public void PrepareImport(IAssetImportEnvironment env)
		{
			// Ask to handle all input that matches the conditions in AcceptsInput
			foreach (AssetImportInput input in env.HandleAllInput(this.AcceptsInput))
			{
				// For all handled input items, specify which Resource the importer intends to create / modify
				string ext = Path.GetExtension(input.Path);
				if (string.Equals(ext, SourceFileExtVertex, StringComparison.InvariantCultureIgnoreCase))
					env.AddOutput<VertexShader>(input.AssetName, input.Path);
				else
					env.AddOutput<FragmentShader>(input.AssetName, input.Path);
			}
		}
        public void PrepareImport(IAssetImportEnvironment env)
        {
            // File all fnt files with allocated png files
            var importFiles = from file in env.HandleAllInput(f => Path.GetExtension(f.Path).ToLower() == ".fnt" || Path.GetExtension(f.Path).ToLower() == ".xml")
                              select file;

            foreach (var input in importFiles)
            {
                var fileFormat = FigureOutFontFileFormat(input.Path);

                switch (fileFormat)
                {
                case FontFileFormat.None:
                {
                    // Not a file format we support, ignore
                    continue;
                }

                case FontFileFormat.BMFont:
                {
                    var fontData = LoadBMFontData(input.Path);

                    if (fontData.Pages.Count() > 1)
                    {
                        Log.Editor.WriteError("Only single page bitmap font files are allowed");
                        continue;         //skip this file
                    }

                    env.AddOutput <Duality.Resources.Font>(input.AssetName, input.Path);

                    foreach (var page in fontData.Pages)
                    {
                        var fullPath = Path.Combine(Path.GetDirectoryName(input.Path), page.File);

                        if (File.Exists(fullPath))
                        {
                            env.AddOutput <Pixmap>(input.AssetName, fullPath);
                        }
                        else
                        {
                            Log.Editor.WriteError("Corresponding bitmap font page file '{0}' not found ", fullPath);
                            continue;         //skip this file
                        }
                    }

                    break;
                }
                }
            }
        }
示例#3
0
        public void Import(IAssetImportEnvironment env)
        {
            // Handle all available input. No need to filter or ask for this anymore, as
            // the preparation step already made a selection with AcceptsInput. We won't
            // get any input here that didn't match.
            foreach (AssetImportInput input in env.Input)
            {
                string ext = Path.GetExtension(input.Path);

                // Request a target Resource with a name matching the input
                IContentRef targetRef;
                if (string.Equals(ext, SourceFileExtVertex, StringComparison.InvariantCultureIgnoreCase))
                {
                    targetRef = env.GetOutput <VertexShader>(input.AssetName);
                }
                else
                {
                    targetRef = env.GetOutput <FragmentShader>(input.AssetName);
                }

                // If we successfully acquired one, proceed with the import
                if (targetRef.IsAvailable)
                {
                    AbstractShader target = targetRef.Res as AbstractShader;

                    // Update shader data from the input file
                    target.Source = File.ReadAllText(input.Path);
                    target.Compile();

                    // Add the requested output to signal that we've done something with it
                    env.AddOutput(targetRef, input.Path);
                }
            }
        }
		public void Import(IAssetImportEnvironment env)
		{
			// Handle all available input. No need to filter or ask for this anymore, as
			// the preparation step already made a selection with AcceptsInput. We won't
			// get any input here that didn't match.
			foreach (AssetImportInput input in env.Input)
			{
				string ext = Path.GetExtension(input.Path);

				// Request a target Resource with a name matching the input
				IContentRef targetRef;
				if (string.Equals(ext, SourceFileExtVertex, StringComparison.InvariantCultureIgnoreCase))
					targetRef = env.GetOutput<VertexShader>(input.AssetName);
				else
					targetRef = env.GetOutput<FragmentShader>(input.AssetName);

				// If we successfully acquired one, proceed with the import
				if (targetRef.IsAvailable)
				{
					AbstractShader target = targetRef.Res as AbstractShader;

					// Update shader data from the input file
					target.Source = File.ReadAllText(input.Path);
					target.Compile();

					// Add the requested output to signal that we've done something with it
					env.AddOutput(targetRef, input.Path);
				}
			}
		}
示例#5
0
 public void PrepareImport(IAssetImportEnvironment env)
 {
     foreach (AssetImportInput input in env.HandleAllInput(AcceptsInput))
     {
         env.AddOutput <PythonScript>(input.AssetName, input.Path);
     }
 }
示例#6
0
 public void PrepareImport(IAssetImportEnvironment env)
 {
     // Ask to handle all input that matches the conditions in AcceptsInput
     foreach (AssetImportInput input in env.HandleAllInput(this.AcceptsInput))
     {
         // For all handled input items, specify which Resource the importer intends to create / modify
         string ext = Path.GetExtension(input.Path);
         if (string.Equals(ext, SourceFileExtVertex, StringComparison.InvariantCultureIgnoreCase))
         {
             env.AddOutput <VertexShader>(input.AssetName, input.Path);
         }
         else
         {
             env.AddOutput <FragmentShader>(input.AssetName, input.Path);
         }
     }
 }
示例#7
0
 public void PrepareImport(IAssetImportEnvironment env)
 {
     // Ask to handle all input that matches the conditions in AcceptsInput
     foreach (AssetImportInput input in env.HandleAllInput(this.AcceptsInput))
     {
         // For all handled input items, specify which Resource the importer intends to create / modify
         env.AddOutput <DualityFont>(input.AssetName, input.Path);
     }
 }
		public void PrepareImport(IAssetImportEnvironment env)
		{
			// Ask to handle all input that matches the conditions in AcceptsInput
			foreach (AssetImportInput input in env.HandleAllInput(this.AcceptsInput))
			{
				// For all handled input items, specify which Resource the importer intends to create / modify
				env.AddOutput<Pixmap>(input.AssetName, input.Path);
			}
		}
示例#9
0
        public void PrepareImport(IAssetImportEnvironment env)
        {
            // Ask to handle all input that matches the conditions in AcceptsInput
            foreach (AssetImportInput input in env.HandleAllInput(this.AcceptsInput))
            {
                // For all handled input items, specify which Resource the importer intends to create / modify
                env.AddOutput <PlainTextData>(input.AssetName, input.Path);

                global::Duality.Log.Editor.WriteWarning("");
            }
        }
示例#10
0
        public void Import(IAssetImportEnvironment env)
        {
            foreach (AssetImportInput input in env.Input)
            {
                ContentRef <PythonScript> targetRef = env.GetOutput <PythonScript>(input.AssetName);

                if (targetRef.IsAvailable)
                {
                    PythonScript target = targetRef.Res;

                    string fileData = File.ReadAllText(input.Path);
                    target.UpdateContent(fileData);

                    env.AddOutput(targetRef, input.Path);
                }
            }
        }
示例#11
0
        public void Import(IAssetImportEnvironment env)
        {
            // Handle all available input. No need to filter or ask for this anymore, as
            // the preparation step already made a selection with AcceptsInput. We won't
            // get any input here that didn't match.
            foreach (AssetImportInput input in env.Input)
            {
                // Request a target Resource with a name matching the input
                ContentRef <DualityFont> targetRef = env.GetOutput <DualityFont>(input.AssetName);

                // If we successfully acquired one, proceed with the import
                if (targetRef.IsAvailable)
                {
                    DualityFont target = targetRef.Res;

                    // Retrieve import parameters
                    float     size            = env.GetOrInitParameter(targetRef, "Size", 16.0f);
                    FontStyle style           = env.GetOrInitParameter(targetRef, "Style", FontStyle.Regular);
                    string    extendedCharSet = env.GetOrInitParameter(targetRef, "ExtendedCharSet", string.Empty);
                    bool      antialiasing    = env.GetOrInitParameter(targetRef, "AntiAlias", true);
                    bool      monospace       = env.GetOrInitParameter(targetRef, "Monospace", false);

                    // Load the TrueType Font and render all the required glyphs
                    byte[]           trueTypeData = File.ReadAllBytes(input.Path);
                    RenderedFontData fontData     = this.RenderGlyphs(
                        trueTypeData,
                        size,
                        style,
                        !string.IsNullOrEmpty(extendedCharSet) ? new FontCharSet(extendedCharSet) : null,
                        antialiasing,
                        monospace);

                    // Transfer our rendered Font data to the Font Resource
                    target.SetGlyphData(
                        fontData.Bitmap,
                        fontData.Atlas,
                        fontData.GlyphData,
                        fontData.Metrics);

                    // Add the requested output to signal that we've done something with it
                    env.AddOutput(targetRef, input.Path);
                }
            }
        }
        public void Import(IAssetImportEnvironment env)
        {
            foreach (AssetImportInput input in env.Input)
            {
                // Request a target Resource with a name matching the input
                ContentRef <Duality.Resources.Font> targetRef = env.GetOutput <Duality.Resources.Font>(input.AssetName);

                // If we successfully acquired one, proceed with the import
                if (targetRef.IsAvailable)
                {
                    Duality.Resources.Font target = targetRef.Res;

                    var fileFormat = FigureOutFontFileFormat(input.Path);

                    switch (fileFormat)
                    {
                    case FontFileFormat.BMFont:
                    {
                        var fontData = LoadBMFontData(input.Path);

                        var textureData = LoadPixelData(fontData, Path.GetFullPath(Path.GetDirectoryName(input.Path)));
                        target.SetGlyphData(textureData,
                                            fontData.Atlas.ToArray(),
                                            fontData.Glyps.ToArray(),
                                            fontData.Height,
                                            fontData.Ascent,
                                            fontData.BodyAscent,
                                            fontData.Descent,
                                            fontData.Baseline);

                        target.Size = fontData.Size;
                        //target.Kerning = true;


                        env.AddOutput(targetRef, input.Path);

                        break;
                    }
                    }
                }
            }
        }
示例#13
0
        void IAssetImporter.Import(IAssetImportEnvironment env)
        {
            // Handle all available input. No need to filter or ask for this anymore, as
            // the preparation step already made a selection with AcceptsInput. We won't
            // get any input here that didn't match.
            foreach (AssetImportInput input in env.Input)
            {
                // Request a target Resource with a name matching the input
                ContentRef <T> targetRef = env.GetOutput <T>(this.GetResourceNameFromInput(input));

                // If we successfully acquired one, proceed with the import
                if (targetRef.IsAvailable)
                {
                    this.ImportResource(targetRef, input, env);

                    // Add the requested output to signal that we've done something with it
                    env.AddOutput(targetRef, input.Path);
                }
            }
        }
        internal static void Import <T>(IAssetImportEnvironment env) where T : TextFile, new()
        {
            foreach (AssetImportInput input in env.Input)
            {
                ContentRef <T> targetRef = env.GetOutput <T>(input.AssetName);

                if (targetRef.IsAvailable)
                {
                    T target = targetRef.Res;

                    if (!String.IsNullOrWhiteSpace(input.Path))
                    {
                        using (System.IO.StreamReader sr = new StreamReader(input.Path))
                        {
                            string content = sr.ReadToEnd();
                            target.SetData(content, sr.CurrentEncoding.GetByteCount(content), sr.CurrentEncoding);
                        }
                    }

                    env.AddOutput(targetRef, input.Path);
                }
            }
        }
示例#15
0
        public void Import(IAssetImportEnvironment env)
        {
            // Handle all available input. No need to filter or ask for this anymore, as
            // the preparation step already made a selection with AcceptsInput. We won't
            // get any input here that didn't match.
            foreach (AssetImportInput input in env.Input)
            {
                // Request a target Resource with a name matching the input
                ContentRef <AudioData> targetRef = env.GetOutput <AudioData>(input.AssetName);

                // If we successfully acquired one, proceed with the import
                if (targetRef.IsAvailable)
                {
                    AudioData target = targetRef.Res;

                    // Update audio data from the input file
                    target.OggVorbisData = File.ReadAllBytes(input.Path);

                    // Add the requested output to signal that we've done something with it
                    env.AddOutput(targetRef, input.Path);
                }
            }
        }
		public void Import(IAssetImportEnvironment env)
		{
			// Handle all available input. No need to filter or ask for this anymore, as
			// the preparation step already made a selection with AcceptsInput. We won't
			// get any input here that didn't match.
			foreach (AssetImportInput input in env.Input)
			{
				// Request a target Resource with a name matching the input
				ContentRef<AudioData> targetRef = env.GetOutput<AudioData>(input.AssetName);

				// If we successfully acquired one, proceed with the import
				if (targetRef.IsAvailable)
				{
					AudioData target = targetRef.Res;

					// Update audio data from the input file
					target.OggVorbisData = File.ReadAllBytes(input.Path);

					// Add the requested output to signal that we've done something with it
					env.AddOutput(targetRef, input.Path);
				}
			}
		}
示例#17
0
        public void Import(IAssetImportEnvironment env)
        {
            // Handle all available input. No need to filter or ask for this anymore, as
            // the preparation step already made a selection with AcceptsInput. We won't
            // get any input here that didn't match.
            foreach (AssetImportInput input in env.Input)
            {
                // Request a target Resource with a name matching the input
                ContentRef<DualityFont> targetRef = env.GetOutput<DualityFont>(input.AssetName);

                // If we successfully acquired one, proceed with the import
                if (targetRef.IsAvailable)
                {
                    DualityFont target = targetRef.Res;

                    // Retrieve import parameters
                    float       size            = env.GetOrInitParameter(targetRef, "Size"           , 16.0f            );
                    FontStyle   style           = env.GetOrInitParameter(targetRef, "Style"          , FontStyle.Regular);
                    string      extendedCharSet = env.GetOrInitParameter(targetRef, "ExtendedCharSet", string.Empty     );
                    bool        antialiasing    = env.GetOrInitParameter(targetRef, "AntiAlias"      , true             );
                    bool        monospace       = env.GetOrInitParameter(targetRef, "Monospace"      , false            );

                    // Load the TrueType Font and render all the required glyphs
                    byte[] trueTypeData = File.ReadAllBytes(input.Path);
                    RenderedFontData fontData = this.RenderGlyphs(
                        trueTypeData,
                        size,
                        style,
                        !string.IsNullOrEmpty(extendedCharSet) ? new FontCharSet(extendedCharSet) : null,
                        antialiasing,
                        monospace);

                    // Transfer our rendered Font data to the Font Resource
                    target.SetGlyphData(
                        fontData.Bitmap,
                        fontData.Atlas,
                        fontData.GlyphData,
                        fontData.Metrics);

                    // Add the requested output to signal that we've done something with it
                    env.AddOutput(targetRef, input.Path);
                }
            }
        }
 /// <summary>
 /// Submits the specified <see cref="Duality.Resource"/> as a generated output of the current importer.
 /// </summary>
 /// <param name="resource">A reference to the generated output <see cref="Duality.Resource"/>.</param>
 /// <param name="inputPath">The input path that is used to generate this output <see cref="Duality.Resource"/>.</param>
 public static void AddOutput(this IAssetImportEnvironment env, IContentRef resource, string inputPath)
 {
     env.AddOutput(resource, new string[] { inputPath });
 }
示例#19
0
        public void Import(IAssetImportEnvironment env)
        {
            // Handle all available input. No need to filter or ask for this anymore, as
            // the preparation step already made a selection with AcceptsInput. We won't
            // get any input here that didn't match.
            foreach (AssetImportInput input in env.Input)
            {
                // Request a target Resource with a name matching the input
                ContentRef <DualityFont> targetRef = env.GetOutput <DualityFont>(input.AssetName);

                // If we successfully acquired one, proceed with the import
                if (targetRef.IsAvailable)
                {
                    DualityFont target = targetRef.Res;

                    // Retrieve import parameters
                    float               size          = env.GetOrInitParameter(targetRef, "Size", 16.0f);
                    FontStyle           style         = env.GetOrInitParameter(targetRef, "Style", FontStyle.Regular);
                    string              customCharSet = env.GetOrInitParameter(targetRef, "CustomCharSet", string.Empty);
                    List <UnicodeBlock> unicodeBlocks = env.GetOrInitParameter(targetRef, "UnicodeBlocks", new List <UnicodeBlock>(DefaultBlocks));
                    bool antialiasing = env.GetOrInitParameter(targetRef, "AntiAlias", true);
                    bool monospace    = env.GetOrInitParameter(targetRef, "Monospace", false);

                    HashSet <char> fullCharSet = new HashSet <char>();

                    if (!string.IsNullOrWhiteSpace(customCharSet))
                    {
                        string[] blocks = customCharSet.Split(',');
                        ulong    start  = 0;
                        ulong    end    = 0;

                        foreach (string block in blocks)
                        {
                            string[] limits = block.Split(new[] { '-' }, 3);
                            if (!ulong.TryParse(limits[0], NumberStyles.HexNumber, null, out start))
                            {
                                Log.Editor.WriteError("Cannot parse value " + limits[0] + "; CustomCharSet will be ignored. Please verify the value and repeat the import.");
                            }

                            if (limits.Length == 1)
                            {
                                end = start;
                            }
                            else
                            {
                                if (limits.Length == 2 && !ulong.TryParse(limits[1], NumberStyles.HexNumber, null, out end))
                                {
                                    Log.Editor.WriteError("Cannot parse value " + limits[1] + "; CustomCharSet will be ignored. Please verify the value and repeat the import.");
                                }

                                else if (limits.Length > 2)
                                {
                                    Log.Editor.WriteError("Unexpected values " + limits[2] + " in range " + block + " will be ignored. Please verify the value and repeat the import.");
                                }

                                if (start > end)
                                {
                                    Log.Editor.WriteWarning(start + " is bigger than " + end + "; block will be ignored. Please verify the value and repeat the import.");
                                }
                            }

                            for (char c = (char)start; c <= (char)end; c++)
                            {
                                if (!char.IsControl(c))
                                {
                                    fullCharSet.Add(c);
                                }
                            }
                        }
                    }

                    if (unicodeBlocks != null)
                    {
                        Type unicodeBlockType     = typeof(UnicodeBlock);
                        Type unicodeRangeAttrType = typeof(UnicodeRangeAttribute);

                        foreach (UnicodeBlock block in unicodeBlocks)
                        {
                            UnicodeRangeAttribute range = unicodeBlockType.GetMember(block.ToString())
                                                          .First()
                                                          .GetCustomAttributes(unicodeRangeAttrType, false)
                                                          .FirstOrDefault() as UnicodeRangeAttribute;

                            if (range != null)
                            {
                                for (char c = (char)range.CharStart; c <= (char)range.CharEnd; c++)
                                {
                                    if (!char.IsControl(c))
                                    {
                                        fullCharSet.Add(c);
                                    }
                                }
                            }
                        }
                    }

                    // Load the TrueType Font and render all the required glyphs
                    byte[]           trueTypeData = File.ReadAllBytes(input.Path);
                    RenderedFontData fontData     = this.RenderGlyphs(
                        trueTypeData,
                        size,
                        style,
                        new FontCharSet(new string(fullCharSet.ToArray())),
                        antialiasing,
                        monospace);

                    // Transfer our rendered Font data to the Font Resource
                    target.SetGlyphData(
                        fontData.Bitmap,
                        fontData.Atlas,
                        fontData.GlyphData,
                        fontData.Metrics);

                    // Add the requested output to signal that we've done something with it
                    env.AddOutput(targetRef, input.Path);
                }
            }
        }
 /// <summary>
 /// Specifies that the current importer will create or modify a <see cref="Duality.Resource"/> with
 /// the specified name (see <see cref="Duality.Editor.AssetManagement.AssetImportInput.AssetName"/>).
 /// </summary>
 /// <typeparam name="T"></typeparam>
 /// <param name="assetName">The name of the generated output <see cref="Duality.Resource"/> (see <see cref="Duality.Editor.AssetManagement.AssetImportInput.AssetName"/>).</param>
 /// <param name="inputPath">The input path that is used to generate this output <see cref="Duality.Resource"/>.</param>
 public static void AddOutput <T>(this IAssetImportEnvironment env, string assetName, string inputPath) where T : Resource
 {
     env.AddOutput <T>(assetName, new string[] { inputPath });
 }