godot/editor/import/resource_importer_layered_texture.h

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#ifndef RESOURCE_IMPORTER_LAYERED_TEXTURE_H
#define RESOURCE_IMPORTER_LAYERED_TEXTURE_H
#include "image.h"
#include "io/resource_import.h"
class StreamTexture;
class ResourceImporterLayeredTexture : public ResourceImporter {
GDCLASS(ResourceImporterLayeredTexture, ResourceImporter)
bool is_3d;
protected:
static void _texture_reimport_srgb(const Ref<StreamTexture> &p_tex);
static void _texture_reimport_3d(const Ref<StreamTexture> &p_tex);
static void _texture_reimport_normal(const Ref<StreamTexture> &p_tex);
static ResourceImporterLayeredTexture *singleton;
public:
static ResourceImporterLayeredTexture *get_singleton() { return singleton; }
virtual String get_importer_name() const;
virtual String get_visible_name() const;
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual String get_save_extension() const;
virtual String get_resource_type() const;
enum Preset {
PRESET_3D,
PRESET_2D,
PRESET_COLOR_CORRECT,
};
enum CompressMode {
COMPRESS_LOSSLESS,
COMPRESS_VIDEO_RAM,
COMPRESS_UNCOMPRESSED
};
virtual int get_preset_count() const;
virtual String get_preset_name(int p_idx) const;
virtual void get_import_options(List<ImportOption> *r_options, int p_preset = 0) const;
virtual bool get_option_visibility(const String &p_option, const Map<StringName, Variant> &p_options) const;
void _save_tex(const Vector<Ref<Image> > &p_images, const String &p_to_path, int p_compress_mode, Image::CompressMode p_vram_compression, bool p_mipmaps, int p_texture_flags);
virtual Error import(const String &p_source_file, const String &p_save_path, const Map<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files = NULL);
void update_imports();
void set_3d(bool p_3d) { is_3d = p_3d; }
ResourceImporterLayeredTexture();
~ResourceImporterLayeredTexture();
};
#endif // RESOURCE_IMPORTER_LAYERED_TEXTURE_H