godot/editor/import/resource_importer_bitmask.cpp

113 lines
4.5 KiB
C++

/*************************************************************************/
/* resource_importer_bitmask.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "resource_importer_bitmask.h"
#include "core/image.h"
#include "core/io/config_file.h"
#include "core/io/image_loader.h"
#include "editor/editor_file_system.h"
#include "editor/editor_node.h"
#include "scene/resources/bit_map.h"
#include "scene/resources/texture.h"
String ResourceImporterBitMap::get_importer_name() const {
return "bitmap";
}
String ResourceImporterBitMap::get_visible_name() const {
return "BitMap";
}
void ResourceImporterBitMap::get_recognized_extensions(List<String> *p_extensions) const {
ImageLoader::get_recognized_extensions(p_extensions);
}
String ResourceImporterBitMap::get_save_extension() const {
return "res";
}
String ResourceImporterBitMap::get_resource_type() const {
return "BitMap";
}
bool ResourceImporterBitMap::get_option_visibility(const String &p_option, const Map<StringName, Variant> &p_options) const {
return true;
}
int ResourceImporterBitMap::get_preset_count() const {
return 0;
}
String ResourceImporterBitMap::get_preset_name(int p_idx) const {
return String();
}
void ResourceImporterBitMap::get_import_options(List<ImportOption> *r_options, int p_preset) const {
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "create_from", PROPERTY_HINT_ENUM, "Black & White,Alpha"), 0));
r_options->push_back(ImportOption(PropertyInfo(Variant::REAL, "threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), 0.5));
}
Error ResourceImporterBitMap::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, Variant *r_metadata) {
int create_from = p_options["create_from"];
float threshold = p_options["threshold"];
Ref<Image> image;
image.instance();
Error err = ImageLoader::load_image(p_source_file, image);
if (err != OK)
return err;
int w = image->get_width();
int h = image->get_height();
Ref<BitMap> bitmap;
bitmap.instance();
bitmap->create(Size2(w, h));
image->lock();
for (int i = 0; i < h; i++) {
for (int j = 0; j < w; j++) {
bool bit;
Color c = image->get_pixel(j, i);
if (create_from == 0) { //b&W
bit = c.get_v() > threshold;
} else {
bit = c.a > threshold;
}
bitmap->set_bit(Vector2(j, i), bit);
}
}
return ResourceSaver::save(p_save_path + ".res", bitmap);
}
ResourceImporterBitMap::ResourceImporterBitMap() {
}
ResourceImporterBitMap::~ResourceImporterBitMap() {
}