Auto.cpp 2.9 KB

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  1. /******************************************************************************/
  2. #include "stdafx.h"
  3. /******************************************************************************/
  4. // THIS IS AN AUTOMATICALLY GENERATED FILE
  5. // THIS FILE WAS GENERATED BY ESENTHEL EDITOR, ACCORDING TO PROJECT SETTINGS
  6. /******************************************************************************/
  7. // CONSTANTS
  8. /******************************************************************************/
  9. #define STEAM 0 // if Application properties have Steam enabled
  10. #define OPEN_VR 0 // if Application properties have OpenVR enabled
  11. const bool EE_PUBLISH =true; // this is set to true when compiling for publishing
  12. const bool EE_ENGINE_EMBED =(true && !WINDOWS_NEW && !MOBILE && !WEB); // this is set to true when "Embed Engine Data" was enabled in application settings, this is always disabled for WindowsNew, Mobile and Web builds
  13. const bool EE_ANDROID_EXPANSION=false; // this is set to true when auto-download of Android Expansion Files is enabled
  14. cchar *C EE_PHYSX_DLL_PATH =((WINDOWS_NEW || MOBILE || WEB) ? null : EE_PUBLISH ? u"Bin" : u"C:/Esenthel/Editor/Bin");
  15. cchar *C EE_ENGINE_PATH =((WINDOWS_NEW || MOBILE || WEB) ? u"Engine.pak" : EE_PUBLISH ? u"Bin/Engine.pak" : u"C:/Esenthel/Editor/Bin/Engine.pak");
  16. cchar *C EE_PROJECT_PATH =((WINDOWS_NEW || MOBILE || WEB) ? u"Project.pak" : EE_PUBLISH ? u"Bin/Project.pak" : u"C:/Esenthel/Editor Source/h3kv^1fvcwe4ri0#ll#761m7/Game");
  17. cchar *C EE_PROJECT_NAME =u"Esenthel Editor";
  18. cchar *C EE_APP_NAME =u"Esenthel";
  19. const UID EE_GUI_SKIN =UID(0, 0, 0, 0);
  20. Cipher *C EE_PROJECT_CIPHER =null;
  21. /******************************************************************************/
  22. // FUNCTIONS
  23. /******************************************************************************/
  24. void EE_INIT(bool load_engine_data, bool load_project_data)
  25. {
  26. App.name(EE_APP_NAME); // set application name
  27. EE_INIT_OBJ_TYPE(); // initialize object type enum
  28. LoadEmbeddedPaks(EE_PROJECT_CIPHER); // load data embedded in Application executable file
  29. if(load_engine_data )if(!EE_ENGINE_EMBED)Paks.add(EE_ENGINE_PATH); // load engine data
  30. if(load_project_data) // load project data
  31. {
  32. if(WINDOWS_NEW || MOBILE || WEB || EE_PUBLISH)Paks.add(EE_PROJECT_PATH, EE_PROJECT_CIPHER);else DataPath(EE_PROJECT_PATH);
  33. if(ANDROID && EE_ANDROID_EXPANSION)
  34. {
  35. REP(EE_APP_BUILD+1)if(Paks.addTry(AndroidExpansionFileName(i), EE_PROJECT_CIPHER))goto added;
  36. Exit("Can't load Project Data");
  37. added:;
  38. }
  39. }
  40. }
  41. void EE_INIT_OBJ_TYPE() // this function will setup 'ObjType' enum used for object types
  42. {
  43. }
  44. /******************************************************************************/
  45. // ENUMS
  46. /******************************************************************************/
  47. /******************************************************************************/