Had to update everything to use Config::path_to for Config::BASE_DIR loading.
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					 5 changed files with 19 additions and 14 deletions
				
			
		|  | @ -2,6 +2,7 @@ | ||||||
| #include "shaders.hpp" | #include "shaders.hpp" | ||||||
| #include "sound.hpp" | #include "sound.hpp" | ||||||
| #include "textures.hpp" | #include "textures.hpp" | ||||||
|  | #include "config.hpp" | ||||||
| 
 | 
 | ||||||
| namespace sfml { | namespace sfml { | ||||||
|   guecs::SpriteTexture Backend::texture_get(const string& name) { |   guecs::SpriteTexture Backend::texture_get(const string& name) { | ||||||
|  | @ -59,7 +60,7 @@ namespace sfml { | ||||||
|     theme.BG_COLOR = theme.MID; |     theme.BG_COLOR = theme.MID; | ||||||
|     theme.BORDER_COLOR = theme.LIGHT_DARK; |     theme.BORDER_COLOR = theme.LIGHT_DARK; | ||||||
|     theme.BG_COLOR_DARK = theme.BLACK; |     theme.BG_COLOR_DARK = theme.BLACK; | ||||||
|     theme.FONT_FILE_NAME = "assets/text.ttf"; |     theme.FONT_FILE_NAME = Config::path_to("assets/text.ttf").string(); | ||||||
| 
 | 
 | ||||||
|     return theme; |     return theme; | ||||||
|   } |   } | ||||||
|  |  | ||||||
|  | @ -1,5 +1,5 @@ | ||||||
| #include "guecs/sfml/shaders.hpp" | #include "shaders.hpp" | ||||||
| #include "guecs/sfml/config.hpp" | #include "config.hpp" | ||||||
| #include "dbc.hpp" | #include "dbc.hpp" | ||||||
| #include <SFML/Graphics/Image.hpp> | #include <SFML/Graphics/Image.hpp> | ||||||
| #include <fmt/core.h> | #include <fmt/core.h> | ||||||
|  | @ -17,9 +17,10 @@ namespace shaders { | ||||||
|   } |   } | ||||||
| 
 | 
 | ||||||
|   bool load_shader(std::string name, nlohmann::json& settings) { |   bool load_shader(std::string name, nlohmann::json& settings) { | ||||||
|     std::string file_name = settings["file_name"]; |     auto file_name = settings["file_name"]; | ||||||
|  |     auto file_path = Config::path_to(file_name); | ||||||
|     auto ptr = std::make_shared<sf::Shader>(); |     auto ptr = std::make_shared<sf::Shader>(); | ||||||
|     bool good = ptr->loadFromFile(file_name, sf::Shader::Type::Fragment); |     bool good = ptr->loadFromFile(file_path, sf::Shader::Type::Fragment); | ||||||
| 
 | 
 | ||||||
|     if(good) { |     if(good) { | ||||||
|       configure_shader_defaults(ptr); |       configure_shader_defaults(ptr); | ||||||
|  |  | ||||||
							
								
								
									
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								sound.cpp
									
										
									
									
									
								
							
							
						
						
									
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								sound.cpp
									
										
									
									
									
								
							|  | @ -1,5 +1,5 @@ | ||||||
| #include "guecs/sfml/sound.hpp" | #include "sound.hpp" | ||||||
| #include "guecs/sfml/config.hpp" | #include "config.hpp" | ||||||
| #include "dbc.hpp" | #include "dbc.hpp" | ||||||
| #include <fmt/core.h> | #include <fmt/core.h> | ||||||
| 
 | 
 | ||||||
|  | @ -31,14 +31,14 @@ namespace sound { | ||||||
|       Config assets("assets/config.json"); |       Config assets("assets/config.json"); | ||||||
| 
 | 
 | ||||||
|       for(auto& el : assets["sounds"].items()) { |       for(auto& el : assets["sounds"].items()) { | ||||||
|         load(el.key(), el.value()); |         load(el.key(), Config::path_to(el.value())); | ||||||
|       } |       } | ||||||
|       initialized = true; |       initialized = true; | ||||||
|     } |     } | ||||||
|   } |   } | ||||||
| 
 | 
 | ||||||
|   void load(const std::string& name, const std::string& sound_path) { |   void load(const std::string& name, const std::filesystem::path& sound_path) { | ||||||
|     dbc::check(fs::exists(sound_path), fmt::format("sound file {} does not exist", sound_path)); |     dbc::check(fs::exists(sound_path), fmt::format("sound file {} does not exist", sound_path.string())); | ||||||
| 
 | 
 | ||||||
|     // create the buffer and keep in the buffer map
 |     // create the buffer and keep in the buffer map
 | ||||||
|     auto buffer = make_shared<sf::SoundBuffer>(sound_path); |     auto buffer = make_shared<sf::SoundBuffer>(sound_path); | ||||||
|  |  | ||||||
|  | @ -16,7 +16,7 @@ namespace sound { | ||||||
|   }; |   }; | ||||||
| 
 | 
 | ||||||
|   void init(); |   void init(); | ||||||
|   void load(const std::string& name, const std::string& path); |   void load(const std::string& name, const std::filesystem::path& path); | ||||||
|   void play(const std::string& name, bool loop=false); |   void play(const std::string& name, bool loop=false); | ||||||
|   void play_at(const std::string& name, float x, float y, float z); |   void play_at(const std::string& name, float x, float y, float z); | ||||||
|   void stop(const std::string& name); |   void stop(const std::string& name); | ||||||
|  |  | ||||||
|  | @ -15,7 +15,9 @@ namespace textures { | ||||||
|     Config assets("assets/config.json"); |     Config assets("assets/config.json"); | ||||||
| 
 | 
 | ||||||
|     for(auto& [name, settings] : assets["sprites"].items()) { |     for(auto& [name, settings] : assets["sprites"].items()) { | ||||||
|       auto texture = make_shared<sf::Texture>(settings["path"]); |       auto file_name = settings["path"]; | ||||||
|  |       auto file_path = Config::path_to(file_name); | ||||||
|  |       auto texture = make_shared<sf::Texture>(file_path); | ||||||
| 
 | 
 | ||||||
|       texture->setSmooth(assets["graphics"]["smooth_textures"]); |       texture->setSmooth(assets["graphics"]["smooth_textures"]); | ||||||
|       auto sprite = make_shared<sf::Sprite>(*texture); |       auto sprite = make_shared<sf::Sprite>(*texture); | ||||||
|  | @ -52,8 +54,9 @@ namespace textures { | ||||||
| 
 | 
 | ||||||
|   sf::Image load_image(const std::string& filename) { |   sf::Image load_image(const std::string& filename) { | ||||||
|     sf::Image texture; |     sf::Image texture; | ||||||
|     bool good = texture.loadFromFile(filename); |     auto file_path = Config::path_to(filename); | ||||||
|     dbc::check(good, fmt::format("failed to load {}", filename)); |     bool good = texture.loadFromFile(file_path); | ||||||
|  |     dbc::check(good, fmt::format("failed to load {}", file_path.string())); | ||||||
|     return texture; |     return texture; | ||||||
|   } |   } | ||||||
| }; | }; | ||||||
|  |  | ||||||
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	 Zed A. Shaw
						Zed A. Shaw