Using GetBuildTargetName() and other fixes
Signed-off-by: Dayo Lawal <lawalfua@amazon.com>
This commit is contained in:
+6
-17
@@ -47,7 +47,7 @@ AZ_POP_DISABLE_WARNING
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namespace ShaderManagementConsole
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{
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AZStd::string_view GetBuildTargetName()
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AZStd::string_view ShaderManagementConsoleApplication::GetBuildTargetName()
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{
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#if !defined (LY_CMAKE_TARGET)
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#error "LY_CMAKE_TARGET must be defined in order to add this source file to a CMake executable target"
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@@ -70,7 +70,7 @@ namespace ShaderManagementConsole
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: AtomToolsApplication(argc, argv)
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{
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QApplication::setApplicationName("O3DE Shader Management Console");
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setTargetName("ShaderManagementConsole");
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m_targetName = GetBuildTargetName();
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// The settings registry has been created at this point, so add the CMake target
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AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_AddBuildSystemTargetSpecialization(
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@@ -125,29 +125,18 @@ namespace ShaderManagementConsole
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};
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AzFramework::AssetSystemRequestBus::Broadcast(ConnectToAssetProcessorWithIdentifier);
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// List of common asset filters for things that need to be compiled to run the material editor
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// Some of these things will not be necessary once we have proper support for queued asset loading and reloading
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const AZStd::vector<AZStd::string> assetFiltersArray = { "passes/", "config/"};
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if (connected)
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{
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// List of common asset filters for things that need to be compiled to run the material editor
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// Some of these things will not be necessary once we have proper support for queued asset loading and reloading
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const AZStd::vector<AZStd::string> assetFiltersArray = { "passes/", "config/" };
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CompileCriticalAssets(assetFiltersArray);
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}
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AzFramework::AssetSystemStatusBus::Handler::BusDisconnect();
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}
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// bool ShaderManagementConsoleApplication::OnPrintf(const char* window, const char* /*message*/)
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// {
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// // Suppress spam from the Source Control system
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// if (0 == strncmp(window, AzToolsFramework::SCC_WINDOW, AZ_ARRAY_SIZE(AzToolsFramework::SCC_WINDOW)))
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// {
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// return true;
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// }
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//
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// return false;
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// }
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void ShaderManagementConsoleApplication::ProcessCommandLine()
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{
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// Process command line options for running one or more python scripts on startup
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