277b24dfb7
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
110 lines
4.0 KiB
C++
110 lines
4.0 KiB
C++
/*************************************************************************/
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/* resource_importer_image.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "resource_importer_image.h"
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#include "core/io/image_loader.h"
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#include "core/io/resource_saver.h"
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#include "core/os/file_access.h"
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#include "scene/resources/texture.h"
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String ResourceImporterImage::get_importer_name() const {
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return "image";
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}
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String ResourceImporterImage::get_visible_name() const {
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return "Image";
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}
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void ResourceImporterImage::get_recognized_extensions(List<String> *p_extensions) const {
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ImageLoader::get_recognized_extensions(p_extensions);
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}
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String ResourceImporterImage::get_save_extension() const {
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return "image";
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}
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String ResourceImporterImage::get_resource_type() const {
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return "Image";
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}
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bool ResourceImporterImage::get_option_visibility(const String &p_option, const Map<StringName, Variant> &p_options) const {
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return true;
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}
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int ResourceImporterImage::get_preset_count() const {
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return 0;
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}
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String ResourceImporterImage::get_preset_name(int p_idx) const {
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return String();
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}
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void ResourceImporterImage::get_import_options(List<ImportOption> *r_options, int p_preset) const {
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}
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Error ResourceImporterImage::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) {
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FileAccess *f = FileAccess::open(p_source_file, FileAccess::READ);
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if (!f) {
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ERR_FAIL_COND_V(!f, ERR_CANT_OPEN);
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}
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size_t len = f->get_len();
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Vector<uint8_t> data;
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data.resize(len);
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f->get_buffer(data.ptrw(), len);
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memdelete(f);
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f = FileAccess::open(p_save_path + ".image", FileAccess::WRITE);
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//save the header GDIM
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const uint8_t header[4] = { 'G', 'D', 'I', 'M' };
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f->store_buffer(header, 4);
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//SAVE the extension (so it can be recognized by the loader later
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f->store_pascal_string(p_source_file.get_extension().to_lower());
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//SAVE the actual image
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f->store_buffer(data.ptr(), len);
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memdelete(f);
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return OK;
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}
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ResourceImporterImage::ResourceImporterImage() {
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}
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