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I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
91 lines
3.9 KiB
C++
91 lines
3.9 KiB
C++
/*************************************************************************/
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/* resource_importer_texture.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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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#ifndef RESOURCEIMPORTTEXTURE_H
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#define RESOURCEIMPORTTEXTURE_H
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#include "io/resource_import.h"
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class StreamTexture;
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class ResourceImporterTexture : public ResourceImporter {
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GDCLASS(ResourceImporterTexture, ResourceImporter)
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protected:
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enum {
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MAKE_3D_FLAG = 1,
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MAKE_SRGB_FLAG = 2
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};
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Mutex *mutex;
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Map<StringName, int> make_flags;
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static void _texture_reimport_srgb(const Ref<StreamTexture> &p_tex);
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static void _texture_reimport_3d(const Ref<StreamTexture> &p_tex);
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static ResourceImporterTexture *singleton;
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public:
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static ResourceImporterTexture *get_singleton() { return singleton; }
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virtual String get_importer_name() const;
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virtual String get_visible_name() const;
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virtual void get_recognized_extensions(List<String> *p_extensions) const;
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virtual String get_save_extension() const;
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virtual String get_resource_type() const;
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enum Preset {
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PRESET_DETECT,
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PRESET_2D,
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PRESET_2D_PIXEL,
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PRESET_3D,
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};
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enum CompressMode {
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COMPRESS_LOSSLESS,
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COMPRESS_LOSSY,
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COMPRESS_VIDEO_RAM,
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COMPRESS_UNCOMPRESSED
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};
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virtual int get_preset_count() const;
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virtual String get_preset_name(int p_idx) const;
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virtual void get_import_options(List<ImportOption> *r_options, int p_preset = 0) const;
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virtual bool get_option_visibility(const String &p_option, const Map<StringName, Variant> &p_options) const;
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void _save_stex(const Image &p_image, const String &p_to_path, int p_compress_mode, float p_lossy_quality, Image::CompressMode p_vram_compression, bool p_mipmaps, int p_texture_flags, bool p_streamable, bool p_detect_3d, bool p_detect_srgb);
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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);
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void update_imports();
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ResourceImporterTexture();
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~ResourceImporterTexture();
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};
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#endif // RESOURCEIMPORTTEXTURE_H
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