/****************************************************************************** * 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 "SpineSkeletonImportFactory.h" #include "AssetToolsModule.h" #include "Developer/AssetTools/Public/IAssetTools.h" #include "SpineSkeletonDataAsset.h" #include #define LOCTEXT_NAMESPACE "Spine" USpineSkeletonAssetFactory::USpineSkeletonAssetFactory(const FObjectInitializer &objectInitializer) : Super(objectInitializer) { bCreateNew = false; bEditAfterNew = true; bEditorImport = true; SupportedClass = USpineSkeletonDataAsset::StaticClass(); Formats.Add(TEXT("json;Spine skeleton file")); Formats.Add(TEXT("skel;Spine skeleton file")); } FText USpineSkeletonAssetFactory::GetToolTip() const { return LOCTEXT("USpineSkeletonAssetFactory", "Animations exported from Spine"); } bool USpineSkeletonAssetFactory::FactoryCanImport(const FString &Filename) { if (Filename.Contains(TEXT(".skel"))) return true; if (Filename.Contains(TEXT(".json"))) { TArray rawData; if (!FFileHelper::LoadFileToArray(rawData, *Filename, 0)) { return false; } if (rawData.Num() == 0) return false; return strcmp((const char *) rawData.GetData(), "skeleton") > 0 && strcmp((const char *) rawData.GetData(), "spine") > 0; } return false; } void LoadAtlas(const FString &Filename, const FString &TargetPath) { FAssetToolsModule &AssetToolsModule = FModuleManager::GetModuleChecked("AssetTools"); FString skelFile = Filename.Replace(TEXT(".skel"), TEXT(".atlas")).Replace(TEXT(".json"), TEXT(".atlas")); if (!FPaths::FileExists(skelFile)) return; TArray fileNames; fileNames.Add(skelFile); AssetToolsModule.Get().ImportAssets(fileNames, TargetPath); } UObject *USpineSkeletonAssetFactory::FactoryCreateFile(UClass *InClass, UObject *InParent, FName InName, EObjectFlags Flags, const FString &Filename, const TCHAR *Parms, FFeedbackContext *Warn, bool &bOutOperationCanceled) { USpineSkeletonDataAsset *asset = NewObject(InParent, InClass, InName, Flags); TArray rawData; if (!FFileHelper::LoadFileToArray(rawData, *Filename, 0)) { return nullptr; } asset->SetSkeletonDataFileName(FName(*Filename)); asset->SetRawData(rawData); const FString longPackagePath = FPackageName::GetLongPackagePath(asset->GetOutermost()->GetPathName()); LoadAtlas(Filename, longPackagePath); return asset; } bool USpineSkeletonAssetFactory::CanReimport(UObject *Obj, TArray &OutFilenames) { USpineSkeletonDataAsset *asset = Cast(Obj); if (!asset) return false; FString filename = asset->GetSkeletonDataFileName().ToString(); if (!filename.IsEmpty()) OutFilenames.Add(filename); return true; } void USpineSkeletonAssetFactory::SetReimportPaths(UObject *Obj, const TArray &NewReimportPaths) { USpineSkeletonDataAsset *asset = Cast(Obj); if (asset && ensure(NewReimportPaths.Num() == 1)) asset->SetSkeletonDataFileName(FName(*NewReimportPaths[0])); } EReimportResult::Type USpineSkeletonAssetFactory::Reimport(UObject *Obj) { USpineSkeletonDataAsset *asset = Cast(Obj); TArray rawData; if (!FFileHelper::LoadFileToArray(rawData, *asset->GetSkeletonDataFileName().ToString(), 0)) return EReimportResult::Failed; asset->SetRawData(rawData); const FString longPackagePath = FPackageName::GetLongPackagePath(asset->GetOutermost()->GetPathName()); LoadAtlas(*asset->GetSkeletonDataFileName().ToString(), longPackagePath); if (Obj->GetOuter()) Obj->GetOuter()->MarkPackageDirty(); else Obj->MarkPackageDirty(); return EReimportResult::Succeeded; } #undef LOCTEXT_NAMESPACE