Separated Assets to Resources (Engine assets) and Assets (Project specific)

+ AssetHierarchy: Exposed RootNode
+ ContentBrowserWindow: Fixed Empty Folder not being Leaf-Node
+ TreeNode: Added IsParentOf, IsChildOf and IsInSubtree.
    + Fixed InternalDeleteTreeAndChildren for null trees
This commit is contained in:
Simon Lübeß
2023-07-30 20:30:06 +02:00
parent 20dae92be7
commit c1a87ed946
85 changed files with 413 additions and 240 deletions
+1 -1
View File
@@ -7,4 +7,4 @@ TargetType = "BeefGUIApplication"
StartupObject = "GlitchyEngine.Program"
[Configs.Debug.Win64]
DebugCommandArguments = "\"content\\Scenes\\physics2D.scene\""
DebugCommandArguments = "\"D:\\Development\\Projects\\Beef\\GlitchyEngine\\GlitchyEditor\\SandboxProject\""
@@ -13,7 +13,7 @@
B = 0.32878688,
A = 1
},
Sprite = "Textures/TestMat/rustediron2_albedo.png",
Sprite = "Assets/Textures/TestMat/rustediron2_albedo.png",
UvTransform = {
X = 0,
Y = 0,
@@ -309,10 +309,10 @@
}
},
MeshComponent = {
Mesh = "Models/sphere.glb"
Mesh = "Assets/Models/sphere.glb"
},
MeshRendererComponent = {
Material = "Textures/TestMaterial.mat"
Material = "Assets/Textures/TestMaterial.mat"
}
},
{

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@@ -0,0 +1,31 @@
{
Effect = "Resources/Shaders/myEffect.hlsl",
Textures = [
"AlbedoTexture": "Assets/Textures/rocket.png",
"NormalTexture": "Assets/Textures/TestMat/rustediron2_normal.png",
"MetallicTexture": "Assets/Textures/TestMat/rustediron2_metallic.png",
"RoughnessTexture": "Assets/Textures/TestMat/rustediron2_roughness.png"
],
Variables = [
"AlbedoColor": .ColorRGBA{
Value = {
R = 1,
G = 1,
B = 1,
A = 1
}
},
"NormalScaling": .Float2{
Value = {
X = 1,
Y = 1
}
},
"MetallicFactor": .Float{
Value = 0
},
"RoughnessFactor": .Float{
Value = 1
}
]
}

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@@ -1,11 +1,11 @@
{
Effect = "Shaders/myEffect.hlsl",
Effect = "Resources/Shaders/myEffect.hlsl",
Textures = [
"AlbedoTexture": "Textures/TestMat/rustediron2_albedo.png",
"NormalTexture": "Textures/TestMat/rustediron2_normal.png",
"MetallicTexture": "Textures/TestMat/rustediron2_metallic.png",
"RoughnessTexture": "Textures/TestMat/rustediron2_roughness.png",
"EmissiveTexture": "Textures/rocket.png"
"AlbedoTexture": "Assets/Textures/TestMat/rustediron2_albedo.png",
"NormalTexture": "Assets/Textures/TestMat/rustediron2_normal.png",
"MetallicTexture": "Assets/Textures/TestMat/rustediron2_metallic.png",
"RoughnessTexture": "Assets/Textures/TestMat/rustediron2_roughness.png",
"EmissiveTexture": "Assets/Textures/rocket.png"
],
Variables = [
"AlbedoColor": .ColorRGBA{

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@@ -1,31 +0,0 @@
{
Effect = "Shaders/myEffect.hlsl",
Textures = [
"AlbedoTexture": "Textures/rocket.png",
"NormalTexture": "Textures/TestMat/rustediron2_normal.png",
"MetallicTexture": "Textures/TestMat/rustediron2_metallic.png",
"RoughnessTexture": "Textures/TestMat/rustediron2_roughness.png"
],
Variables = [
"AlbedoColor": .ColorRGBA{
Value = {
R = 1,
G = 1,
B = 1,
A = 1
}
},
"NormalScaling": .Float2{
Value = {
X = 1,
Y = 1
}
},
"MetallicFactor": .Float{
Value = 0
},
"RoughnessFactor": .Float{
Value = 1
}
]
}
+228 -52
View File
@@ -12,6 +12,7 @@ public class AssetNode
{
public String Name ~ delete _;
public String Path ~ delete _;
public String Identifier ~ delete _;
public bool IsDirectory;
@@ -38,14 +39,43 @@ public static class AssetIdentifier
{
public const char8 DirectorySeparatorChar = '/';
// TODO: Asset identifiers and paths have little to do with each other and already caused a bit of pain, we should consider not using String for both.
/// Removes or unifies potential platform specific or file-path related stuff in the given asset identifier
public static void Fixup(String assetIdentifier)
{
const String DotSeperator = $".{DirectorySeparatorChar}";
const String SeperatorDot = $"{DirectorySeparatorChar}.";
int dotIndex = 0;
assetIdentifier.Replace('\\', DirectorySeparatorChar);
assetIdentifier.Replace(DotSeperator, "");
assetIdentifier.Replace(SeperatorDot, "");
// Replace /./ stuff
while ((dotIndex = assetIdentifier.IndexOf('.', dotIndex)) != -1)
{
char8 lastChar = '\0';
char8 nextChar = '\0';
int nextIndex = dotIndex + 1;
if (nextIndex < assetIdentifier.Length)
nextChar = assetIdentifier[nextIndex];
int lastIndex = dotIndex - 1;
if (lastIndex < assetIdentifier.Length)
lastChar = assetIdentifier[nextIndex];
// We either need to have a slash on both sides, or we have to be at the start or end of the string
if ((lastChar == '\0' || lastChar == DirectorySeparatorChar) &&
(lastChar == '\0' || lastChar == DirectorySeparatorChar))
{
if (lastChar != '\0')
assetIdentifier.Remove(lastIndex, 2);
else
assetIdentifier.Remove(dotIndex, 2);
}
else
{
// Skip the dot
dotIndex++;
}
}
if (assetIdentifier.StartsWith(DirectorySeparatorChar))
assetIdentifier.Remove(0, 1);
@@ -61,32 +91,119 @@ class AssetHierarchy
bool _fileSystemDirty = false;
internal TreeNode<AssetNode> _assetHierarchy = null ~ DeleteTreeAndChildren!(_);
internal TreeNode<AssetNode> _assetRootNode = null ~ DeleteTreeAndChildren!(_);
internal TreeNode<AssetNode> _resourcesDirectoryNode = null;
internal TreeNode<AssetNode> _assetsDirectoryNode = null;
private append Dictionary<StringView, TreeNode<AssetNode>> _pathToAssetNode = .();
private append Dictionary<StringView, TreeNode<AssetNode>> _identifierToAssetNode = .();
private append String _contentDirectory = .();
private append String _resourcesDirectory = .();
private append String _assetsDirectory = .();
private EditorContentManager _contentManager;
public StringView ContentDirectory
public TreeNode<AssetNode> RootNode => _assetRootNode;
public StringView ResourcesDirectory
{
get => _contentDirectory;
get => _resourcesDirectory;
private set
{
_contentDirectory.Clear();
_contentDirectory.Append(value);
Path.Fixup(_contentDirectory);
_resourcesDirectory.Set(value);
Path.Fixup(_resourcesDirectory);
}
}
public StringView AssetsDirectory
{
get => _assetsDirectory;
private set
{
_assetsDirectory.Set(value);
Path.Fixup(_assetsDirectory);
}
}
public this(EditorContentManager contentManager)
{
_contentManager = contentManager;
// Create a root node that will contain all Asset directory nodes.
_assetRootNode = new TreeNode<AssetNode>(new AssetNode());
_assetRootNode->Path = new String();
_assetRootNode->Name = new String();
_assetRootNode->IsDirectory = true;
Log.EngineLogger.Trace($"Created root node");
}
public void SetContentDirectory(StringView contentDirectory)
public void SetResourcesDirectory(StringView fileName)
{
ContentDirectory = contentDirectory;
ResourcesDirectory = fileName;
_resourcesDirectoryNode?.ForEach(scope (node) => {
_pathToAssetNode.Remove(node->Path);
_identifierToAssetNode.Remove(node->Identifier);
});
DeleteTreeAndChildren!(_resourcesDirectoryNode);
if (!Directory.Exists(ResourcesDirectory))
{
Log.EngineLogger.Error($"Resources directory \"{ResourcesDirectory}\" doesn't exist.");
return;
}
AssetNode assetNode = new AssetNode();
assetNode.Path = new String(ResourcesDirectory);
assetNode.Name = new String();
assetNode.Identifier = new String("###resources");
assetNode.IsDirectory = true;
Path.GetFileName(assetNode.Path, assetNode.Name);
_resourcesDirectoryNode = _assetRootNode.AddChild(assetNode);
_pathToAssetNode.Add(assetNode.Path, _resourcesDirectoryNode);
_identifierToAssetNode.Add(assetNode.Identifier, _resourcesDirectoryNode);
Log.EngineLogger.Trace($"Created directory node for: \"{ResourcesDirectory}\"");
_fileSystemDirty = true;
// TODO: Watch resources folder?
//SetupResourcesFileSystemWatcher();
Update();
}
public void SetAssetsDirectory(StringView fileName)
{
AssetsDirectory = fileName;
_assetsDirectoryNode?.ForEach(scope (node) => {
_pathToAssetNode.Remove(node->Path);
_identifierToAssetNode.Remove(node->Identifier);
});
DeleteTreeAndChildren!(_assetsDirectoryNode);
if (!Directory.Exists(AssetsDirectory))
{
// TODO: This is not an error, if no project is loaded
Log.EngineLogger.Warning($"Assets directory \"{AssetsDirectory}\" doesn't exist.");
return;
}
AssetNode assetNode = new AssetNode();
assetNode.Path = new String(AssetsDirectory);
assetNode.Name = new String();
assetNode.Identifier = new String("###assets");
assetNode.IsDirectory = true;
Path.GetFileName(assetNode.Path, assetNode.Name);
_assetsDirectoryNode = _assetRootNode.AddChild(assetNode);
_pathToAssetNode.Add(assetNode.Path, _assetsDirectoryNode);
_identifierToAssetNode.Add(assetNode.Identifier, _assetsDirectoryNode);
Log.EngineLogger.Trace($"Created directory node for: \"{AssetsDirectory}\"");
_fileSystemDirty = true;
@@ -99,7 +216,7 @@ class AssetHierarchy
private void SetupFileSystemWatcher()
{
delete fsw;
fsw = new FileSystemWatcher(_contentDirectory);
fsw = new FileSystemWatcher(_assetsDirectory);
fsw.IncludeSubdirectories = true;
fsw.OnChanged.Add(new (filename) => {
@@ -153,6 +270,19 @@ class AssetHierarchy
return .Err;
}
/// Gets the tree node for the given filePath or .Err, if the file/directory doesn't exist.
/// @param filePath the path for which to return the tree node.
/// @remarks Do not hold a reference to the TreeNode because it can become invalid when the file hierarchy changes.
public Result<TreeNode<AssetNode>> GetNodeFromIdentifier(StringView identifier)
{
if (_identifierToAssetNode.TryGetValue(identifier, let treeNode))
{
return treeNode;
}
return .Err;
}
public bool FileExists(StringView filePath)
{
return _pathToAssetNode.ContainsKey(filePath);
@@ -173,27 +303,9 @@ class AssetHierarchy
{
Log.EngineLogger.Trace($"Updating asset hierarchy");
if (_assetHierarchy == null)
{
// TODO: move to init?
_assetHierarchy = new TreeNode<AssetNode>(new AssetNode());
_assetHierarchy->Path = new String(ContentDirectory);
_assetHierarchy->Name = new String("Content");
_assetHierarchy->IsDirectory = true;
Log.EngineLogger.Trace($"Created directory node for: \"{_assetHierarchy->Path}\"");
_pathToAssetNode.Add(ContentDirectory, _assetHierarchy);
}
void HandleFile(AssetNode node)
{
String identifier = scope .(node.Path.Length);
Path.GetRelativePath(node.Path, _contentDirectory, identifier);
AssetIdentifier.Fixup(identifier);
node.AssetFile = new AssetFile(_contentManager, identifier, node.Path, node.IsDirectory);
node.AssetFile = new AssetFile(_contentManager, node.Identifier, node.Path, node.IsDirectory);
}
/// Determines the files that belong to the given directory and adds them to the tree.
@@ -229,9 +341,12 @@ class AssetHierarchy
assetNode.Path = new String(filepathBuffer);
assetNode.IsDirectory = false;
DetermineIdentifier(assetNode, directory);
treeNode = directory.AddChild(assetNode);
_pathToAssetNode.Add(assetNode.Path, treeNode);
_identifierToAssetNode.Add(assetNode.Identifier, treeNode);
//GrabSubAssets(node);
HandleFile(treeNode.Value);
@@ -243,17 +358,6 @@ class AssetHierarchy
void RemoveOrphanedEntries(TreeNode<AssetNode> node)
{
/// Removes the node and its children from _pathToAssetNode
void RemoveSubtree(TreeNode<AssetNode> tree)
{
_pathToAssetNode.Remove(tree->Path);
for (var child in tree.Children)
{
RemoveSubtree(child);
}
}
for (TreeNode<AssetNode> child in node.Children)
{
if (!Directory.Exists(child->Path) && !File.Exists(child->Path))
@@ -262,13 +366,37 @@ class AssetHierarchy
@child.Remove();
RemoveSubtree(child);
child.ForEach(scope (node) => {
_pathToAssetNode.Remove(node->Path);
_identifierToAssetNode.Remove(node->Identifier);
});
DeleteTreeAndChildren!(child);
}
}
}
void DetermineIdentifier(AssetNode assetNode, TreeNode<AssetNode> parentNode)
{
if (assetNode.Identifier == null)
assetNode.Identifier = new String();
assetNode.Identifier.Clear();
// Get the Identifier which is simply the path relative to the asste root (either Resources- or Assets-Folder)
if (parentNode.IsInSubtree(_resourcesDirectoryNode))
{
Path.GetRelativePath(assetNode.Path, _resourcesDirectoryNode->Path, assetNode.Identifier);
assetNode.Identifier.Insert(0, "Resources/");
}
else if (parentNode.IsInSubtree(_assetsDirectoryNode))
{
Path.GetRelativePath(assetNode.Path, _assetsDirectoryNode->Path, assetNode.Identifier);
assetNode.Identifier.Insert(0, "Assets/");
}
AssetIdentifier.Fixup(assetNode.Identifier);
}
/// Adds the given directory to the specified tree.
/// Recursively adds all Files and Subdirectories.
void AddDirectoryToTree(String path, TreeNode<AssetNode> parentNode)
@@ -284,11 +412,29 @@ class AssetHierarchy
AssetNode assetNode = new AssetNode();
assetNode.Path = new String(path);
assetNode.Name = new String();
//assetNode.Identifier = new String();
assetNode.IsDirectory = true;
Path.GetFileName(assetNode.Path, assetNode.Name);
DetermineIdentifier(assetNode, parentNode);
/*// Get the Identifier which is simply the path relative to the asste root (either Resources- or Assets-Folder)
if (parentNode == _resourcesDirectoryNode || parentNode.IsChildOf(_resourcesDirectoryNode))
{
Path.GetRelativePath(assetNode.Path, _resourcesDirectoryNode->Path, assetNode.Identifier);
assetNode.Identifier.Insert(0, "Resources/");
}
else
{
Path.GetRelativePath(assetNode.Path, _assetsDirectoryNode->Path, assetNode.Identifier);
assetNode.Identifier.Insert(0, "Assets/");
}
AssetIdentifier.Fixup(assetNode.Identifier);*/
treeNode = parentNode.AddChild(assetNode);
_pathToAssetNode.Add(assetNode.Path, treeNode);
// No Identifiers for Directories, because we can't use directories as Assets anyways...
//_identifierToAssetNode.Add(assetNode.Identifier, treeNode);
Log.EngineLogger.Trace($"Created directory node for: \"{assetNode.Path}\"");
}
@@ -309,9 +455,39 @@ class AssetHierarchy
RemoveOrphanedEntries(treeNode);
}
if (!AssetsDirectory.IsWhiteSpace)
{
String filter = scope $"{AssetsDirectory}/*";
String directoryNameBuffer = scope String(256);
for (var directory in Directory.Enumerate(filter, .Directories))
{
directory.GetFilePath(directoryNameBuffer..Clear());
AddDirectoryToTree(directoryNameBuffer, _assetsDirectoryNode);
}
}
String filter = scope $"{ContentDirectory}/*";
if (!ResourcesDirectory.IsWhiteSpace)
{
String filter = scope $"{ResourcesDirectory}/*";
String directoryNameBuffer = scope String(256);
for (var directory in Directory.Enumerate(filter, .Directories))
{
directory.GetFilePath(directoryNameBuffer..Clear());
AddDirectoryToTree(directoryNameBuffer, _resourcesDirectoryNode);
}
RemoveOrphanedEntries(_assetRootNode);
}
//*String filter = scope $"{AssetsDirectory}/*";
/*
String directoryNameBuffer = scope String(256);
for (var directory in Directory.Enumerate(filter, .Directories))
@@ -321,7 +497,7 @@ class AssetHierarchy
AddDirectoryToTree(directoryNameBuffer, _assetHierarchy);
}
RemoveOrphanedEntries(_assetHierarchy);
RemoveOrphanedEntries(_assetHierarchy);*/
_fileSystemDirty = false;
}
@@ -336,7 +512,7 @@ class AssetHierarchy
fileName.RemoveFromEnd(AssetFile.ConfigFileExtension.Length);
String fileNameWithContentRoot = scope .();
Path.InternalCombine(fileNameWithContentRoot, _contentDirectory, fileName);
Path.InternalCombine(fileNameWithContentRoot, _assetsDirectory, fileName);
var nodeResult = GetNodeFromPath(fileNameWithContentRoot);
@@ -366,10 +542,10 @@ class AssetHierarchy
String oldFileNameWithContentRoot = scope .();
Path.InternalCombine(oldFileNameWithContentRoot, _contentDirectory, oldFilePath);
Path.InternalCombine(oldFileNameWithContentRoot, _assetsDirectory, oldFilePath);
String newFileNameWithContentRoot = scope .();
Path.InternalCombine(newFileNameWithContentRoot, _contentDirectory, newFilePath);
Path.InternalCombine(newFileNameWithContentRoot, _assetsDirectory, newFilePath);
// Rename config file
{
+2 -2
View File
@@ -175,8 +175,8 @@ class TexturererViewerer
public this()
{
_effect = Content.LoadAsset("Shaders\\textureViewerShader.hlsl");
_renderTargetEffect = Content.LoadAsset("Shaders\\RenderTargetGroupViewer.hlsl");
_effect = Content.LoadAsset("Resources/Shaders/textureViewerShader.hlsl");
_renderTargetEffect = Content.LoadAsset("Resources/Shaders/RenderTargetGroupViewer.hlsl");
}
float2 _position;
@@ -1,6 +1,7 @@
using ImGui;
using System;
using System.IO;
using System.Linq;
using GlitchyEngine.Collections;
using System.Collections;
using GlitchyEngine.Renderer;
@@ -39,7 +40,7 @@ namespace GlitchyEditor.EditWindows
// Make sure we are in an existing directory.
if (!_manager.AssetHierarchy.FileExists(_currentDirectory))
{
_currentDirectory.Set(_manager.ContentDirectory);
_currentDirectory.Set(_manager.AssetDirectory);
}
if(!ImGui.Begin(s_WindowTitle, &_open, .None))
@@ -125,7 +126,7 @@ namespace GlitchyEditor.EditWindows
/// Renders a sidebar that shows a tree of all directories in the asset folder.
private void DrawDirectorySideBar()
{
for(var child in _manager.AssetHierarchy.[Friend]_assetHierarchy.Children)
for(var child in _manager.AssetHierarchy.RootNode.Children)
{
ImGuiPrintEntityTree(child);
}
@@ -142,17 +143,22 @@ namespace GlitchyEditor.EditWindows
ImGui.TreeNodeFlags flags = .OpenOnArrow | .SpanAvailWidth;
if(tree.Children.Count == 0)
if(tree.Children.Where(scope (node) => node->IsDirectory).Count() == 0)
flags |= .Leaf;
if (tree->Path == _currentDirectory)
{
flags |= .Selected;
}
// TODO: this kinda works, but the user should be able to close the directory
/*if (_manager.AssetHierarchy.GetNodeFromPath(_currentDirectory) case .Ok(let currentTreeNode))
{
if (currentTreeNode.IsInSubtree(tree))
ImGui.SetNextItemOpen(true);
}*/
bool isOpen = ImGui.TreeNodeEx(name, flags, $"{name}");
if (ImGui.IsItemClicked(.Left))
if (!ImGui.IsItemToggledOpen() && ImGui.IsItemClicked(.Left))
{
_currentDirectory.Set(tree->Path);
}
@@ -186,7 +192,7 @@ namespace GlitchyEditor.EditWindows
if (_searchEverywhere && searchFilter.Length > 0)
{
files = scope:: List<TreeNode<AssetNode>>();
_manager.AssetHierarchy.[Friend]_assetHierarchy.ForEach(scope (node) =>
_manager.AssetHierarchy.[Friend]_assetRootNode.ForEach(scope (node) =>
{
if (node->Name.Contains(searchFilter, true))
{
@@ -343,8 +349,8 @@ namespace GlitchyEditor.EditWindows
String fullpath = scope String(entry->Path);
// TODO: this is dirty
if (fullpath.StartsWith(_manager.ContentDirectory, .OrdinalIgnoreCase))
fullpath.Remove(0, _manager.ContentDirectory.Length);
if (fullpath.StartsWith(_manager.AssetDirectory, .OrdinalIgnoreCase))
fullpath.Remove(0, _manager.AssetDirectory.Length);
Path.Fixup(fullpath);
+1 -1
View File
@@ -36,7 +36,7 @@ namespace GlitchyEditor
_contentManager.SetAsDefaultAssetLoader<EffectAssetLoader>(".hlsl");
_contentManager.SetAssetPropertiesEditor<EffectAssetLoader>(=> EffectAssetPropertiesEditor.Factory);
_contentManager.SetContentDirectory("./content");
_contentManager.SetResourcesDirectory("./Resources");
return _contentManager;
}
+37 -45
View File
@@ -15,12 +15,12 @@ namespace GlitchyEditor;
class EditorContentManager : IContentManager
{
private append String _contentDirectory = .();
private append String _resourcesDirectory = .();
private append String _assetsDirectory = .();
public StringView ContentDirectory => _contentDirectory;
public StringView ResourcesDirectory => _resourcesDirectory;
public StringView AssetDirectory => _assetsDirectory;
//private append List<String> _identifiers = .() ~ _.ClearAndDeleteItems();
private append Dictionary<StringView, AssetHandle> _identiferToHandle = .(); // TODO: Check if all resources are unloaded
private append Dictionary<AssetHandle, Asset> _handleToAsset = .();
@@ -64,13 +64,20 @@ class EditorContentManager : IContentManager
_identiferToHandle.Add(asset.Identifier, asset.Handle);
}
public void SetContentDirectory(StringView contentDirectory)
public void SetResourcesDirectory(StringView fileName)
{
_contentDirectory.Clear();
_contentDirectory.Append(contentDirectory);
Path.Fixup(_contentDirectory);
_resourcesDirectory.Set(fileName);
Path.Fixup(_resourcesDirectory);
_assetHierarchy.SetContentDirectory(contentDirectory);
_assetHierarchy.SetResourcesDirectory(_resourcesDirectory);
}
public void SetAssetDirectory(StringView fileName)
{
_assetsDirectory.Set(fileName);
Path.Fixup(_assetsDirectory);
_assetHierarchy.SetAssetsDirectory(_assetsDirectory);
}
public void Update()
@@ -302,7 +309,7 @@ class EditorContentManager : IContentManager
private void GetResourceFilePath(StringView resourceName, String filePath)
{
Path.Combine(filePath, _contentDirectory, resourceName);
Path.Combine(filePath, _assetsDirectory, resourceName);
Path.Fixup(filePath);
}
@@ -336,8 +343,11 @@ class EditorContentManager : IContentManager
public AssetHandle LoadAsset(StringView identifier, bool blocking = false)
{
Debug.Profiler.ProfileResourceFunction!();
// It's valid to request no entity, but no entity is obviously invalid.
if (identifier.IsWhiteSpace)
return .Invalid;
// Todo: How strict should we be on paths?
String fixedIdentifier = scope String(identifier);
AssetIdentifier.Fixup(fixedIdentifier);
@@ -346,16 +356,15 @@ class EditorContentManager : IContentManager
GetResourceAndSubassetName(fixedIdentifier, let resourceName, let subassetName);
String filePath = scope .();
GetResourceFilePath(resourceName, filePath);
Result<TreeNode<AssetNode>> resultNode = AssetHierarchy.GetNodeFromPath(filePath);
Result<TreeNode<AssetNode>> resultNode = AssetHierarchy.GetNodeFromIdentifier(fixedIdentifier);
if (resultNode case .Err)
{
Log.EngineLogger.Error($"Could not find asset \"{filePath}\".");
Log.EngineLogger.Error($"Could not find asset \"{fixedIdentifier}\".");
return .Invalid;
}
String filePath = scope String(resultNode->Value.Path);
AssetFile file = resultNode->Value.AssetFile;
@@ -374,7 +383,7 @@ class EditorContentManager : IContentManager
// TODO: Support lazy loading for all asset types
if (!(assetLoader is EditorTextureAssetLoader) || blocking)
{
Stream stream = GetStream(filePath);
Stream stream = OpenStream(filePath, true);
loadedAsset = assetLoader.LoadAsset(stream, file.AssetConfig.Config, resourceName, subassetName, this);
@@ -418,7 +427,7 @@ class EditorContentManager : IContentManager
{
Debug.Profiler.ProfileResourceFunction!();
Stream stream = GetStream(filePath);
Stream stream = OpenStream(filePath, true);
Asset loadedAsset = assetLoader.LoadAsset(stream, file.AssetConfig.Config, resourceName, subassetName, this);
@@ -511,23 +520,13 @@ class EditorContentManager : IContentManager
return .Ok;
}
private Stream OpenStream(StringView assetIdentifier, bool openOnly)
private Stream OpenStream(StringView fileName, bool openOnly)
{
var assetIdentifier;
if (!assetIdentifier.StartsWith(_contentDirectory))
{
String filePath = scope:: String(assetIdentifier.Length + _contentDirectory.Length + 2);
Path.Combine(filePath, _contentDirectory, assetIdentifier);
assetIdentifier = filePath;
}
FileStream fs = new FileStream();
FileMode fileMode = openOnly ? FileMode.Open : FileMode.OpenOrCreate;
var result = fs.Open(assetIdentifier, fileMode, openOnly ? .Read : .ReadWrite, .ReadWrite);
var result = fs.Open(fileName, fileMode, openOnly ? .Read : .ReadWrite, .ReadWrite);
if (result case .Err)
return null;
@@ -535,28 +534,21 @@ class EditorContentManager : IContentManager
return fs;
}
// TODO: probably not needed
/// Returns a file stream for the given assetIdentifier
public Stream GetStream(StringView assetIdentifier)
{
return OpenStream(assetIdentifier, true);
String fixuppedIdentifier = scope .(assetIdentifier);
AssetIdentifier.Fixup(fixuppedIdentifier);
/*var assetIdentifier;
var node = _assetHierarchy.GetNodeFromIdentifier(fixuppedIdentifier);
if (!assetIdentifier.StartsWith(_contentDirectory))
if (node case .Err)
{
String filePath = scope:: String(assetIdentifier.Length + _contentDirectory.Length + 2);
Path.Combine(filePath, _contentDirectory, assetIdentifier);
assetIdentifier = filePath;
Log.EngineLogger.Error($"Could not find asset node \"{assetIdentifier}\".");
return null;
}
FileStream fs = new FileStream();
var result = fs.Open(assetIdentifier, .Open, .Read, .ReadWrite);
if (result case .Err)
return null;
return fs;*/
return OpenStream(node->Value.Path, true);
}
public AssetHandle ManageAsset(Asset asset)
+3 -1
View File
@@ -181,7 +181,7 @@ namespace GlitchyEditor
.(.R8G8B8A8_UNorm))
});
_editorIcons = new EditorIcons("Textures/EditorIcons.dds", .(64, 64));
_editorIcons = new EditorIcons("Resources/Textures/EditorIcons.dds", .(64, 64));
_editorIcons.SamplerState = SamplerStateManager.AnisotropicClamp;
ContentBrowserWindow.s_FolderTexture = _editorIcons.Folder;
@@ -783,6 +783,8 @@ namespace GlitchyEditor
_currentProject = Project.Load(workspacePath);
String appAssemblyPath = scope String();
_contentManager.SetAssetDirectory(_currentProject.AssetsFolder);
// TODO: obviously change dll name, configurable?
Path.Combine(appAssemblyPath, _currentProject.AssetsFolder, "Scripts/bin/Sandbox.dll");