mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-06 05:01:53 +00:00
"Fix" warnings
This commit is contained in:
@@ -310,7 +310,7 @@ class AssetCache
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Try!(compressedStream.TryRead(compressedData));
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MemoryStream ms = new MemoryStream(asset.UncompressedByteCount);
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ms.Memory.GrowUnitialized(asset.UncompressedByteCount);
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ms.Memory.GrowUninitialized(asset.UncompressedByteCount);
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LZ4.LZ4F_dctx* context;
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LZ4.LZ4F_CreateDecompressionContext(out context);
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@@ -630,7 +630,7 @@ static class DdsImporter
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surfaces.Reserve(surfaceCount);
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uint32 scanLineSize = 0;
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uint32 slicePitch = 0;
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//uint32 slicePitch = 0;
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uint64 numBytes = 0;
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uint32 blockSize = 0; // Block size in bytes.
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@@ -97,7 +97,7 @@ class MaterialVariable
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Result<int, Int.ParseError> rowsResult = int.Parse(rowsString);
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if (rowsResult case .Err(let error))
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if (rowsResult case .Err(var error))
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{
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switch (error)
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{
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@@ -114,7 +114,7 @@ class MaterialVariable
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Result<int, Int.ParseError> columnsResult = int.Parse(columnsString);
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if (columnsResult case .Err(let error))
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if (columnsResult case .Err(out error))
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{
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switch (error)
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{
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@@ -226,7 +226,7 @@ extension ShaderCompiler
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Try!(ShaderCodePreprocessor.ProcessFileContent(shaderCode, context.VsName, context.PsName, context.Variables, context.BufferNames, context.EngineBuffers));
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using (let includer = PreprocessingIncluder(directory, context))
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using (var includer = PreprocessingIncluder(directory, context))
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{
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var result = D3DCompiler.D3DCompile(code.Ptr, (.)code.Length, fileName.FullIdentifier.ToScopeCStr!(), nativeMacros, &includer, entryPoint.ToScopeCStr!(),
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compileTarget.ToScopeCStr!(), DefaultCompileFlags /* Pass down compile flags? */, .None, &outShader._shaderBlob, &errorBlob);
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@@ -205,14 +205,14 @@ class ShaderProcessor : IAssetProcessor
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ProcessedShader.ConstantBufferEntry constantBufferEntry = .Default;
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if (vsBufferResult case .Ok(let vsBuffer) && psBufferResult case .Ok(let psBuffer))
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if (vsBufferResult case .Ok(var vsBuffer) && psBufferResult case .Ok(let psBuffer))
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{
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// Choose larger buffer
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constantBufferEntry.ConstantBuffer = (vsBuffer.Size >= psBuffer.Size) ? vsBuffer : psBuffer;
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constantBufferEntry.VertexShaderBindPoint = (.)vsBuffer.BindPoint;
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constantBufferEntry.PixelShaderBindPoint = (.)psBuffer.BindPoint;
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}
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else if (vsBufferResult case .Ok(let vsBuffer))
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else if (vsBufferResult case .Ok(out vsBuffer))
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{
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constantBufferEntry.ConstantBuffer = vsBuffer;
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constantBufferEntry.VertexShaderBindPoint = (.)vsBuffer.BindPoint;
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@@ -465,7 +465,7 @@ namespace GlitchyEditor.EditWindows
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_selectedFiles.ClearAndDeleteItems();
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}
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if (currentDirectoryNode case .Ok(TreeNode<AssetNode> currentDirectory))
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if (currentDirectoryNode case .Ok(out currentDirectory))
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{
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FileDropTarget(currentDirectory, .External);
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}
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@@ -168,7 +168,7 @@ namespace GlitchyEditor.EditWindows
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let mousePos = (float2)ImGui.GetMousePos();
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let globalToImGuiMouse = (float2)globalMousePosition - mousePos;
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//let globalToImGuiMouse = (float2)globalMousePosition - mousePos;
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let winPos = (float2)ImGui.GetWindowPos();
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let regionMin = winPos + (float2)ImGui.GetWindowContentRegionMin();
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@@ -119,11 +119,11 @@ class InspectorWindow : EditorWindow
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{
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ShowAssetProperties(assetHandle, editor);
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}
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else if (object case .Entity(let entityId))
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else if (object case .Entity(var entityId))
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{
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ShowEntityProperties(entityId, editor);
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}
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else if (object case .Component(let entityId, let componentType))
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else if (object case .Component(out entityId, let componentType))
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{
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ShowEntityProperties(entityId, editor, componentType);
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}
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@@ -156,7 +156,7 @@ class InspectorWindow : EditorWindow
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if (assetFile.LoadedAsset != null)
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{
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// TODO: Where do we get the asset editor from?
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if (let mat = assetFile.LoadedAsset as Material)
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if (assetFile.LoadedAsset is Material)
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{
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MaterialEditor.ShowEditor(assetFile);
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//ImGui.TextUnformatted(assetFile.LoadedAsset.Identifier);
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@@ -972,14 +972,14 @@ class EditorContentManager : IContentManager
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{
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Runtime.NotImplemented();
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if (oldIdentifier == newIdentifier)
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/*if (oldIdentifier == newIdentifier)
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return;
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Log.EngineLogger.Assert(_identiferToHandle.ContainsKey(newIdentifier), "An asset with the same identifier is already managed by this content manager.");
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// Since all we do in order to track assets is add them to a dictionary we can simply unmanage and manage it again.
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//UnmanageAsset(asset);
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//ManageAsset(asset);
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//ManageAsset(asset);*/
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}
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// TODO: obviously use a map or something...
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@@ -589,7 +589,7 @@ namespace GlitchyEditor
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/// @remarks If the creation fails at any point the entire directory will be deleted.
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private Result<void> CreateNewProject(StringView workspaceDirectory, StringView projectName)
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{
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if (Directory.CreateDirectory(workspaceDirectory) case .Err(let error))
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if (Directory.CreateDirectory(workspaceDirectory) case .Err(var error))
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{
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Log.ClientLogger.Error($"Failed to create directory \"{workspaceDirectory}\". ({error})");
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return .Err;
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@@ -610,9 +610,9 @@ namespace GlitchyEditor
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// If the project couldn't be created or initialization failed, we delete the workspace directory.
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if (newProjectResult == .Err)
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{
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if (Directory.DelTree(workspaceDirectory) case .Err(let error))
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if (Directory.DelTree(workspaceDirectory) case .Err(out error))
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{
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Log.EngineLogger.Error($"Failed to delete workspace ({workspaceDirectory}).");
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Log.EngineLogger.Error($"Failed to delete workspace ({workspaceDirectory}). ({error})");
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}
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return .Err;
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@@ -276,10 +276,10 @@ namespace ImGui
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const String[?] componentNames = .("X", "Y", "Z", "W");
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const String[?] componentIds = .("##X", "##Y", "##Z", "##W");
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static int mouseLockId = 0;
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//static int mouseLockId = 0;
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bool changed = false;
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bool deactivated = false;
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//bool deactivated = false;
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if (!label.IsEmpty)
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{
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@@ -311,7 +311,7 @@ namespace GlitchyEditor
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switch (fieldType)
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{
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case typeof(bool):
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let value = GetSettingValue!<bool>();
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bool value = GetSettingValue!<bool>();
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if (!ImGui.Checkbox(scope $"##{setting.Name}", &value))
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break;
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