refactor: move and rename EnginePaths
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@@ -37,6 +37,7 @@
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#include "Mainloop.hpp"
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#include "ServerMainloop.hpp"
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#include "WindowControl.hpp"
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#include "EnginePaths.hpp"
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#include <iostream>
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#include <assert.h>
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@@ -61,7 +62,7 @@ Engine& Engine::getInstance() {
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void Engine::onContentLoad() {
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editor->loadTools();
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langs::setup(langs::get_current(), paths.resPaths.collectRoots());
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langs::setup(langs::get_current(), paths->resPaths.collectRoots());
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if (isHeadless()) {
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return;
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@@ -130,7 +131,7 @@ void Engine::initialize(CoreParameters coreParameters) {
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if (params.projectFolder.empty()) {
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params.projectFolder = params.resFolder;
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}
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paths.prepare(params);
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paths = std::make_unique<EnginePaths>(params);
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loadProject();
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editor = std::make_unique<devtools::Editor>(*this);
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@@ -161,7 +162,7 @@ void Engine::initialize(CoreParameters coreParameters) {
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langs::locale_by_envlocale(platform::detect_locale())
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);
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}
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content = std::make_unique<ContentControl>(*project, paths, *input, [this]() {
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content = std::make_unique<ContentControl>(*project, *paths, *input, [this]() {
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onContentLoad();
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});
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scripting::initialize(this);
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@@ -170,7 +171,7 @@ void Engine::initialize(CoreParameters coreParameters) {
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gui->setPageLoader(scripting::create_page_loader());
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}
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keepAlive(settings.ui.language.observe([this](auto lang) {
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langs::setup(lang, paths.resPaths.collectRoots());
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langs::setup(lang, paths->resPaths.collectRoots());
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}, true));
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project->loadProjectStartScript();
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@@ -345,12 +346,12 @@ void Engine::setLevelConsumer(OnWorldOpen levelConsumer) {
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void Engine::loadAssets() {
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logger.info() << "loading assets";
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Shader::preprocessor->setPaths(&paths.resPaths);
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Shader::preprocessor->setPaths(&paths->resPaths);
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auto content = this->content->get();
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auto new_assets = std::make_unique<Assets>();
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AssetsLoader loader(*this, *new_assets, paths.resPaths);
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AssetsLoader loader(*this, *new_assets, paths->resPaths);
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AssetsLoader::addDefaults(loader, content);
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// no need
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@@ -426,11 +427,11 @@ Assets* Engine::getAssets() {
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}
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EnginePaths& Engine::getPaths() {
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return paths;
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return *paths;
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}
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ResPaths& Engine::getResPaths() {
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return paths.resPaths;
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return paths->resPaths;
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}
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std::shared_ptr<Screen> Engine::getScreen() {
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