Comments (2)
Hello @Joilnen
Sorry because i not yet test it on MacOS.
The editor run on Windows/Linux load resources directy from path.
But MacOS need add all to .zip and add to XCode project
At the current version i need do something to load it, but i have not yet did it.
Thanks.
from skylicht-engine.
You can edit the file: SkylichtEditor.cpp
But i think the editor is not yet ready to run on MacOS
void SkylichtEditor::onUpdate()
{
float currentTime = (float)getIrrlichtDevice()->getTimer()->getTime();
switch (m_editorState)
{
case Startup:
// init engine
m_editorState = InitGUI;
break;
case InitGUI:
{
// import resources
CBaseApp* app = getApplication();
app->getFileSystem()->addFileArchive(app->getBuiltInPath("BuiltIn.zip"), false, false); << ADD THIS LINE
app->getFileSystem()->addFileArchive(app->getBuiltInPath("Editor.zip"), false, false); << ADD THIS LINE
// load gui shader
CShaderManager* shaderMgr = CShaderManager::getInstance();
shaderMgr->initGUIShader();
// init editor gui
u32 w = app->getWidth();
u32 h = app->getHeight();
Editor::GUI::CGUIContext::initGUI((float)w, (float)h);
m_editor = Editor::CEditor::createGetInstance();
m_editorState = InitEngine;
}
break;
case InitEngine:
{
CShaderManager::getInstance()->initBasicShader();
CShaderManager::getInstance()->initSGDeferredShader();
// import project
m_editor->initImportGUI();
// change state loading
m_editorState = Import;
}
break;
case Import:
{
// loading project
if (m_editor->isImportFinish() == true)
{
m_editor->closeImportDialog();
if (m_editor->isUIInitiate() == false)
m_editor->initEditorGUI();
else
m_editor->refresh();
m_editorState = Running;
}
// running
m_editor->update();
Editor::GUI::CGUIContext::update(currentTime);
}
break;
default:
// running
m_editor->update();
Editor::GUI::CGUIContext::update(currentTime);
break;
}
}
from skylicht-engine.
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from skylicht-engine.