Addedo control paths for font compilation and loading
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@ -67,8 +67,9 @@ 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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#endif
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#endif
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// COMPILER PATHS
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// COMPILER EXE
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constexpr std::string_view MODEL_COMPILER_EXE{ "ModelCompiler.exe" };
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constexpr std::string_view MODEL_COMPILER_EXE{ "ModelCompiler.exe" };
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constexpr std::string_view FONT_COMPILER_EXE{ "FontCompiler.exe" };
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// INTERNAL ASSET PATHS
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// INTERNAL ASSET PATHS
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constexpr std::string_view SCENE_FOLDER{ "/Scenes/" };
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constexpr std::string_view SCENE_FOLDER{ "/Scenes/" };
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@ -20,6 +20,7 @@
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#include "Libraries/Loaders/SHTextureLoader.h"
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#include "Libraries/Loaders/SHTextureLoader.h"
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#include "Libraries/Loaders/SHShaderSourceLoader.h"
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#include "Libraries/Loaders/SHShaderSourceLoader.h"
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#include "Libraries/Loaders/SHTextBasedLoader.h"
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#include "Libraries/Loaders/SHTextBasedLoader.h"
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#include "Libraries/Loaders/SHFontLoader.h"
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//#include "Libraries/Compilers/SHMeshCompiler.h"
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//#include "Libraries/Compilers/SHMeshCompiler.h"
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#include "Libraries/Compilers/SHTextureCompiler.h"
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#include "Libraries/Compilers/SHTextureCompiler.h"
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@ -398,6 +399,16 @@ namespace SHADE
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}
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}
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newPath = pathGen.value();
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newPath = pathGen.value();
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}
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}
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else if (ext == TTF_EXTENSION.data())
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{
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std::string command = FONT_COMPILER_EXE.data();
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command += " " + path.string();
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std::system(command.c_str());
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std::string fontPath = path.string().substr(0, path.string().find_last_of('.'));
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fontPath += FONT_EXTENSION;
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newPath = fontPath;
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}
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else
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else
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{
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{
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SHLOG_WARNING("File Type compilation not yet Implemented: {}", path.string());
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SHLOG_WARNING("File Type compilation not yet Implemented: {}", path.string());
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@ -450,6 +461,8 @@ namespace SHADE
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loaders[static_cast<size_t>(AssetType::PREFAB)] = loaders[static_cast<size_t>(AssetType::SCENE)];
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loaders[static_cast<size_t>(AssetType::PREFAB)] = loaders[static_cast<size_t>(AssetType::SCENE)];
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loaders[static_cast<size_t>(AssetType::MATERIAL)] = loaders[static_cast<size_t>(AssetType::SCENE)];
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loaders[static_cast<size_t>(AssetType::MATERIAL)] = loaders[static_cast<size_t>(AssetType::SCENE)];
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loaders[static_cast<size_t>(AssetType::MESH)] = nullptr;
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loaders[static_cast<size_t>(AssetType::MESH)] = nullptr;
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loaders[static_cast<size_t>(AssetType::SCRIPT)] = nullptr;
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loaders[static_cast<size_t>(AssetType::FONT)] = dynamic_cast<SHAssetLoader*>(new SHFontLoader());
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}
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}
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/****************************************************************************
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/****************************************************************************
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