/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #ifndef CRYINCLUDE_EDITOR_GAMERESOURCESEXPORTER_H #define CRYINCLUDE_EDITOR_GAMERESOURCESEXPORTER_H #pragma once /*! Implements exporting of all loaded resources to specified directory. * */ class CGameResourcesExporter { public: void ChooseDirectoryAndSave(); void ChooseDirectory(); void Save(const QString& outputDirectory); void GatherAllLoadedResources(); void SetUsedResources(CUsedResources& resources); void SaveLayerResources(const QString& subDirectory, CObjectLayer* pLayer, bool bAllChilds); static void ExportSelectedLayerResources(); static void ExportPerLayerResourceList(); private: static void GatherLayerResourceList_r(CObjectLayer* pLayer, CUsedResources& resources); private: typedef QStringList Files; static Files m_files; QString m_path; ////////////////////////////////////////////////////////////////////////// // Functions that gather files from editor subsystems. ////////////////////////////////////////////////////////////////////////// void GetFilesFromObjects(); void GetFilesFromVarBlock(CVarBlock* pVB); void GetFilesFromVariable(IVariable* pVar); void GetFilesFromMaterials(); void GetFilesFromParticles(); }; #endif // CRYINCLUDE_EDITOR_GAMERESOURCESEXPORTER_H