godot/core/io/resource_import.h

51 lines
1.4 KiB
C++

#ifndef RESOURCE_IMPORT_H
#define RESOURCE_IMPORT_H
#include "io/resource_loader.h"
class ResourceImporter;
class ResourceFormatImporter : public ResourceFormatLoader {
struct PathAndType {
String path;
String type;
};
Error _get_path_and_type(const String& p_path,PathAndType & r_path_and_type) const;
Set< Ref<ResourceImporter> > importers;
public:
virtual RES load(const String &p_path,const String& p_original_path="",Error *r_error=NULL);
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual void get_recognized_extensions_for_type(const String& p_type,List<String> *p_extensions) const;
bool recognize_path(const String& p_path,const String& p_for_type=String()) const;
virtual bool handles_type(const String& p_type) const=0;
virtual String get_resource_type(const String &p_path) const=0;
virtual void get_dependencies(const String& p_path,List<String> *p_dependencies,bool p_add_types=false);
};
class ResourceImporter {
public:
virtual String get_name() const=0;
virtual String get_visible_name() const=0;
virtual void get_recognized_extensions(List<String> *p_extensions) const=0;
virtual String get_resource_type() const=0;
struct ImportOption {
PropertyInfo option;
Variant default_value;
};
virtual void get_import_options(List<ImportOption> *r_options)=0;
virtual RES import(const String& p_path,const Map<StringName,Variant>& p_options)=0;
};
#endif // RESOURCE_IMPORT_H