using System; using GlitchyEngine; using GlitchyEngine.Content; using GlitchyEditor.Assets; namespace GlitchyEditor { class EditorApp : Application { EditorContentManager _contentManager; public this() { PushLayer(new EditorLayer(_contentManager)); } protected override IContentManager InitContentManager() { _contentManager = new EditorContentManager(); _contentManager.RegisterAssetLoader(); _contentManager.SetAsDefaultAssetLoader(".png", ".dds"); _contentManager.SetAssetPropertiesEditor(=> TextureAssetPropertiesEditor.Factory); _contentManager.RegisterAssetLoader(); _contentManager.SetAsDefaultAssetLoader(".glb", ".gltf"); _contentManager.SetAssetPropertiesEditor(=> ModelAssetPropertiesEditor.Factory); _contentManager.RegisterAssetLoader(); _contentManager.SetAsDefaultAssetLoader(".mat"); _contentManager.SetAssetPropertiesEditor(=> MaterialAssetPropertiesEditor.Factory); _contentManager.RegisterAssetLoader(); _contentManager.SetAsDefaultAssetLoader(".hlsl"); _contentManager.SetAssetPropertiesEditor(=> EffectAssetPropertiesEditor.Factory); _contentManager.SetContentDirectory("./content"); return _contentManager; } [Export, LinkName("CreateApplication")] public static Application CreateApplication() { return new EditorApp(); } } }