144 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			144 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/******************************************************************************
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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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