TEMPORARY Push with all relative paths changed for building exe
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@ -56,7 +56,7 @@ enum class AssetType : AssetTypeMeta
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constexpr size_t TYPE_COUNT{ static_cast<size_t>(AssetType::MAX_COUNT) };
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constexpr size_t TYPE_COUNT{ static_cast<size_t>(AssetType::MAX_COUNT) };
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//Directory
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//Directory
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#ifdef _PUBLISH
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#ifndef _PUBLISH
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constexpr std::string_view ASSET_ROOT{ "Assets" };
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constexpr std::string_view ASSET_ROOT{ "Assets" };
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constexpr std::string_view BUILT_IN_ASSET_ROOT {"Built_In"};
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constexpr std::string_view BUILT_IN_ASSET_ROOT {"Built_In"};
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#else
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#else
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@ -79,10 +79,10 @@ namespace SHADE
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//SHResourceManager::LoadAllAudio(system, soundList);
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//SHResourceManager::LoadAllAudio(system, soundList);
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LoadBank("../../Assets/Audio/Master.bank");
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LoadBank("Assets/Audio/Master.bank");
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LoadBank("../../Assets/Audio/Master.strings.bank");
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LoadBank("Assets/Audio/Master.strings.bank");
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//LoadBank("../../Assets/Audio/Music.bank");
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//LoadBank("../../Assets/Audio/Music.bank");
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LoadBank("../../Assets/Audio/footsteps.bank");
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LoadBank("Assets/Audio/footsteps.bank");
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//auto clip = CreateAudioClip("event:/Characters/sfx_footsteps_human");
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//auto clip = CreateAudioClip("event:/Characters/sfx_footsteps_human");
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//clip->Play();
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//clip->Play();
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@ -38,7 +38,7 @@ namespace SHADE
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void SHEditorMenuBar::Init()
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void SHEditorMenuBar::Init()
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{
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{
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SHEditorWindow::Init();
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SHEditorWindow::Init();
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constexpr std::string_view path = "../../Assets/Editor/Layouts";
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constexpr std::string_view path = "Assets/Editor/Layouts";
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for(auto const& entry : std::filesystem::directory_iterator(path))
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for(auto const& entry : std::filesystem::directory_iterator(path))
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{
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{
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layoutPaths.push_back(entry.path());
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layoutPaths.push_back(entry.path());
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@ -77,11 +77,11 @@ namespace SHADE
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{
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{
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if(ImGui::Selectable("Save"))
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if(ImGui::Selectable("Save"))
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{
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{
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SHSerialization::SerializeSceneToFile("../../Assets/Scenes/Test.SHADE");
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SHSerialization::SerializeSceneToFile("Assets/Scenes/Test.SHADE");
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}
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}
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if(ImGui::Selectable("Load"))
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if(ImGui::Selectable("Load"))
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{
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{
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SHSerialization::DeserializeSceneFromFile("../../Assets/Scenes/Test.SHADE");
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SHSerialization::DeserializeSceneFromFile("Assets/Scenes/Test.SHADE");
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}
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}
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ImGui::EndMenu();
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ImGui::EndMenu();
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}
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}
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@ -102,7 +102,11 @@ namespace SHADE
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io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io->ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; //Enable for Multi-Viewports
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io->ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; //Enable for Multi-Viewports
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io->ConfigFlags |= ImGuiConfigFlags_DockingEnable; //Enable docking
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io->ConfigFlags |= ImGuiConfigFlags_DockingEnable; //Enable docking
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#ifndef _PUBLISH
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io->IniFilename = "Assets/Editor/Layouts/UserLayout.ini";
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#else
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io->IniFilename = "../../Assets/Editor/Layouts/UserLayout.ini";
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io->IniFilename = "../../Assets/Editor/Layouts/UserLayout.ini";
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#endif
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io->ConfigWindowsMoveFromTitleBarOnly = true;
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io->ConfigWindowsMoveFromTitleBarOnly = true;
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InitLayout();
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InitLayout();
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@ -176,20 +180,20 @@ namespace SHADE
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{
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{
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if(!std::filesystem::exists(io->IniFilename))
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if(!std::filesystem::exists(io->IniFilename))
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{
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{
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std::filesystem::copy_file("../../Assets/Editor/Layouts/Default.ini", io->IniFilename);
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std::filesystem::copy_file("Assets/Editor/Layouts/Default.ini", io->IniFilename);
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}
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}
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//eventually load preferred layout here
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//eventually load preferred layout here
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}
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}
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void SHEditor::InitFonts() noexcept
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void SHEditor::InitFonts() noexcept
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{
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{
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ImFont* mainFont = io->Fonts->AddFontFromFileTTF("../../Assets/Editor/Fonts/Segoe UI.ttf", 20.f);//TODO: Change to config based assets path
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ImFont* mainFont = io->Fonts->AddFontFromFileTTF("Assets/Editor/Fonts/Segoe UI.ttf", 20.f);//TODO: Change to config based assets path
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ImFontConfig icons_config{}; icons_config.MergeMode = true; icons_config.GlyphOffset.y = 5.f;
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ImFontConfig icons_config{}; icons_config.MergeMode = true; icons_config.GlyphOffset.y = 5.f;
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constexpr ImWchar icon_ranges_fa[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
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constexpr ImWchar icon_ranges_fa[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
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ImFont* UIFontFA = io->Fonts->AddFontFromFileTTF("../../Assets/Editor/Fonts/fa-solid-900.ttf", 20.f, &icons_config, icon_ranges_fa); //TODO: Change to config based assets path
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ImFont* UIFontFA = io->Fonts->AddFontFromFileTTF("Assets/Editor/Fonts/fa-solid-900.ttf", 20.f, &icons_config, icon_ranges_fa); //TODO: Change to config based assets path
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constexpr ImWchar icon_ranges_md[] = { ICON_MIN_MD, ICON_MAX_16_MD, 0 };
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constexpr ImWchar icon_ranges_md[] = { ICON_MIN_MD, ICON_MAX_16_MD, 0 };
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ImFont* UIFontMD = io->Fonts->AddFontFromFileTTF("../../Assets/Editor/Fonts/MaterialIcons-Regular.ttf", 20.f, &icons_config, icon_ranges_md); //TODO: Change to config based assets path
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ImFont* UIFontMD = io->Fonts->AddFontFromFileTTF("Assets/Editor/Fonts/MaterialIcons-Regular.ttf", 20.f, &icons_config, icon_ranges_md); //TODO: Change to config based assets path
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io->Fonts->Build();
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io->Fonts->Build();
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}
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}
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@ -32,7 +32,11 @@ namespace SHADE
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/* Static Definitions */
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/* Static Definitions */
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/*----------------------------------------------------------------------------------*/
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/*----------------------------------------------------------------------------------*/
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const std::string SHScriptEngine::DEFAULT_CSHARP_NAMESPACE = std::string("SHADE");
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const std::string SHScriptEngine::DEFAULT_CSHARP_NAMESPACE = std::string("SHADE");
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const std::string SHScriptEngine::CSPROJ_DIR = "..\\..\\TempScriptsFolder";
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#ifndef _PUBLISH
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const std::string SHScriptEngine::CSPROJ_DIR = "TempScriptsFolder";
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#else
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const std::string SHScriptEngine::CSPROJ_DIR = "..\\..\\TempScriptsFolder";
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#endif
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const std::string SHScriptEngine::CSPROJ_PATH = std::string(CSPROJ_DIR) + "\\SHADE_Scripting.csproj";
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const std::string SHScriptEngine::CSPROJ_PATH = std::string(CSPROJ_DIR) + "\\SHADE_Scripting.csproj";
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/*-----------------------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------------------*/
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@ -264,6 +268,7 @@ namespace SHADE
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<Reference Include=\"SHADE_Managed\">\n\
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<Reference Include=\"SHADE_Managed\">\n\
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<HintPath Condition=\"Exists('..\\bin\\Debug\\SHADE_Managed.dll')\">..\\bin\\Debug\\SHADE_Managed.dll</HintPath>\n\
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<HintPath Condition=\"Exists('..\\bin\\Debug\\SHADE_Managed.dll')\">..\\bin\\Debug\\SHADE_Managed.dll</HintPath>\n\
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<HintPath Condition=\"Exists('..\\bin\\Release\\SHADE_Managed.dll')\">..\\bin\\Release\\SHADE_Managed.dll</HintPath>\n\
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<HintPath Condition=\"Exists('..\\bin\\Release\\SHADE_Managed.dll')\">..\\bin\\Release\\SHADE_Managed.dll</HintPath>\n\
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<HintPath Condition=\"Exists('SHADE_Managed.dll')\">SHADE_Managed.dll</HintPath>\n\
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</Reference>\n\
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</Reference>\n\
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<Reference Include=\"SHADE_CSharp\">\n\
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<Reference Include=\"SHADE_CSharp\">\n\
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<HintPath Condition=\"Exists('..\\bin\\Debug\\SHADE_Managed.dll')\">..\\bin\\Debug\\SHADE_CSharp.dll</HintPath>\n\
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<HintPath Condition=\"Exists('..\\bin\\Debug\\SHADE_Managed.dll')\">..\\bin\\Debug\\SHADE_CSharp.dll</HintPath>\n\
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