mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-11-04 12:51:48 +00:00
Add heuristics to not always rebuild script project on play
This commit is contained in:
+11
-2
@@ -1,8 +1,10 @@
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FileVersion = 1
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Locked = ["ImGui"]
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Unlocked = ["corlib"]
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[Workspace]
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StartupProject = "GlitchyEditor"
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PreprocessorMacros = ["IMGUI"]
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[Projects]
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GlitchyEngine = {Path = "GlitchyEngine"}
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@@ -20,17 +22,24 @@ ImGuizmo = {Path = "GlitchyEngine/vendor/imgui/ImGuizmo"}
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GlitchyEngineHelper = {Path = "GlitchyEngineHelper"}
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bon = {Path = "GlitchyEngine/vendor/bon"}
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box2d-beef = {Path = "GlitchyEngine/vendor/box2D"}
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"Beef.Linq" = {Path = "GlitchyEngine/vendor/Beef.Linq/src"}
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ScriptCore = {Path = "ScriptCore"}
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NetHostBeef = {Path = "GlitchyEngine/vendor/NetHostBeef/NetHostBeef"}
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"GlitchyEngine.Test" = {Path = "GlitchyEngine.Test"}
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Xml-Beef = {Path = "GlitchyEngine/vendor/Xml-Beef"}
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"GlitchyEngine.Benchmark" = {Path = "GlitchyEngine.Benchmark"}
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"Beef.Linq" = {Path = "GlitchyEngine/vendor/Beef.Linq"}
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"Oregano.git" = {Git = "https://github.com/zerkawei/Oregano.git"}
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[WorkspaceFolders]
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GlitchyEngine = ["GlitchyEngine", "GlitchLog", "GlitchyEngineHelper", "ScriptCore", "GlitchyEngine.Test", "GlitchyEngine.Benchmark"]
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"GlitchyEngine/Dependencies" = ["cgltf-beef", "DirectX", "FreeType", "ImGui", "ImGuiImplDX11", "ImGuiImplWin32", "ImGuizmo", "LodePng", "msdfgen-beef", "bon", "box2d-beef", "Beef.Linq", "NetHostBeef", "Xml-Beef"]
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"GlitchyEngine/Dependencies" = ["cgltf-beef", "DirectX", "FreeType", "ImGui", "ImGuiImplDX11", "ImGuiImplWin32", "ImGuizmo", "LodePng", "msdfgen-beef", "bon", "box2d-beef", "NetHostBeef", "Xml-Beef", "Beef.Linq"]
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Beef = ["Beefy2D", "corlib"]
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[Configs.Debug.Win64]
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AllocStackTraceDepth = 12
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ConfigSelections = {"GlitchyEngine.Test" = {Enabled = false}}
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[Configs.Release.Win64]
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Toolset = "Microsoft"
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LTOType = "None"
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ConfigSelections = {"GlitchyEngine.Test" = {Enabled = false}}
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@@ -0,0 +1,6 @@
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FileVersion = 1
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[Locks."Oregano.git".Git]
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URL = "https://github.com/zerkawei/Oregano.git"
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Tag = ""
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Hash = "0811b2dc6a878c472d2bc08b37ebc0862f853290"
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@@ -15,13 +15,14 @@ ImGuiImplDX11 = "*"
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ImGuiImplWin32 = "*"
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ImGuizmo = "*"
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"Beef.Linq" = "*"
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"Oregano.git" = {Git = "https://github.com/zerkawei/Oregano.git"}
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[Platform.Windows]
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IconFile = "$(ProjectDir)/Resources/Textures/GlitchyEngineIcon.ico"
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[Configs.Debug.Win64]
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PostBuildCmds = ["CopyFilesIfNewer(\"$(WorkspaceDir)/bin/vswhere.exe\", \"$(TargetDir)\")"]
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DebugCommandArguments = "\"$(ProjectDir)/../GlitchyEngine.Test/content/TestProject\""
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DebugCommandArguments = "\"D:\\Development\\Git\\SingleStateToOrbit\\\""
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PreprocessorMacros = ["DEBUG", "IMGUI"]
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[Configs.Release.Win64]
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@@ -33,6 +33,10 @@ class AssetHierarchy
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public TreeNode<AssetNode> RootNode => _assetRootNode;
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private append ScriptProjectDirtyManager _scriptProjectDirtyManager = .();
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public ScriptProjectDirtyManager ScriptProjectDirtyManager => _scriptProjectDirtyManager;
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public StringView ResourcesDirectory
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{
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get => _resourcesDirectory;
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@@ -235,6 +239,8 @@ class AssetHierarchy
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//SetupResourcesFileSystemWatcher();
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UpdateFiles();
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ScriptProjectDirtyManager.SetVeryDirty();
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}
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/// Sets path to the directory that contains the game assets.
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@@ -322,18 +328,24 @@ class AssetHierarchy
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Log.EngineLogger.Trace($"File content changed (\"{filename}\")");
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FileContentChanged(filename);
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ScriptProjectDirtyManager.AssetChanged(filename);
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});
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fsw.OnCreated.Add(new (filename) => {
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Log.EngineLogger.Trace($"File created (\"{filename}\")");
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DeferFileTreeUpdate();
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ScriptProjectDirtyManager.AssetChanged(filename);
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});
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fsw.OnDeleted.Add(new (filename) => {
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Log.EngineLogger.Trace($"File deleted (\"{filename}\")");
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DeferFileTreeUpdate();
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ScriptProjectDirtyManager.AssetChanged(filename);
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});
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fsw.OnRenamed.Add(new (oldName, newName) => {
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@@ -342,6 +354,9 @@ class AssetHierarchy
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FileRenamed(oldName, newName);
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DeferFileTreeUpdate();
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ScriptProjectDirtyManager.AssetChanged(oldName);
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ScriptProjectDirtyManager.AssetChanged(newName);
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});
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fsw.StartRaisingEvents();
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@@ -0,0 +1,187 @@
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using System;
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using System.IO;
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using System.Collections;
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using Oregano;
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using System.Diagnostics;
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using GlitchyEditor.Settings;
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namespace GlitchyEditor.Assets;
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class ScriptProjectDirtyManager
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{
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private bool _anyAssetDirty;
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private bool _projectFileDirty;
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private bool _forceRebuild;
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public void AssetChanged(StringView assetPath)
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{
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_anyAssetDirty = true;
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_projectFileDirty |= CheckIfProjectFile(assetPath);
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}
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private bool CheckIfProjectFile(StringView assetPath)
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{
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for (Regex regex in _patterns)
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{
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if (regex.IsMatch(assetPath))
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{
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return true;
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}
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}
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return false;
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}
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public void SetClean()
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{
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_anyAssetDirty = false;
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_projectFileDirty = false;
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_forceRebuild = false;
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}
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public void SetVeryDirty()
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{
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_forceRebuild = true;
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}
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public bool NeedsRebuild(RebuildOnPlay rebuildMode)
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{
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switch (rebuildMode)
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{
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case .Off:
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return _forceRebuild;
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case .Always:
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return true;
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case .WhenAnyAssetsChanged:
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return _anyAssetDirty || _forceRebuild;
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case .UseFastUpToDateCheck:
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return _projectFileDirty || _forceRebuild;
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}
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}
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private static List<StringView> patterns = new .(){
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"**/*.cs", // C# source files
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"**/*.csproj", // C# Project file
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"**/*.props", // MSBuild properties
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"**/*.targets", // MSBuild targets
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"**/*.resx", // Embedded .NET-Ressources
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"**/*.editorconfig", // Compiler- and Analyzer-config
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"**/*.globalconfig", // Global Analyzer-config
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"**/global.json",
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"**/NuGet.Config",
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"**/packages.lock.json",
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"**/runtimeconfig.template.json"
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} ~ delete _;
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private List<Regex> _patterns = new .() ~ DeleteContainerAndItems!(_);
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// Oregano's Regex doesn't copy the pattern but keeps StringViews into it, so the strings must live as long as the regexes.
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private List<String> _patternStrings = new .() ~ DeleteContainerAndItems!(_);
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public this()
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{
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for (StringView pattern in patterns)
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{
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String regexString = new .();
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if (CompileRegexFromGlob(pattern, regexString) case .Ok(let regex))
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{
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_patternStrings.Add(regexString);
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_patterns.Add(regex);
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}
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else
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{
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delete regexString;
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}
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}
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}
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/// Converts the glob into a regex string (written to outRegex) and compiles it.
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/// The returned Regex references outRegex, so outRegex must outlive it.
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private static Result<Regex> CompileRegexFromGlob(StringView glob, String outRegex)
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{
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outRegex.Append('^');
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int inBrackets = 0;
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bool isInBrackets() => inBrackets > 0;
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bool isWildcard = false;
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bool wasDoubleWildcard = false;
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for (char8 c in glob)
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{
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if (isWildcard)
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{
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isWildcard = false;
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if (c == '*')
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{
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// **
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outRegex.Append(@"(?:.*[\\/])?");
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wasDoubleWildcard = true;
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continue;
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}
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else
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{
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outRegex.Append(@"[^\\/]*");
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}
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}
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if (c == '[')
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{
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inBrackets++;
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outRegex.Append(c);
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continue;
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}
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else if (c == ']')
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{
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inBrackets--;
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outRegex.Append(c);
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continue;
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}
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if (c == '.')
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{
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if (isInBrackets())
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outRegex.Append('.');
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else
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outRegex.Append(@"\.");
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continue;
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}
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if (isInBrackets())
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{
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outRegex.Append(c);
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continue;
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}
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else
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{
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if (c == '?')
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{
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outRegex.Append(@"[^\\/]");
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continue;
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}
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else if (c == '*')
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{
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isWildcard = true;
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continue;
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}
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else if (c == '/')
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{
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if (!wasDoubleWildcard)
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outRegex.Append(@"\/");
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continue;
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}
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else
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{
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outRegex.Append(c);
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continue;
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}
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}
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}
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outRegex.Append('$');
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return Regex.Compile(outRegex);
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}
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}
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@@ -240,6 +240,8 @@ namespace GlitchyEditor
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task.ContinueWith(new (task) => {
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ScriptEngine.ResumeAssemblyWatcher();
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EditorApp.Instance.ContentManager.AssetHierarchy.ScriptProjectDirtyManager.SetClean();
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if (reloadAfterBuild)
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{
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EditorApp.Instance.InvokeOnMainThread(new () => {
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@@ -23,6 +23,8 @@ namespace GlitchyEditor
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public new static EditorApp Instance => Application.Instance as EditorApp;
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public new EditorContentManager ContentManager => _contentManager;
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private append BackgroundTaskManager _backgroundTaskManager = .();
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public BackgroundTaskManager BackgroundTaskManager => _backgroundTaskManager;
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@@ -824,7 +824,7 @@ namespace GlitchyEditor
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{
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Debug.Profiler.ProfileFunction!();
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if (allowRebuild && EditorApp.Instance.Settings.ScriptSettings.RebuildOnPlay)
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if (allowRebuild && _contentManager.AssetHierarchy.ScriptProjectDirtyManager.NeedsRebuild(EditorApp.Instance.Settings.ScriptSettings.RebuildOnPlayMode))
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{
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// Don't immediately reload the scripts after the build, because SetActiveScene will do that anyway.
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var task = _editor.BuildScripts(reloadAfterBuild: false);
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@@ -53,6 +53,20 @@ struct SettingAttribute : Attribute
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}
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}
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/// Fields with this Attribute will be exposed as settings.
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[AttributeUsage(AttributeTargets.StaticField, .ReflectAttribute)]
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struct SettingValueAttribute : Attribute
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{
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public String Name;
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public String Tooltip;
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public this(String name, String tooltip = "")
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{
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Name = name;
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Tooltip = tooltip;
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}
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}
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/// Fields with this Attribute will be exposed as settings.
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[AttributeUsage(.Method, .ReflectAttribute | .AlwaysIncludeTarget)]
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struct CustomSettingRendererAttribute : Attribute
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@@ -239,6 +253,24 @@ class IdeInstallation
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// This would however be quite complicated to implement well, when looking at how different Visual Studio and Rider already are.
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}
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[Reflect]
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enum RebuildOnPlay
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{
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[SettingValue("Off", "The scripts will not be rebuild when entering play mode.")]
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Off,
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[SettingValue("Always", "The scripts will always be rebuild when entering play mode.")]
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Always,
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[SettingValue("When any Asset changed", """
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The scripts will automatically be rebuild when any asset in asset-directory changed, even if it is not necessary for the build process.
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This can be helpful if you include files in your build-process that are not detected by the heuristic up to date check.
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""")]
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WhenAnyAssetsChanged,
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[SettingValue("When the fancy dancy heuristic check says so.", """
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A highly sophisticated heuristic will determine if a rebuild is required.
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""")]
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UseFastUpToDateCheck
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}
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[Reflect]
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class ScriptSettings
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{
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@@ -269,10 +301,9 @@ class ScriptSettings
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private bool _lookedForVs = false;
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private bool _lookedForRider = false;
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[Setting("Tools", "Rebuild scripts on play", "If active, the scripts will be rebuilt every time the user presses play."), BonInclude]
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public bool RebuildOnPlay = true;
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[Setting("Tools", "Rebuild scripts on play mode", "Configures if and how the scripts will be rebuilt every time the play mode is entered."), BonInclude]
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public RebuildOnPlay RebuildOnPlayMode = .UseFastUpToDateCheck;
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[Setting("Tools", "Automatically rebuild changed scripts", "If active, the scripts will be rebuilt every time the user presses play."), BonInclude]
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public bool AutoRebuildOnChange = true;
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@@ -363,12 +363,23 @@ namespace GlitchyEditor
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// TODO: handle multiple Flags (as a separate enum type handler though!)
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StringView currentName = "";
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StringView currentTooltip = "";
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for (let (name, value) in Enum.GetEnumerator(fieldInfo.FieldType))
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{
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if (value == underlyingValue)
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{
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currentName = name;
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if (fieldInfo.FieldType.GetField(@name.Index) case .Ok(FieldInfo info) &&
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info.GetCustomAttribute<SettingValueAttribute>() case .Ok(SettingValueAttribute settingValue))
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{
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currentName = settingValue.Name;
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currentTooltip = settingValue.Tooltip;
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}
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else
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{
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currentName = name;
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}
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break;
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}
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}
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@@ -379,7 +390,17 @@ namespace GlitchyEditor
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{
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bool isSelected = (name == currentName);
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if (ImGui.Selectable(name.ToScopeCStr!(), isSelected))
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StringView valueName = name;
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StringView valueTooltip = "";
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if (fieldInfo.FieldType.GetField(@name.Index) case .Ok(FieldInfo info) &&
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info.GetCustomAttribute<SettingValueAttribute>() case .Ok(SettingValueAttribute settingValue))
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{
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valueName = settingValue.Name;
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valueTooltip = settingValue.Tooltip;
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}
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if (ImGui.Selectable(valueName.ToScopeCStr!(), isSelected))
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{
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// Set value in field reference
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switch (fieldInfo.FieldType.Size)
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@@ -393,10 +414,20 @@ namespace GlitchyEditor
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if (!isSelected)
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_settingsChanged = true;
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}
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if (!valueTooltip.IsEmpty)
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{
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ImGui.AttachTooltip(valueTooltip);
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}
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}
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ImGui.EndCombo();
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}
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if (!currentTooltip.IsEmpty)
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{
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ImGui.AttachTooltip(currentTooltip);
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}
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}
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if (setting.Name == _SettingToHighlight)
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