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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