godot/editor/import/resource_importer_image.cpp

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#include "resource_importer_image.h"
#include "io/image_loader.h"
#include "io/resource_saver.h"
#include "os/file_access.h"
#include "scene/resources/texture.h"
String ResourceImporterImage::get_importer_name() const {
return "image";
}
String ResourceImporterImage::get_visible_name() const {
return "Image";
}
void ResourceImporterImage::get_recognized_extensions(List<String> *p_extensions) const {
ImageLoader::get_recognized_extensions(p_extensions);
}
String ResourceImporterImage::get_save_extension() const {
return "image";
}
String ResourceImporterImage::get_resource_type() const {
return "Image";
}
bool ResourceImporterImage::get_option_visibility(const String &p_option, const Map<StringName, Variant> &p_options) const {
return true;
}
int ResourceImporterImage::get_preset_count() const {
return 0;
}
String ResourceImporterImage::get_preset_name(int p_idx) const {
return String();
}
void ResourceImporterImage::get_import_options(List<ImportOption> *r_options, int p_preset) const {
}
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) {
FileAccess *f = FileAccess::open(p_source_file, FileAccess::READ);
if (!f) {
ERR_FAIL_COND_V(!f, ERR_CANT_OPEN);
}
size_t len = f->get_len();
Vector<uint8_t> data;
data.resize(len);
f->get_buffer(data.ptrw(), len);
memdelete(f);
f = FileAccess::open(p_save_path + ".image", FileAccess::WRITE);
//save the header GDIM
const uint8_t header[4] = { 'G', 'D', 'I', 'M' };
f->store_buffer(header, 4);
//SAVE the extension (so it can be recognized by the loader later
f->store_pascal_string(p_source_file.get_extension().to_lower());
//SAVE the actual image
f->store_buffer(data.ptr(), len);
memdelete(f);
return OK;
}
ResourceImporterImage::ResourceImporterImage() {
}