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EffectImporter.cs
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EffectImporter.cs
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// MonoGame - Copyright (C) The MonoGame Team
// This file is subject to the terms and conditions defined in
// file 'LICENSE.txt', which is part of this source code package.
using System.IO;
using Microsoft.Xna.Framework.Content.Pipeline.Graphics;
namespace Microsoft.Xna.Framework.Content.Pipeline
{
/// <summary>
/// Provides methods for reading effect (.fx) files for use in the Content Pipeline.
/// </summary>
[ContentImporter(".fx", DisplayName = "Effect Importer - MonoGame", DefaultProcessor = "EffectProcessor")]
public class EffectImporter : ContentImporter<EffectContent>
{
/// <summary>
/// Initializes a new instance of EffectImporter.
/// </summary>
public EffectImporter()
{
}
/// <summary>
/// Called by the XNA Framework when importing an .fx file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline.
/// </summary>
/// <param name="filename">Name of a game asset file.</param>
/// <param name="context">Contains information for importing a game asset, such as a logger interface.</param>
/// <returns>Resulting game asset.</returns>
public override EffectContent Import(string filename, ContentImporterContext context)
{
var effect = new EffectContent();
effect.Identity = new ContentIdentity(filename);
using (var reader = new StreamReader(filename))
effect.EffectCode = reader.ReadToEnd();
return effect;
}
}
}