127 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			127 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
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								/******************************************************************************
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								 * Spine Runtimes License Agreement
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								 * Last updated April 5, 2025. Replaces all prior versions.
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								 *
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								 * Copyright (c) 2013-2025, Esoteric Software LLC
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								 *
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								 * Integration of the Spine Runtimes into software or otherwise creating
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								 * derivative works of the Spine Runtimes is permitted under the terms and
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								 * conditions of Section 2 of the Spine Editor License Agreement:
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								 * http://esotericsoftware.com/spine-editor-license
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								 *
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								 * Otherwise, it is permitted to integrate the Spine Runtimes into software
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								 * or otherwise create derivative works of the Spine Runtimes (collectively,
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								 * "Products"), provided that each user of the Products must obtain their own
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								 * Spine Editor license and redistribution of the Products in any form must
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								 * include this license and copyright notice.
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								 *
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								 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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								 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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								 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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								 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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								 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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								 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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								 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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								 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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								 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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								 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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								 *****************************************************************************/
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								#include "SpineSkeletonImportFactory.h"
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								#include "AssetToolsModule.h"
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								#include "Developer/AssetTools/Public/IAssetTools.h"
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								#include "SpineSkeletonDataAsset.h"
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								#include <string.h>
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								#define LOCTEXT_NAMESPACE "Spine"
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								USpineSkeletonAssetFactory::USpineSkeletonAssetFactory(const FObjectInitializer &objectInitializer) : Super(objectInitializer) {
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									bCreateNew = false;
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									bEditAfterNew = true;
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									bEditorImport = true;
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									SupportedClass = USpineSkeletonDataAsset::StaticClass();
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									Formats.Add(TEXT("json;Spine skeleton file"));
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									Formats.Add(TEXT("skel;Spine skeleton file"));
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								}
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								FText USpineSkeletonAssetFactory::GetToolTip() const {
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									return LOCTEXT("USpineSkeletonAssetFactory", "Animations exported from Spine");
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								}
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								bool USpineSkeletonAssetFactory::FactoryCanImport(const FString &Filename) {
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									if (Filename.Contains(TEXT(".skel"))) return true;
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									if (Filename.Contains(TEXT(".json"))) {
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										TArray<uint8> rawData;
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										if (!FFileHelper::LoadFileToArray(rawData, *Filename, 0)) {
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											return false;
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										}
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										if (rawData.Num() == 0) return false;
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										return strcmp((const char *) rawData.GetData(), "skeleton") > 0 && strcmp((const char *) rawData.GetData(), "spine") > 0;
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									}
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									return false;
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								}
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								void LoadAtlas(const FString &Filename, const FString &TargetPath) {
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									FAssetToolsModule &AssetToolsModule = FModuleManager::GetModuleChecked<FAssetToolsModule>("AssetTools");
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									FString skelFile = Filename.Replace(TEXT(".skel"), TEXT(".atlas")).Replace(TEXT(".json"), TEXT(".atlas"));
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									if (!FPaths::FileExists(skelFile)) return;
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									TArray<FString> fileNames;
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									fileNames.Add(skelFile);
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									AssetToolsModule.Get().ImportAssets(fileNames, TargetPath);
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								}
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								UObject *USpineSkeletonAssetFactory::FactoryCreateFile(UClass *InClass, UObject *InParent, FName InName, EObjectFlags Flags, const FString &Filename, const TCHAR *Parms, FFeedbackContext *Warn, bool &bOutOperationCanceled) {
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									USpineSkeletonDataAsset *asset = NewObject<USpineSkeletonDataAsset>(InParent, InClass, InName, Flags);
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									TArray<uint8> rawData;
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									if (!FFileHelper::LoadFileToArray(rawData, *Filename, 0)) {
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										return nullptr;
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									}
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									asset->SetSkeletonDataFileName(FName(*Filename));
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									asset->SetRawData(rawData);
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									const FString longPackagePath = FPackageName::GetLongPackagePath(asset->GetOutermost()->GetPathName());
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									LoadAtlas(Filename, longPackagePath);
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									return asset;
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								}
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								bool USpineSkeletonAssetFactory::CanReimport(UObject *Obj, TArray<FString> &OutFilenames) {
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									USpineSkeletonDataAsset *asset = Cast<USpineSkeletonDataAsset>(Obj);
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									if (!asset) return false;
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									FString filename = asset->GetSkeletonDataFileName().ToString();
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									if (!filename.IsEmpty())
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										OutFilenames.Add(filename);
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									return true;
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								}
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								void USpineSkeletonAssetFactory::SetReimportPaths(UObject *Obj, const TArray<FString> &NewReimportPaths) {
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									USpineSkeletonDataAsset *asset = Cast<USpineSkeletonDataAsset>(Obj);
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									if (asset && ensure(NewReimportPaths.Num() == 1))
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										asset->SetSkeletonDataFileName(FName(*NewReimportPaths[0]));
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								}
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								EReimportResult::Type USpineSkeletonAssetFactory::Reimport(UObject *Obj) {
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									USpineSkeletonDataAsset *asset = Cast<USpineSkeletonDataAsset>(Obj);
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									TArray<uint8> rawData;
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									if (!FFileHelper::LoadFileToArray(rawData, *asset->GetSkeletonDataFileName().ToString(), 0)) return EReimportResult::Failed;
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									asset->SetRawData(rawData);
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									const FString longPackagePath = FPackageName::GetLongPackagePath(asset->GetOutermost()->GetPathName());
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									LoadAtlas(*asset->GetSkeletonDataFileName().ToString(), longPackagePath);
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									if (Obj->GetOuter()) Obj->GetOuter()->MarkPackageDirty();
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									else
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										Obj->MarkPackageDirty();
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									return EReimportResult::Succeeded;
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								}
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								#undef LOCTEXT_NAMESPACE
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