SpriterImporter", import);
  59. return true;
  60. }
  61. Resource* SpriterImporter::GetResource(const String& typeName)
  62. {
  63. ResourceCache* cache = GetSubsystem<ResourceCache>();
  64. AnimationSet2D* animSet = cache->GetResource<AnimationSet2D>(asset_->GetPath());
  65. return animSet;
  66. }
  67. Node* SpriterImporter::InstantiateNode(Node* parent, const String& name)
  68. {
  69. AnimationSet2D* animationSet = (AnimationSet2D*) GetResource();
  70. if (!animationSet)
  71. return 0;
  72. String animationName;
  73. if (animationSet->GetNumAnimations())
  74. {
  75. animationName = animationSet->GetAnimation(0);
  76. }
  77. Node* node = parent->CreateChild(name);
  78. AnimatedSprite2D* sprite = node->CreateComponent<AnimatedSprite2D>();
  79. if (!animationName.Length())
  80. sprite->SetAnimationSet(animationSet);
  81. else
  82. sprite->SetAnimation(animationName);
  83. return node;
  84. }
  85. }