blob: 1165e0d960a8577c38d7df8404e86a4bea8b3702 [file] [log] [blame]
#include "rive/importers/file_asset_importer.hpp"
#include "rive/assets/file_asset_contents.hpp"
#include "rive/assets/file_asset.hpp"
#include "rive/file_asset_loader.hpp"
#include "rive/span.hpp"
#include <cstdint>
using namespace rive;
FileAssetImporter::FileAssetImporter(FileAsset* fileAsset,
FileAssetLoader* assetLoader,
Factory* factory) :
m_FileAsset(fileAsset), m_FileAssetLoader(assetLoader), m_Factory(factory)
// if file asset contents are found when importing a rive file, store those for when we resolve
// the importer later
void FileAssetImporter::onFileAssetContents(std::unique_ptr<FileAssetContents> contents)
// we should only ever be called once
m_Content = std::move(contents);
StatusCode FileAssetImporter::resolve()
Span<const uint8_t> bytes;
if (m_Content != nullptr)
bytes = m_Content->bytes();
// If we have a file asset loader, lets give it the opportunity to claim responsibility for
// loading the asset
if (m_FileAssetLoader != nullptr &&
m_FileAssetLoader->loadContents(*m_FileAsset, bytes, m_Factory))
return StatusCode::Ok;
// If we do not, but we have found in band contents, load those
else if (bytes.size() > 0)
m_FileAsset->decode(m_Content->bytes(), m_Factory);
// Note that it's ok for an asset to not resolve (or to resolve async).
return StatusCode::Ok;