Files
BusyRabbit/Plugins/SpinePlugin/Source/SpineEditorPlugin/Private/SpineAtlasImportFactory.cpp

144 lines
6.0 KiB
C++
Raw Normal View History

2025-09-23 02:52:33 +08:00
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#include "SpineAtlasImportFactory.h"
#include "AssetToolsModule.h"
#include "SpineAtlasAsset.h"
#include "Editor.h"
#define LOCTEXT_NAMESPACE "Spine"
using namespace spine;
USpineAtlasAssetFactory::USpineAtlasAssetFactory(const FObjectInitializer &objectInitializer) : Super(objectInitializer) {
bCreateNew = false;
bEditAfterNew = true;
bEditorImport = true;
SupportedClass = USpineAtlasAsset::StaticClass();
Formats.Add(TEXT("atlas;Spine Atlas file"));
}
FText USpineAtlasAssetFactory::GetToolTip() const {
return LOCTEXT("SpineAtlasAssetFactory", "Animations exported from Spine");
}
bool USpineAtlasAssetFactory::FactoryCanImport(const FString &Filename) {
return true;
}
UObject *USpineAtlasAssetFactory::FactoryCreateFile(UClass *InClass, UObject *InParent, FName InName, EObjectFlags Flags, const FString &Filename, const TCHAR *Parms, FFeedbackContext *Warn, bool &bOutOperationCanceled) {
FString FileExtension = FPaths::GetExtension(Filename);
GEditor->GetEditorSubsystem<UImportSubsystem>()->BroadcastAssetPreImport(this, InClass, InParent, InName, *FileExtension);
FString rawString;
if (!FFileHelper::LoadFileToString(rawString, *Filename)) {
return nullptr;
}
FString currentSourcePath, filenameNoExtension, unusedExtension;
const FString longPackagePath = FPackageName::GetLongPackagePath(InParent->GetOutermost()->GetPathName());
FPaths::Split(UFactory::GetCurrentFilename(), currentSourcePath, filenameNoExtension, unusedExtension);
USpineAtlasAsset *asset = NewObject<USpineAtlasAsset>(InParent, InClass, InName, Flags);
asset->SetRawData(rawString);
asset->SetAtlasFileName(FName(*Filename));
LoadAtlas(asset, currentSourcePath, longPackagePath);
GEditor->GetEditorSubsystem<UImportSubsystem>()->BroadcastAssetPostImport(this, asset);
return asset;
}
bool USpineAtlasAssetFactory::CanReimport(UObject *Obj, TArray<FString> &OutFilenames) {
USpineAtlasAsset *asset = Cast<USpineAtlasAsset>(Obj);
if (!asset) return false;
FString filename = asset->GetAtlasFileName().ToString();
if (!filename.IsEmpty())
OutFilenames.Add(filename);
return true;
}
void USpineAtlasAssetFactory::SetReimportPaths(UObject *Obj, const TArray<FString> &NewReimportPaths) {
USpineAtlasAsset *asset = Cast<USpineAtlasAsset>(Obj);
if (asset && ensure(NewReimportPaths.Num() == 1))
asset->SetAtlasFileName(FName(*NewReimportPaths[0]));
}
EReimportResult::Type USpineAtlasAssetFactory::Reimport(UObject *Obj) {
USpineAtlasAsset *asset = Cast<USpineAtlasAsset>(Obj);
FString rawString;
if (!FFileHelper::LoadFileToString(rawString, *asset->GetAtlasFileName().ToString())) return EReimportResult::Failed;
asset->SetRawData(rawString);
FString currentSourcePath, filenameNoExtension, unusedExtension;
const FString longPackagePath = FPackageName::GetLongPackagePath(asset->GetOutermost()->GetPathName());
FString currentFileName = asset->GetAtlasFileName().ToString();
FPaths::Split(currentFileName, currentSourcePath, filenameNoExtension, unusedExtension);
LoadAtlas(asset, currentSourcePath, longPackagePath);
if (Obj->GetOuter()) Obj->GetOuter()->MarkPackageDirty();
else
Obj->MarkPackageDirty();
GEditor->GetEditorSubsystem<UImportSubsystem>()->BroadcastAssetReimport(asset);
return EReimportResult::Succeeded;
}
UTexture2D *resolveTexture(USpineAtlasAsset *Asset, const FString &PageFileName, const FString &TargetSubPath) {
FAssetToolsModule &AssetToolsModule = FModuleManager::GetModuleChecked<FAssetToolsModule>("AssetTools");
TArray<FString> fileNames;
fileNames.Add(PageFileName);
TArray<UObject *> importedAsset = AssetToolsModule.Get().ImportAssets(fileNames, TargetSubPath);
UTexture2D *texture = (importedAsset.Num() > 0) ? Cast<UTexture2D>(importedAsset[0]) : nullptr;
return texture;
}
void USpineAtlasAssetFactory::LoadAtlas(USpineAtlasAsset *Asset, const FString &CurrentSourcePath, const FString &LongPackagePath) {
Atlas *atlas = Asset->GetAtlas();
Asset->atlasPages.Empty();
const FString targetTexturePath = LongPackagePath / TEXT("Textures");
Vector<AtlasPage *> &pages = atlas->getPages();
for (size_t i = 0, n = pages.size(); i < n; i++) {
AtlasPage *page = pages[i];
const FString sourceTextureFilename = FPaths::Combine(*CurrentSourcePath, UTF8_TO_TCHAR(page->name.buffer()));
UTexture2D *texture = resolveTexture(Asset, sourceTextureFilename, targetTexturePath);
Asset->atlasPages.Add(texture);
}
}
#undef LOCTEXT_NAMESPACE