Using GetBuildTargetName() and other fixes

Signed-off-by: Dayo Lawal <lawalfua@amazon.com>
This commit is contained in:
Dayo Lawal
2021-07-26 16:22:34 -05:00
parent 4306b57230
commit 50f6ea8385
6 changed files with 32 additions and 80 deletions
@@ -47,7 +47,7 @@ AZ_POP_DISABLE_WARNING
namespace ShaderManagementConsole
{
AZStd::string_view GetBuildTargetName()
AZStd::string_view ShaderManagementConsoleApplication::GetBuildTargetName()
{
#if !defined (LY_CMAKE_TARGET)
#error "LY_CMAKE_TARGET must be defined in order to add this source file to a CMake executable target"
@@ -70,7 +70,7 @@ namespace ShaderManagementConsole
: AtomToolsApplication(argc, argv)
{
QApplication::setApplicationName("O3DE Shader Management Console");
setTargetName("ShaderManagementConsole");
m_targetName = GetBuildTargetName();
// The settings registry has been created at this point, so add the CMake target
AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_AddBuildSystemTargetSpecialization(
@@ -125,29 +125,18 @@ namespace ShaderManagementConsole
};
AzFramework::AssetSystemRequestBus::Broadcast(ConnectToAssetProcessorWithIdentifier);
// List of common asset filters for things that need to be compiled to run the material editor
// Some of these things will not be necessary once we have proper support for queued asset loading and reloading
const AZStd::vector<AZStd::string> assetFiltersArray = { "passes/", "config/"};
if (connected)
{
// List of common asset filters for things that need to be compiled to run the material editor
// Some of these things will not be necessary once we have proper support for queued asset loading and reloading
const AZStd::vector<AZStd::string> assetFiltersArray = { "passes/", "config/" };
CompileCriticalAssets(assetFiltersArray);
}
AzFramework::AssetSystemStatusBus::Handler::BusDisconnect();
}
// bool ShaderManagementConsoleApplication::OnPrintf(const char* window, const char* /*message*/)
// {
// // Suppress spam from the Source Control system
// if (0 == strncmp(window, AzToolsFramework::SCC_WINDOW, AZ_ARRAY_SIZE(AzToolsFramework::SCC_WINDOW)))
// {
// return true;
// }
//
// return false;
// }
void ShaderManagementConsoleApplication::ProcessCommandLine()
{
// Process command line options for running one or more python scripts on startup