Files
GDevelop/Core/GDCore/IDE/Project/SceneResourcesFinder.h
Vladyslav Pohorielov d0005ba2cb Add support for Spine objects (2D skeletal animation) (#5927)
* This allows to use animatable 2D objects created with Spine (purchase a licence on [their website](https://esotericsoftware.com/) if you're interested).
* 2D skeletal animation allows for very smooth animations, and keep resource usage low compared to animations made of frames like Sprite objects. It's perfect for 2D games and can be used for animated characters, avatars, UI elements.
* Many thanks to @f0nar and @LousyMolars for their work on this new feature and associated game examples!

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Co-authored-by: Vladyslav Pohorielov <vpohorielov@playtika.com>
Co-authored-by: Gleb Volkov <glebusheg@gmail.com>
Co-authored-by: Florian Rival <Florian.rival@gmail.com>
Co-authored-by: Davy Hélard <davy.helard@gmail.com>
2024-01-17 18:19:08 +01:00

94 lines
2.5 KiB
C++

/*
* GDevelop JS Platform
* Copyright 2008-2023 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#pragma once
#include "GDCore/IDE/Project/ArbitraryResourceWorker.h"
#include "GDCore/String.h"
#include <set>
namespace gd {
class Project;
class Layout;
class SerializerElement;
} // namespace gd
namespace gd {
/**
* \brief Find resource usages in several parts of the project.
*
* \ingroup IDE
*/
class SceneResourcesFinder : private gd::ArbitraryResourceWorker {
public:
/**
* @brief Find resource usages in a given scenes.
*
* It doesn't include resources used globally.
*/
static std::set<gd::String> FindSceneResources(gd::Project &project,
gd::Layout &layout);
/**
* @brief Find resource that are used globally in the project.
*
* It doesn't include resources used in scenes.
*/
static std::set<gd::String> FindProjectResources(gd::Project &project);
virtual ~SceneResourcesFinder(){};
private:
SceneResourcesFinder(gd::ResourcesManager &resourcesManager)
: gd::ArbitraryResourceWorker(resourcesManager){};
void AddUsedResource(gd::String &resourceName);
void ExposeFile(gd::String &resourceFileName) override{
// Don't do anything: we're renaming resources, not the files they are
// pointing to.
};
void ExposeImage(gd::String &imageResourceName) override {
AddUsedResource(imageResourceName);
};
void ExposeAudio(gd::String &audioResourceName) override {
AddUsedResource(audioResourceName);
};
void ExposeFont(gd::String &fontResourceName) override {
AddUsedResource(fontResourceName);
};
void ExposeJson(gd::String &jsonResourceName) override {
AddUsedResource(jsonResourceName);
};
void ExposeTilemap(gd::String &tilemapResourceName) override {
AddUsedResource(tilemapResourceName);
};
void ExposeTileset(gd::String &tilesetResourceName) override {
AddUsedResource(tilesetResourceName);
};
void ExposeVideo(gd::String &videoResourceName) override {
AddUsedResource(videoResourceName);
};
void ExposeBitmapFont(gd::String &bitmapFontName) override {
AddUsedResource(bitmapFontName);
};
void ExposeModel3D(gd::String &resourceName) override {
AddUsedResource(resourceName);
};
void ExposeAtlas(gd::String &resourceName) override {
AddUsedResource(resourceName);
};
void ExposeSpine(gd::String &resourceName) override {
AddUsedResource(resourceName);
};
std::set<gd::String> resourceNames;
};
} // namespace gd