More cleanup complete

This commit is contained in:
2024-09-08 15:30:41 -05:00
parent cffe7f73a2
commit 856bc306fe
29 changed files with 94 additions and 460 deletions

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@ -8,10 +8,14 @@ set(CMAKE_C_STANDARD 99)
set(CMAKE_C_STANDARD_REQUIRED ON) set(CMAKE_C_STANDARD_REQUIRED ON)
set(CMAKE_CXX_STANDARD 20) set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED True) set(CMAKE_CXX_STANDARD_REQUIRED True)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/modules/")
# Variable Caches # Variable Caches
set(DAWN_CACHE_TARGET "dawn-target") set(DAWN_CACHE_TARGET "dawn-target")
set(DAWN_TARGET_NAME "Dawn")
if(NOT DEFINED DAWN_TARGET)
set(DAWN_TARGET linux-x64-glfw CACHE INTERNAL ${DAWN_CACHE_TARGET})
endif()
# Set Common Build Variables # Set Common Build Variables
set(DAWN_ROOT_DIR "${CMAKE_SOURCE_DIR}") set(DAWN_ROOT_DIR "${CMAKE_SOURCE_DIR}")
@ -23,12 +27,7 @@ set(DAWN_ASSETS_BUILD_DIR "${DAWN_BUILD_DIR}/assets")
set(DAWN_GENERATED_DIR "${DAWN_BUILD_DIR}/generated") set(DAWN_GENERATED_DIR "${DAWN_BUILD_DIR}/generated")
set(DAWN_TEMP_DIR "${DAWN_BUILD_DIR}/temp") set(DAWN_TEMP_DIR "${DAWN_BUILD_DIR}/temp")
# Add CMake Tools # Initialize Project.
add_subdirectory(cmake)
set(DAWN_BUILD_BINARY ${DAWN_BUILD_DIR}/src/${DAWN_BUILDING}/${DAWN_TARGET_NAME})
# Initialize Project First.
project(Dawn project(Dawn
VERSION 1.0.0 VERSION 1.0.0
LANGUAGES C CXX LANGUAGES C CXX

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@ -1,8 +0,0 @@
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Includes
add_subdirectory(hosts)
add_subdirectory(targets)

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@ -1,15 +0,0 @@
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Check for build target, or default
if(WIN32)
set(DAWN_BUILD_HOST "build-host-win32")
elseif(UNIX AND NOT APPLE)
set(DAWN_BUILD_HOST "build-host-linux")
elseif(UNIX AND APPLE)
set(DAWN_BUILD_HOST "build-host-osx")
endif()
add_subdirectory(${DAWN_BUILD_HOST})

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@ -1,4 +0,0 @@
# CMake Hosts
CMake Hosts help the build system define how a HOST (Not the target/client) does
its building. Host would be the system you are using, right now, to do the build
with.

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@ -1,6 +0,0 @@
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
set(DAWN_BUILD_HOST_LIBS "m" CACHE INTERNAL ${DAWN_CACHE_TARGET})

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@ -1,6 +0,0 @@
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
set(DAWN_BUILD_HOST_LIBS "" CACHE INTERNAL ${DAWN_CACHE_TARGET})

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@ -1,6 +0,0 @@
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
set(DAWN_BUILD_HOST_LIBS "" CACHE INTERNAL ${DAWN_CACHE_TARGET})

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@ -1,49 +0,0 @@
find_path(GLFW_INCLUDE_DIR GLFW/glfw3.h
HINTS
ENV GLFWDIR
PATHS
"/usr"
"/usr/local"
"~/Library/Frameworks"
"/Library/Frameworks"
"/opt"
"$ENV{PROGRAMFILES}/glfw"
"$ENV{PROGRAMFILES}/glfw3"
PATH_SUFFIXES
include
)
# Search for the library
FIND_LIBRARY(GLFW_LIBRARY
NAMES
glfw glfw3 GLFW GLFW3
HINTS
ENV GLFWDIR
PATHS
"/usr"
"/usr/local"
"~/Library/Frameworks"
"/Library/Frameworks"
"/opt"
"$ENV{PROGRAMFILES}/glfw"
"$ENV{PROGRAMFILES}/glfw3"
PATH_SUFFIXES
lib
lib32
lib64
libs
lib-vc2012
lib-vc2013
lib-vc2015
lib-vc2017
lib-vc2019
lib-vc2022
)
INCLUDE(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(
GLFW
REQUIRED_VARS GLFW_LIBRARY GLFW_INCLUDE_DIR
)
mark_as_advanced(GLFW_LIBRARY GLFW_INCLUDE_DIR)

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@ -1,49 +0,0 @@
find_path(OPENAL_INCLUDE_DIR al.h
HINTS
ENV OPENALDIR
PATHS
"/usr"
"/usr/local"
"~/Library/Frameworks"
"/Library/Frameworks"
"/opt"
"$ENV{PROGRAMFILES}/openal"
"[HKEY_LOCAL_MACHINE\\SOFTWARE\\Creative\ Labs\\OpenAL\ 1.1\ Software\ Development\ Kit\\1.00.0000;InstallDir]"
PATH_SUFFIXES
include/AL
AL/AL
include/OpenAL
include
AL
OpenAL
)
# Search for the library
FIND_LIBRARY(OPENAL_LIBRARY
NAMES
OpenAL al openal OpenAL32
HINTS
ENV OPENALDIR
PATHS
"/usr"
"/usr/local"
"~/Library/Frameworks"
"/Library/Frameworks"
"/opt"
"$ENV{PROGRAMFILES}/openal"
"[HKEY_LOCAL_MACHINE\\SOFTWARE\\Creative\ Labs\\OpenAL\ 1.1\ Software\ Development\ Kit\\1.00.0000;InstallDir]"
PATH_SUFFIXES
lib
lib32
lib64
libs
${_OpenAL_ARCH_DIR}
)
INCLUDE(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(
OpenAL
REQUIRED_VARS OPENAL_LIBRARY OPENAL_INCLUDE_DIR
)
mark_as_advanced(OPENAL_LIBRARY OPENAL_INCLUDE_DIR)

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@ -1,14 +0,0 @@
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Now validate we have a build target for real
if(NOT DEFINED DAWN_BUILD_TARGET)
set(DAWN_BUILD_TARGET "target-rpg-linux-glfw" CACHE INTERNAL ${DAWN_CACHE_TARGET})
endif()
message("Building target ${DAWN_BUILD_TARGET}")
# Include the build target
add_subdirectory(${DAWN_BUILD_TARGET})

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@ -1,40 +0,0 @@
# CMake Targets
CMake Targets decide what you are intending to build. Targets are (usually) a
specific system, like vita, 3ds, switch, or a specific OS with a library, e.g.
targetting vulkan on linux vs targetting opengl on linux, or targetting opengl
on windows, etc.
In addition the target also decides what project(s) to build. Usually this is
just the specific game and/or systems to be built, so if you are building a VN
game the target would need to let the build system know you want to rollup the
VN parts of the engine also.
Note this is one of the very few build args that is required during the
configuration of cmake to make it build properly, failure to specify a target
will result in a build error.
```
-DDAWN_BUILD_TARGET=target-helloworld-linux64-glfw
```
## Target Systems
- vita
- linux
- osx
- windows
- emscripten (Web)
## Target Libraries
- vita (Includes OGL)
- glfw (Includes OGL)
- sdl2 (Includes OGL)
## Target games
- liminal
- helloworld
## Target Arcitectures
- vita (form of armv7)
- linux (x64 only)
- windows (x64 only)
- osx (targetting arm64 currently)

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@ -1,15 +0,0 @@
# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
set(DAWN_BUILDING dawnhelloworld CACHE INTERNAL ${DAWN_CACHE_TARGET})
set(DAWN_BUILD_HOST_LIBS "" CACHE INTERNAL ${DAWN_CACHE_TARGET})
set(DAWN_TARGET_EMSCRIPTEN true CACHE INTERNAL ${DAWN_CACHE_TARGET})
set(DAWN_TARGET_GLFW true CACHE INTERNAL ${DAWN_CACHE_TARGET})
set(DAWN_TARGET_NAME "HelloWorld" CACHE INTERNAL ${DAWN_CACHE_TARGET})
set(DAWN_EMSCRIPTEN_FLAGS "" CACHE INTERNAL ${DAWN_CACHE_TARGET})
# Ensures a .HTML file is generated.
set(CMAKE_EXECUTABLE_SUFFIX ".html" CACHE INTERNAL ${DAWN_CACHE_TARGET})

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@ -1,10 +0,0 @@
# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
set(DAWN_BUILDING dawnhelloworld CACHE INTERNAL ${DAWN_CACHE_TARGET})
set(DAWN_TARGET_LINUX true CACHE INTERNAL ${DAWN_CACHE_TARGET})
set(DAWN_TARGET_GLFW true CACHE INTERNAL ${DAWN_CACHE_TARGET})
set(DAWN_TARGET_NAME "HelloWorld" CACHE INTERNAL ${DAWN_CACHE_TARGET})
set(DAWN_TARGET_ARCHIVE true CACHE INTERNAL ${DAWN_CACHE_TARGET})

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@ -1,21 +0,0 @@
# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
set(DAWN_BUILDING dawnhelloworld CACHE INTERNAL ${DAWN_CACHE_TARGET})
set(DAWN_TARGET_VITA true CACHE INTERNAL ${DAWN_CACHE_TARGET})
set(DAWN_BUILD_HOST_LIBS "" CACHE INTERNAL ${DAWN_CACHE_TARGET})
set(DAWN_TARGET_NAME "HelloWorld" CACHE INTERNAL ${DAWN_CACHE_TARGET})
# Properties
set(DAWN_VITA_APP_NAME "Hello Vita" CACHE INTERNAL ${DAWN_CACHE_TARGET})
set(DAWN_VITA_TITLEID "DAWN00000" CACHE INTERNAL ${DAWN_CACHE_TARGET})
set(DAWN_VITA_VERSION "01.00" CACHE INTERNAL ${DAWN_CACHE_TARGET})
# Toolchain
if(DEFINED ENV{VITASDK})
set(CMAKE_TOOLCHAIN_FILE "$ENV{VITASDK}/share/vita.toolchain.cmake" CACHE INTERNAL ${DAWN_CACHE_TARGET})
else()
message(FATAL_ERROR "VITASDK Environment variable is missing! Either you do not have the VITASDK installed, or it is not set up with the env vars correctly.")
endif()

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@ -1,11 +0,0 @@
# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
set(DAWN_BUILDING dawnrpg CACHE INTERNAL ${DAWN_CACHE_TARGET})
set(DAWN_TARGET_LINUX true CACHE INTERNAL ${DAWN_CACHE_TARGET})
set(DAWN_TARGET_GLFW true CACHE INTERNAL ${DAWN_CACHE_TARGET})
set(DAWN_TARGET_NAME "DawnRPG" CACHE INTERNAL ${DAWN_CACHE_TARGET})
set(DAWN_TARGET_ARCHIVE true CACHE INTERNAL ${DAWN_CACHE_TARGET})
set(DAWN_TARGET_TRUETYPE false CACHE INTERNAL ${DAWN_CACHE_TARGET})

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@ -3,51 +3,21 @@
# This software is released under the MIT License. # This software is released under the MIT License.
# https://opensource.org/licenses/MIT # https://opensource.org/licenses/MIT
# GLFW
if(DAWN_TARGET_GLFW)
if(${CMAKE_SYSTEM_NAME} MATCHES "Emscripten")
set(DAWN_EMSCRIPTEN_FLAGS "${DAWN_EMSCRIPTEN_FLAGS} -s USE_GLFW=3" CACHE INTERNAL ${DAWN_CACHE_TARGET})
add_subdirectory(glad)
else()
add_subdirectory(glad)
add_subdirectory(glfw)
endif()
endif()
# SDL
if(DAWN_TARGET_SDL2)
add_subdirectory(glad)
add_subdirectory(SDL)
endif()
# GLM
add_subdirectory(glm) add_subdirectory(glm)
# FreeType if(DAWN_TARGET STREQUAL "linux-x64-glfw")
if(${CMAKE_SYSTEM_NAME} MATCHES "Emscripten") add_subdirectory(glad)
set(DAWN_EMSCRIPTEN_FLAGS "${DAWN_EMSCRIPTEN_FLAGS} -s USE_FREETYPE=1" CACHE INTERNAL ${DAWN_CACHE_TARGET}) add_subdirectory(glfw)
else()
add_subdirectory(freetype)
endif()
# LibArchive
if(DAWN_TARGET_ARCHIVE)
add_subdirectory(libarchive) add_subdirectory(libarchive)
else()
message(FATAL_ERROR "Unknown target: ${DAWN_TARGET}")
endif() endif()
# OpenAL # if(DAWN_TARGET_OPENAL)
if(DAWN_TARGET_OPENAL) # set(LIBTYPE "STATIC")
set(LIBTYPE "STATIC") # add_subdirectory(openal-soft)
add_subdirectory(openal-soft)
set(BUILD_TESTS OFF CACHE BOOL "Build tests" FORCE) # set(BUILD_TESTS OFF CACHE BOOL "Build tests" FORCE)
set(BUILD_EXAMPLES OFF CACHE BOOL "Build examples" FORCE) # set(BUILD_EXAMPLES OFF CACHE BOOL "Build examples" FORCE)
add_subdirectory(AudioFile) # add_subdirectory(AudioFile)
endif() # endif()
# Emscripten (TESTING ONLY)
if(DEFINED DAWN_EMSCRIPTEN_FLAGS)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${DAWN_EMSCRIPTEN_FLAGS}" CACHE INTERNAL ${DAWN_CACHE_TARGET})
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${DAWN_EMSCRIPTEN_FLAGS}" CACHE INTERNAL ${DAWN_CACHE_TARGET})
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} ${DAWN_EMSCRIPTEN_FLAGS}" CACHE INTERNAL ${DAWN_CACHE_TARGET})
endif()

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@ -3,75 +3,21 @@
# This software is released under the MIT License. # This software is released under the MIT License.
# https://opensource.org/licenses/MIT # https://opensource.org/licenses/MIT
# Custom variables
set(
DAWN_TARGET_DEPENDENCIES_LAST
CACHE INTERNAL ${DAWN_CACHE_TARGET}
)
# Build Project # Build Project
add_executable(${DAWN_TARGET_NAME}) add_executable(${DAWN_TARGET_NAME})
# Change what we are building. Pulled from the cmake/targets dir. # Add in base library
if(DEFINED DAWN_BUILDING) add_subdirectory(dawn)
add_subdirectory(${DAWN_BUILDING})
# Compile entry targets
if(DAWN_TARGET STREQUAL "linux-x64-glfw")
add_subdirectory(dawnlinux)
add_subdirectory(dawnglfw)
add_subdirectory(dawnopengl)
add_subdirectory(dawnpoker)
else()
message(FATAL_ERROR "You need to define an entry target")
endif() endif()
# Validate game project includes the target name # Compress the game assets.
if(DEFINED DAWN_TARGET_NAME) add_dependencies(${DAWN_TARGET_NAME} dawnassets)
# Add in base library
add_subdirectory(dawn)
# Compile entry targets
if(DAWN_TARGET_WIN32)
add_subdirectory(dawnwin32)
elseif(DAWN_TARGET_LINUX)
add_subdirectory(dawnlinux)
elseif(DAWN_TARGET_OSX)
add_subdirectory(dawnosx)
elseif(DAWN_TARGET_VITA)
add_subdirectory(dawnvita)
elseif(DAWN_TARGET_EMSCRIPTEN)
add_subdirectory(dawnemscripten)
else()
message(FATAL_ERROR "You need to define an entry target")
endif()
# Host Libraries
target_link_libraries(${DAWN_TARGET_NAME}
PUBLIC
${DAWN_BUILD_HOST_LIBS}
)
# Compile support targets
if(DAWN_TARGET_GLFW)
add_subdirectory(dawnglfw)
add_subdirectory(dawnopengl)
endif()
if(DAWN_TARGET_TRUETYPE)
add_subdirectory(dawntruetype)
endif()
if(DAWN_TARGET_SDL2)
add_subdirectory(dawnsdl2)
add_subdirectory(dawnopengl)
endif()
if(DAWN_TARGET_VITA)
add_subdirectory(dawnopengl)
endif()
if(DAWN_TARGET_OPENAL)
add_subdirectory(dawnopenal)
endif()
# Late definitions, used by tools
if(NOT DAWN_TARGET_DEPENDENCIES_LAST)
else()
add_dependencies(${DAWN_TARGET_NAME} ${DAWN_TARGET_DEPENDENCIES_LAST})
endif()
# Compress the game assets.
add_dependencies(${DAWN_TARGET_NAME} dawnassets)
endif()

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@ -18,8 +18,8 @@ void Game::init() {
inputManager.init(shared_from_this()); inputManager.init(shared_from_this());
saveManager.init(shared_from_this()); saveManager.init(shared_from_this());
auto initialScene = GameInit::getInitialScene(); auto initialScene = Scene::getInitialScene();
nextFrameScene = std::make_shared<Scene>(shared_from_this(), initialScene); this->nextFrameScene = std::make_shared<Scene>(shared_from_this(), initialScene);
} }
void Game::update() { void Game::update() {

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@ -31,6 +31,13 @@ namespace Dawn {
TimeoutEvent onTimeout; TimeoutEvent onTimeout;
IntervalEvent onInterval; IntervalEvent onInterval;
/**
* Returns the initial scene for the game.
*
* @return Initial scene function.
*/
static const std::function<void(Scene&)> getInitialScene();
/** /**
* Constructs a scene object. * Constructs a scene object.
* *

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@ -9,9 +9,14 @@ target_include_directories(${DAWN_TARGET_NAME}
${CMAKE_CURRENT_LIST_DIR} ${CMAKE_CURRENT_LIST_DIR}
) )
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
dawnpoker.cpp
)
# Subdirs # Subdirs
add_subdirectory(game) add_subdirectory(scenes)
add_subdirectory(scene)
# Assets # Assets
# include("${DAWN_ASSETS_SOURCE_DIR}/games/helloworld/CMakeLists.txt") # include("${DAWN_ASSETS_SOURCE_DIR}/games/dawnpoker/CMakeLists.txt")

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@ -0,0 +1,12 @@
// Copyright (c) 2024 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "scenes/SceneList.hpp"
using namespace Dawn;
const std::function<void(Scene&)> Scene::getInitialScene() {
return Dawn::testScene;
}

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@ -5,5 +5,5 @@
target_sources(${DAWN_TARGET_NAME} target_sources(${DAWN_TARGET_NAME}
PRIVATE PRIVATE
GameInit.cpp TestScene.cpp
) )

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@ -1,4 +1,4 @@
// Copyright (c) 2023 Dominic Masters // Copyright (c) 2024 Dominic Masters
// //
// This software is released under the MIT License. // This software is released under the MIT License.
// https://opensource.org/licenses/MIT // https://opensource.org/licenses/MIT
@ -7,5 +7,5 @@
#include "scene/Scene.hpp" #include "scene/Scene.hpp"
namespace Dawn { namespace Dawn {
void helloWorldScene(Scene &s); void testScene(Scene &scene);
} }

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@ -0,0 +1,29 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "scenes/SceneList.hpp"
#include "component/display/Camera.hpp"
#include "prefab/SimpleSpinningCube.hpp"
#include "component/display/material/SimpleTexturedMaterial.hpp"
#include "display/mesh/CubeMesh.hpp"
using namespace Dawn;
void Dawn::testScene(Scene &s) {
auto cameraItem = s.createSceneItem();
auto camera = cameraItem->addComponent<Camera>();
cameraItem->lookAt({ 3, 3, 3 }, { 0, 0, 0 }, { 0, 1, 0 });
camera->clipFar = 99999.99f;
auto cube = s.createSceneItem();
auto cubeMesh = std::make_shared<Mesh>();
auto cubeRenderer = cube->addComponent<MeshRenderer>();
auto cubeMaterial = cube->addComponent<SimpleTexturedMaterial>();
cubeRenderer->mesh = cubeMesh;
cubeMesh->createBuffers(CUBE_VERTICE_COUNT, CUBE_INDICE_COUNT);
CubeMesh::buffer(cubeMesh, glm::vec3(0,0,0), glm::vec3(1, 1, 1), 0, 0);
}

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@ -1,13 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "game/GameInit.hpp"
#include "scene/SceneList.hpp"
using namespace Dawn;
std::function<void(Scene&)> GameInit::getInitialScene() {
return helloWorldScene;
}

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@ -1,9 +0,0 @@
# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DAWN_TARGET_NAME}
PRIVATE
HelloWorldScene.cpp
)

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@ -1,46 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "scene/SceneList.hpp"
#include "component/display/Camera.hpp"
#include "prefab/SimpleSpinningCube.hpp"
#include "component/display/material/SimpleTexturedMaterial.hpp"
#include "display/mesh/QuadMesh.hpp"
#include "component/ui/UICanvas.hpp"
using namespace Dawn;
void Dawn::helloWorldScene(Scene &s) {
// while(!s.getGame()->assetManager.isLoaded(font)) {
// s.getGame()->assetManager.update();
// }
auto cameraItem = s.createSceneItem();
auto camera = cameraItem->addComponent<Camera>();
cameraItem->lookAt({ 3, 3, 3 }, { 0, 0, 0 }, { 0, 1, 0 });
camera->clipFar = 99999.99f;
glm::vec2 position = { 0, 0 };
glm::vec2 size = { 1, 1 };
auto quad = s.createSceneItem();
auto quadMesh = std::make_shared<Mesh>();
quadMesh->createBuffers(QUAD_VERTICE_COUNT, QUAD_INDICE_COUNT);
QuadMesh::buffer(
quadMesh,
glm::vec4(position.x, position.y, size.x, size.y),
glm::vec4(0, 0, 1, 1),
0, 0, 0
);
auto quadRenderer = quad->addComponent<MeshRenderer>();
quadRenderer->mesh = quadMesh;
auto quadMaterial = quad->addComponent<SimpleTexturedMaterial>();
quadMaterial->setColor(COLOR_WHITE);
auto uiCanvasItem = s.createSceneItem();
auto uiCanvas = uiCanvasItem->addComponent<UICanvas>();
}

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@ -3,7 +3,7 @@
// This software is released under the MIT License. // This software is released under the MIT License.
// https://opensource.org/licenses/MIT // https://opensource.org/licenses/MIT
#include "AssetManager.hpp" #include "asset/AssetManager.hpp"
#include "loaders/TrueTypeLoader.hpp" #include "loaders/TrueTypeLoader.hpp"
template<> template<>

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@ -3,18 +3,6 @@
# This software is released under the MIT License. # This software is released under the MIT License.
# https://opensource.org/licenses/MIT # https://opensource.org/licenses/MIT
# Tool Level Values
set(
DAWN_TOOL_INCLUDES
${CMAKE_CURRENT_LIST_DIR}
CACHE INTERNAL ${DAWN_CACHE_TARGET}
)
set(
DAWN_TOOL_GENERATED_DEPENDENCIES
CACHE INTERNAL ${DAWN_CACHE_TARGET}
)
# Tools # Tools
add_subdirectory(assetstool) add_subdirectory(assetstool)
add_subdirectory(copytool) add_subdirectory(copytool)