#pragma once #include "BsEditorPrerequisites.h" #include "BsSpecificImporter.h" namespace BansheeEngine { /** * @brief Imports built-in Banshee resources (marked with .asset extension). * Essentially just does a pass-through as source asset to import and * resulting resource are one and the same. * * @note This is useful in the project library where we sometimes want to save processed * resources in the library. */ class BS_ED_EXPORT ResourceImporter : public SpecificImporter { public: ResourceImporter(); virtual ~ResourceImporter(); /** @copydoc SpecificImporter::isExtensionSupported */ virtual bool isExtensionSupported(const WString& ext) const override; /** @copydoc SpecificImporter::isMagicNumberSupported */ virtual bool isMagicNumberSupported(const UINT8* magicNumPtr, UINT32 numBytes) const override; /** @copydoc SpecificImporter::import */ virtual ResourcePtr import(const Path& filePath, ConstImportOptionsPtr importOptions) override; static const WString DEFAULT_EXTENSION; }; }