updates default assets policy
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f25677d6d2
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@ -50,20 +50,20 @@ void AssetsLoader::createDefaults(AssetsLoader& loader) {
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loader.addLoader(ASSET_ATLAS, assetload::atlas);
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loader.addLoader(ASSET_ATLAS, assetload::atlas);
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}
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}
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void AssetsLoader::addDefaults(AssetsLoader& loader, bool allAssets) {
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void AssetsLoader::addDefaults(AssetsLoader& loader, bool world) {
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if (allAssets) {
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loader.add(ASSET_FONT, FONTS_FOLDER"/font", "normal");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/main", "main");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/ui", "ui");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/lines", "lines");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/main", "main");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/ui", "ui");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/lines", "lines");
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loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/gui/menubg.png", "gui/menubg");
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loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/gui/delete_icon.png", "gui/delete_icon");
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loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/gui/no_icon.png", "gui/no_icon");
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if (world) {
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/ui3d", "ui3d");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/ui3d", "ui3d");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/background", "background");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/background", "background");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/skybox_gen", "skybox_gen");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/skybox_gen", "skybox_gen");
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loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/gui/menubg.png", "gui/menubg");
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loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/gui/delete_icon.png", "gui/delete_icon");
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loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/gui/no_icon.png", "gui/no_icon");
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loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/misc/moon.png", "misc/moon");
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loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/misc/moon.png", "misc/moon");
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loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/misc/sun.png", "misc/sun");
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loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/misc/sun.png", "misc/sun");
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loader.add(ASSET_FONT, FONTS_FOLDER"/font", "normal");
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}
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}
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loader.add(ASSET_ATLAS, TEXTURES_FOLDER"/blocks", "blocks");
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loader.add(ASSET_ATLAS, TEXTURES_FOLDER"/blocks", "blocks");
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loader.add(ASSET_ATLAS, TEXTURES_FOLDER"/items", "items");
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loader.add(ASSET_ATLAS, TEXTURES_FOLDER"/items", "items");
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@ -36,7 +36,7 @@ public:
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bool loadNext();
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bool loadNext();
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static void createDefaults(AssetsLoader& loader);
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static void createDefaults(AssetsLoader& loader);
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static void addDefaults(AssetsLoader& loader, bool allAssets);
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static void addDefaults(AssetsLoader& loader, bool world);
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const ResPaths* getPaths() const;
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const ResPaths* getPaths() const;
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};
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};
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@ -20,12 +20,14 @@ bool assetload::texture(Assets* assets,
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const ResPaths* paths,
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const ResPaths* paths,
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const std::string filename,
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const std::string filename,
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const std::string name) {
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const std::string name) {
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Texture* texture = png::load_texture(paths->find(filename).string());
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std::unique_ptr<Texture> texture(
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png::load_texture(paths->find(filename).string())
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);
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if (texture == nullptr) {
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if (texture == nullptr) {
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std::cerr << "failed to load texture '" << name << "'" << std::endl;
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std::cerr << "failed to load texture '" << name << "'" << std::endl;
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return false;
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return false;
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}
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}
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assets->store(texture, name);
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assets->store(texture.release(), name);
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return true;
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return true;
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}
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}
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@ -163,7 +165,7 @@ bool assetload::animation(Assets* assets,
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if (!appendAtlas(builder, file)) continue;
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if (!appendAtlas(builder, file)) continue;
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}
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}
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Atlas* srcAtlas = builder.build(2);
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std::unique_ptr<Atlas> srcAtlas (builder.build(2));
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Texture* srcTex = srcAtlas->getTexture();
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Texture* srcTex = srcAtlas->getTexture();
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Texture* dstTex = dstAtlas->getTexture();
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Texture* dstTex = dstAtlas->getTexture();
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@ -195,7 +197,7 @@ bool assetload::animation(Assets* assets,
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}
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}
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}
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}
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assets->store(srcAtlas, name + "_animation");
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assets->store(srcAtlas.release(), name + "_animation");
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assets->store(animation);
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assets->store(animation);
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return true;
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return true;
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@ -56,7 +56,7 @@ Engine::Engine(EngineSettings& settings, EnginePaths* paths)
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assets.reset(new Assets());
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assets.reset(new Assets());
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AssetsLoader loader(assets.get(), resPaths.get());
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AssetsLoader loader(assets.get(), resPaths.get());
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AssetsLoader::createDefaults(loader);
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AssetsLoader::createDefaults(loader);
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AssetsLoader::addDefaults(loader, true);
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AssetsLoader::addDefaults(loader, false);
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Shader::preprocessor->setPaths(resPaths.get());
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Shader::preprocessor->setPaths(resPaths.get());
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while (loader.hasNext()) {
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while (loader.hasNext()) {
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@ -183,7 +183,7 @@ void Engine::loadContent() {
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std::cout << "-- loading assets" << std::endl;
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std::cout << "-- loading assets" << std::endl;
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AssetsLoader loader(new_assets.get(), resPaths.get());
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AssetsLoader loader(new_assets.get(), resPaths.get());
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AssetsLoader::createDefaults(loader);
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AssetsLoader::createDefaults(loader);
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AssetsLoader::addDefaults(loader, false);
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AssetsLoader::addDefaults(loader, true);
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while (loader.hasNext()) {
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while (loader.hasNext()) {
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if (!loader.loadNext()) {
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if (!loader.loadNext()) {
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new_assets.reset();
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new_assets.reset();
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