godot/tools/editor/import/resource_import_texture.h
2017-02-01 20:41:05 -03:00

44 lines
1.4 KiB
C++

#ifndef RESOURCEIMPORTTEXTURE_H
#define RESOURCEIMPORTTEXTURE_H
#include "io/resource_import.h"
class ResourceImporterTexture : public ResourceImporter {
GDCLASS(ResourceImporterTexture,ResourceImporter)
public:
virtual String get_importer_name() const;
virtual String get_visible_name() const;
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual String get_save_extension() const;
virtual String get_resource_type() const;
enum Preset {
PRESET_DETECT,
PRESET_2D,
PRESET_2D_PIXEL,
PRESET_3D,
};
enum CompressMode {
COMPRESS_LOSSLESS,
COMPRESS_LOSSY,
COMPRESS_VIDEO_RAM,
COMPRESS_UNCOMPRESSED
};
virtual int get_preset_count() const;
virtual String get_preset_name(int p_idx) const;
virtual void get_import_options(List<ImportOption> *r_options,int p_preset=0) const;
virtual bool get_option_visibility(const String& p_option,const Map<StringName,Variant>& p_options) const;
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);
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);
ResourceImporterTexture();
};
#endif // RESOURCEIMPORTTEXTURE_H