Files
BusyRabbit/Plugins/SpinePlugin/Source/SpineEditorPlugin/Private/SpineSkeletonImportFactory.cpp
2025-09-23 02:52:33 +08:00

127 lines
5.2 KiB
C++

/******************************************************************************
* 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 <string.h>
#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<uint8> 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<FAssetToolsModule>("AssetTools");
FString skelFile = Filename.Replace(TEXT(".skel"), TEXT(".atlas")).Replace(TEXT(".json"), TEXT(".atlas"));
if (!FPaths::FileExists(skelFile)) return;
TArray<FString> 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<USpineSkeletonDataAsset>(InParent, InClass, InName, Flags);
TArray<uint8> 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<FString> &OutFilenames) {
USpineSkeletonDataAsset *asset = Cast<USpineSkeletonDataAsset>(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<FString> &NewReimportPaths) {
USpineSkeletonDataAsset *asset = Cast<USpineSkeletonDataAsset>(Obj);
if (asset && ensure(NewReimportPaths.Num() == 1))
asset->SetSkeletonDataFileName(FName(*NewReimportPaths[0]));
}
EReimportResult::Type USpineSkeletonAssetFactory::Reimport(UObject *Obj) {
USpineSkeletonDataAsset *asset = Cast<USpineSkeletonDataAsset>(Obj);
TArray<uint8> 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