mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
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:
@@ -4,6 +4,7 @@ using System.Diagnostics;
|
||||
using GlitchyEngine.Math;
|
||||
using System.Collections;
|
||||
using GlitchyEngine.Core;
|
||||
using GlitchyEngine.Content;
|
||||
using static FreeType.HarfBuzz;
|
||||
|
||||
using internal GlitchyEngine.Renderer.Text;
|
||||
@@ -15,7 +16,7 @@ namespace GlitchyEngine.Renderer.Text
|
||||
{
|
||||
internal static FT_Library s_Library;
|
||||
|
||||
public static Effect _msdfEffect;
|
||||
public static AssetHandle<Effect> _msdfEffect;
|
||||
|
||||
internal static bool s_isInitialized;
|
||||
|
||||
@@ -28,7 +29,7 @@ namespace GlitchyEngine.Renderer.Text
|
||||
|
||||
InitFreetype();
|
||||
|
||||
_msdfEffect = new Effect("content\\Shaders\\msdfShader.hlsl");
|
||||
_msdfEffect = Content.LoadAsset("Resources/Shaders/msdfShader.hlsl");
|
||||
|
||||
s_isInitialized = true;
|
||||
}
|
||||
@@ -37,8 +38,6 @@ namespace GlitchyEngine.Renderer.Text
|
||||
{
|
||||
Debug.Profiler.ProfileFunction!();
|
||||
|
||||
_msdfEffect.ReleaseRef();
|
||||
|
||||
DeinitFreetype();
|
||||
|
||||
s_isInitialized = false;
|
||||
@@ -334,7 +333,7 @@ namespace GlitchyEngine.Renderer.Text
|
||||
|
||||
// TODO: this is very not good!
|
||||
var lastEffect = Renderer2D.[Friend]s_currentQuadEffect;
|
||||
Renderer2D.[Friend]s_currentQuadEffect = _msdfEffect..AddRef();
|
||||
Renderer2D.[Friend]s_currentQuadEffect = _msdfEffect;
|
||||
// TODO: oh no....
|
||||
// Copy viewProjection from current effect
|
||||
Matrix viewProjection = lastEffect.Variables["ViewProjection"].[Friend]GetData<Matrix>();
|
||||
@@ -409,7 +408,6 @@ namespace GlitchyEngine.Renderer.Text
|
||||
|
||||
// TODO: not good!
|
||||
// Change back effect
|
||||
_msdfEffect.ReleaseRef();
|
||||
Renderer2D.[Friend]s_currentQuadEffect = lastEffect;
|
||||
|
||||
// release all atlas textures
|
||||
@@ -440,7 +438,7 @@ namespace GlitchyEngine.Renderer.Text
|
||||
|
||||
// TODO: this is very not good!
|
||||
var lastEffect = Renderer2D.[Friend]s_currentQuadEffect;
|
||||
Renderer2D.[Friend]s_currentQuadEffect = _msdfEffect..AddRef();
|
||||
Renderer2D.[Friend]s_currentQuadEffect = _msdfEffect;
|
||||
// TODO: oh no....
|
||||
// Copy viewProjection from current effect
|
||||
Matrix viewProjection = lastEffect.Variables["ViewProjection"].[Friend]GetData<Matrix>();
|
||||
@@ -663,7 +661,6 @@ namespace GlitchyEngine.Renderer.Text
|
||||
|
||||
// TODO: not good!
|
||||
// Change back effect
|
||||
_msdfEffect.ReleaseRef();
|
||||
Renderer2D.[Friend]s_currentQuadEffect = lastEffect;
|
||||
|
||||
// release all atlas textures
|
||||
|
||||
Reference in New Issue
Block a user