144 lines
6.0 KiB
C++
144 lines
6.0 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 "SpineAtlasImportFactory.h"
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#include "AssetToolsModule.h"
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#include "SpineAtlasAsset.h"
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#include "Editor.h"
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#define LOCTEXT_NAMESPACE "Spine"
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using namespace spine;
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USpineAtlasAssetFactory::USpineAtlasAssetFactory(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 = USpineAtlasAsset::StaticClass();
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Formats.Add(TEXT("atlas;Spine Atlas file"));
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}
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FText USpineAtlasAssetFactory::GetToolTip() const {
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return LOCTEXT("SpineAtlasAssetFactory", "Animations exported from Spine");
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}
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bool USpineAtlasAssetFactory::FactoryCanImport(const FString &Filename) {
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return true;
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}
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UObject *USpineAtlasAssetFactory::FactoryCreateFile(UClass *InClass, UObject *InParent, FName InName, EObjectFlags Flags, const FString &Filename, const TCHAR *Parms, FFeedbackContext *Warn, bool &bOutOperationCanceled) {
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FString FileExtension = FPaths::GetExtension(Filename);
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GEditor->GetEditorSubsystem<UImportSubsystem>()->BroadcastAssetPreImport(this, InClass, InParent, InName, *FileExtension);
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FString rawString;
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if (!FFileHelper::LoadFileToString(rawString, *Filename)) {
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return nullptr;
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}
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FString currentSourcePath, filenameNoExtension, unusedExtension;
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const FString longPackagePath = FPackageName::GetLongPackagePath(InParent->GetOutermost()->GetPathName());
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FPaths::Split(UFactory::GetCurrentFilename(), currentSourcePath, filenameNoExtension, unusedExtension);
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USpineAtlasAsset *asset = NewObject<USpineAtlasAsset>(InParent, InClass, InName, Flags);
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asset->SetRawData(rawString);
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asset->SetAtlasFileName(FName(*Filename));
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LoadAtlas(asset, currentSourcePath, longPackagePath);
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GEditor->GetEditorSubsystem<UImportSubsystem>()->BroadcastAssetPostImport(this, asset);
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return asset;
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}
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bool USpineAtlasAssetFactory::CanReimport(UObject *Obj, TArray<FString> &OutFilenames) {
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USpineAtlasAsset *asset = Cast<USpineAtlasAsset>(Obj);
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if (!asset) return false;
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FString filename = asset->GetAtlasFileName().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 USpineAtlasAssetFactory::SetReimportPaths(UObject *Obj, const TArray<FString> &NewReimportPaths) {
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USpineAtlasAsset *asset = Cast<USpineAtlasAsset>(Obj);
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if (asset && ensure(NewReimportPaths.Num() == 1))
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asset->SetAtlasFileName(FName(*NewReimportPaths[0]));
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}
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EReimportResult::Type USpineAtlasAssetFactory::Reimport(UObject *Obj) {
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USpineAtlasAsset *asset = Cast<USpineAtlasAsset>(Obj);
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FString rawString;
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if (!FFileHelper::LoadFileToString(rawString, *asset->GetAtlasFileName().ToString())) return EReimportResult::Failed;
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asset->SetRawData(rawString);
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FString currentSourcePath, filenameNoExtension, unusedExtension;
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const FString longPackagePath = FPackageName::GetLongPackagePath(asset->GetOutermost()->GetPathName());
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FString currentFileName = asset->GetAtlasFileName().ToString();
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FPaths::Split(currentFileName, currentSourcePath, filenameNoExtension, unusedExtension);
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LoadAtlas(asset, currentSourcePath, 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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GEditor->GetEditorSubsystem<UImportSubsystem>()->BroadcastAssetReimport(asset);
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return EReimportResult::Succeeded;
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}
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UTexture2D *resolveTexture(USpineAtlasAsset *Asset, const FString &PageFileName, const FString &TargetSubPath) {
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FAssetToolsModule &AssetToolsModule = FModuleManager::GetModuleChecked<FAssetToolsModule>("AssetTools");
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TArray<FString> fileNames;
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fileNames.Add(PageFileName);
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TArray<UObject *> importedAsset = AssetToolsModule.Get().ImportAssets(fileNames, TargetSubPath);
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UTexture2D *texture = (importedAsset.Num() > 0) ? Cast<UTexture2D>(importedAsset[0]) : nullptr;
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return texture;
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}
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void USpineAtlasAssetFactory::LoadAtlas(USpineAtlasAsset *Asset, const FString &CurrentSourcePath, const FString &LongPackagePath) {
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Atlas *atlas = Asset->GetAtlas();
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Asset->atlasPages.Empty();
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const FString targetTexturePath = LongPackagePath / TEXT("Textures");
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Vector<AtlasPage *> &pages = atlas->getPages();
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for (size_t i = 0, n = pages.size(); i < n; i++) {
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AtlasPage *page = pages[i];
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const FString sourceTextureFilename = FPaths::Combine(*CurrentSourcePath, UTF8_TO_TCHAR(page->name.buffer()));
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UTexture2D *texture = resolveTexture(Asset, sourceTextureFilename, targetTexturePath);
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Asset->atlasPages.Add(texture);
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}
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}
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#undef LOCTEXT_NAMESPACE
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