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generate assets only when necessary
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f327224d45
commit
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@ -18,6 +18,7 @@
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#include "gui/CGuiHandler.h"
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#include "gui/CGuiHandler.h"
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#include "gui/WindowHandler.h"
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#include "gui/WindowHandler.h"
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#include "render/IRenderHandler.h"
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#include "render/IRenderHandler.h"
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#include "render/AssetGenerator.h"
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#include "ClientNetPackVisitors.h"
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#include "ClientNetPackVisitors.h"
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#include "../lib/CConfigHandler.h"
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#include "../lib/CConfigHandler.h"
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#include "../lib/gameState/CGameState.h"
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#include "../lib/gameState/CGameState.h"
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@ -502,6 +503,12 @@ void ClientCommandManager::handleVsLog(std::istringstream & singleWordBuffer)
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logVisual->setKey(key);
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logVisual->setKey(key);
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}
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}
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void ClientCommandManager::handleGenerateAssets()
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{
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AssetGenerator::generateAll();
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printCommandMessage("All assets generated");
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}
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void ClientCommandManager::printCommandMessage(const std::string &commandMessage, ELogLevel::ELogLevel messageType)
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void ClientCommandManager::printCommandMessage(const std::string &commandMessage, ELogLevel::ELogLevel messageType)
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{
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{
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switch(messageType)
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switch(messageType)
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@ -624,6 +631,9 @@ void ClientCommandManager::processCommand(const std::string & message, bool call
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else if(commandName == "vslog")
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else if(commandName == "vslog")
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handleVsLog(singleWordBuffer);
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handleVsLog(singleWordBuffer);
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else if(message=="generate assets")
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handleGenerateAssets();
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else
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else
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{
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{
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if (!commandName.empty() && !vstd::iswithin(commandName[0], 0, ' ')) // filter-out debugger/IDE noise
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if (!commandName.empty() && !vstd::iswithin(commandName[0], 0, ' ')) // filter-out debugger/IDE noise
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@ -84,6 +84,9 @@ class ClientCommandManager //take mantis #2292 issue about account if thinking a
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// shows object graph
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// shows object graph
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void handleVsLog(std::istringstream & singleWordBuffer);
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void handleVsLog(std::istringstream & singleWordBuffer);
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// generate all assets
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void handleGenerateAssets();
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// Prints in Chat the given message
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// Prints in Chat the given message
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void printCommandMessage(const std::string &commandMessage, ELogLevel::ELogLevel messageType = ELogLevel::NOT_SET);
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void printCommandMessage(const std::string &commandMessage, ELogLevel::ELogLevel messageType = ELogLevel::NOT_SET);
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void giveTurn(const PlayerColor &color);
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void giveTurn(const PlayerColor &color);
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@ -24,7 +24,6 @@
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#include "../render/Graphics.h"
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#include "../render/Graphics.h"
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#include "../render/IFont.h"
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#include "../render/IFont.h"
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#include "../render/EFont.h"
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#include "../render/EFont.h"
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#include "../render/AssetGenerator.h"
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#include "../renderSDL/ScreenHandler.h"
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#include "../renderSDL/ScreenHandler.h"
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#include "../renderSDL/RenderHandler.h"
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#include "../renderSDL/RenderHandler.h"
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#include "../CMT.h"
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#include "../CMT.h"
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@ -64,8 +63,6 @@ void CGuiHandler::init()
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shortcutsHandlerInstance = std::make_unique<ShortcutHandler>();
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shortcutsHandlerInstance = std::make_unique<ShortcutHandler>();
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inputHandlerInstance = std::make_unique<InputHandler>(); // Must be after windowHandlerInstance and shortcutsHandlerInstance
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inputHandlerInstance = std::make_unique<InputHandler>(); // Must be after windowHandlerInstance and shortcutsHandlerInstance
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framerateManagerInstance = std::make_unique<FramerateManager>(settings["video"]["targetfps"].Integer());
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framerateManagerInstance = std::make_unique<FramerateManager>(settings["video"]["targetfps"].Integer());
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AssetGenerator::generate();
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}
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}
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void CGuiHandler::handleEvents()
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void CGuiHandler::handleEvents()
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@ -18,6 +18,7 @@
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#include "../widgets/TextControls.h"
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#include "../widgets/TextControls.h"
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#include "../CServerHandler.h"
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#include "../CServerHandler.h"
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#include "../CGameInfo.h"
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#include "../CGameInfo.h"
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#include "../render/AssetGenerator.h"
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#include "../../lib/StartInfo.h"
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#include "../../lib/StartInfo.h"
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#include "../../lib/texts/CGeneralTextHandler.h"
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#include "../../lib/texts/CGeneralTextHandler.h"
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@ -68,6 +69,8 @@ std::vector<SimturnsInfo> OptionsTabBase::getSimturnsPresets() const
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OptionsTabBase::OptionsTabBase(const JsonPath & configPath)
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OptionsTabBase::OptionsTabBase(const JsonPath & configPath)
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{
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{
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AssetGenerator::createAdventureOptionsCleanBackground();
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recActions = 0;
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recActions = 0;
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auto setTimerPresetCallback = [this](int index){
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auto setTimerPresetCallback = [this](int index){
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@ -18,7 +18,7 @@
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/filesystem/Filesystem.h"
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void AssetGenerator::generate()
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void AssetGenerator::generateAll()
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{
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{
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createBigSpellBook();
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createBigSpellBook();
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createAdventureOptionsCleanBackground();
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createAdventureOptionsCleanBackground();
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@ -11,9 +11,8 @@
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class AssetGenerator
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class AssetGenerator
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{
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{
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public:
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static void generateAll();
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static void createAdventureOptionsCleanBackground();
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static void createAdventureOptionsCleanBackground();
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static void createBigSpellBook();
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static void createBigSpellBook();
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public:
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static void generate();
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};
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};
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@ -31,6 +31,7 @@
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#include "../widgets/TextControls.h"
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#include "../widgets/TextControls.h"
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#include "../widgets/Buttons.h"
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#include "../widgets/Buttons.h"
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#include "../adventureMap/AdventureMapInterface.h"
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#include "../adventureMap/AdventureMapInterface.h"
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#include "../render/AssetGenerator.h"
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#include "../../CCallback.h"
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#include "../../CCallback.h"
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@ -115,6 +116,7 @@ CSpellWindow::CSpellWindow(const CGHeroInstance * _myHero, CPlayerInterface * _m
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if(isBigSpellbook)
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if(isBigSpellbook)
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{
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{
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AssetGenerator::createBigSpellBook();
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background = std::make_shared<CPicture>(ImagePath::builtin("SpellBookLarge"), 0, 0);
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background = std::make_shared<CPicture>(ImagePath::builtin("SpellBookLarge"), 0, 0);
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updateShadow();
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updateShadow();
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}
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}
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@ -127,6 +127,7 @@ Below a list of supported commands, with their arguments wrapped in `<>`
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`get txt` - save game texts into .txt files matching original heroes 3 files
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`get txt` - save game texts into .txt files matching original heroes 3 files
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`def2bmp <.def file name>` - extract .def animation as BMP files
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`def2bmp <.def file name>` - extract .def animation as BMP files
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`extract <relative file path>` - export file into directory used by other extraction commands
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`extract <relative file path>` - export file into directory used by other extraction commands
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`generate assets` - generate all assets at once
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#### AI commands
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#### AI commands
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`setBattleAI <ai name>` - change battle AI used by neutral creatures to the one specified, persists through game quit
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`setBattleAI <ai name>` - change battle AI used by neutral creatures to the one specified, persists through game quit
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