fix polygon selection and add steam deploy script
This commit is contained in:
4
.gitignore
vendored
4
.gitignore
vendored
@@ -27,3 +27,7 @@ PanoPainterPackage/_pkginfo.txt
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PanoPainterPackage/AppPackages/
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PanoPainterPackage/AppPackages/
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PanoPainterPackage/BundleArtifacts/
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PanoPainterPackage/BundleArtifacts/
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Thumbs.db
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Thumbs.db
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steam/content/
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steam/output/
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steam/steamid\.txt
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@@ -706,7 +706,7 @@ void CanvasModeMaskLine::leave(kCanvasMode next)
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{
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{
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if (next != kCanvasMode::Draw && next != kCanvasMode::Erase && next != kCanvasMode::Line)
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if (next != kCanvasMode::Draw && next != kCanvasMode::Erase && next != kCanvasMode::Line)
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{
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{
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m_points2d.clear();
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m_points.clear();
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m_active_tool = false;
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m_active_tool = false;
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Canvas::I->m_smask_active = false;
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Canvas::I->m_smask_active = false;
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}
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}
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@@ -1355,6 +1355,7 @@ void CanvasModeTransform::leave(kCanvasMode next)
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layer->optimize();
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layer->optimize();
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//auto m = static_cast<CanvasModeMaskFree*>(Canvas::I->modes[(int)kCanvasMode::MaskFree][0]);
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//auto m = static_cast<CanvasModeMaskFree*>(Canvas::I->modes[(int)kCanvasMode::MaskFree][0]);
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//m->clear();
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//m->clear();
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Canvas::I->draw_merge();
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}
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}
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void CanvasModeTransform::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
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void CanvasModeTransform::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
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@@ -689,6 +689,7 @@ int main(int argc, char** argv)
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return -1; // A negative number because you are a negative one
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return -1; // A negative number because you are a negative one
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}
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}
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bool start_in_vr = false;
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if (argc > 1)
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if (argc > 1)
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{
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{
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switch (const_hash(argv[1]))
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switch (const_hash(argv[1]))
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@@ -697,6 +698,9 @@ int main(int argc, char** argv)
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App::I.initShaders();
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App::I.initShaders();
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App::I.cmd_convert(argv[2], argv[3]);
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App::I.cmd_convert(argv[2], argv[3]);
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return 0;
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return 0;
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case const_hash("-vrmode"):
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start_in_vr = true;
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break;
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default:
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default:
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break;
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break;
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}
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}
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@@ -844,6 +848,9 @@ int main(int argc, char** argv)
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SetTimer(hWnd, 1, 500, NULL);
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SetTimer(hWnd, 1, 500, NULL);
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if (start_in_vr)
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App::I.vr_start();
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MSG msg;
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MSG msg;
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LOG("start main loop");
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LOG("start main loop");
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while (running == 1)
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while (running == 1)
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13
steam/build.bat
Normal file
13
steam/build.bat
Normal file
@@ -0,0 +1,13 @@
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@echo off
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mkdir content
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xcopy /I /D /Y /S "..\x64\Release\*.dll" content
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xcopy /I /D /Y /S "..\data\*" content\data\
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for /f %%i in ('git rev-parse --abbrev-ref HEAD') do set BRANCH=%%i
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for /f %%i in ('git log "--pretty=format:%%h" -n 1') do set HASH=%%i
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for /f %%i in ('git rev-list --count HEAD') do set COUNT=%%i
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for /f %%i in ('git describe --tags "--abbrev=0"') do set TAG=%%i
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set VERSION=%TAG%.%COUNT% (%HASH%-%BRANCH%)
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echo Building version %VERSION%
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set /p ID=<steamid.txt
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steamcmd.exe +login %ID% +drm_wrap 954880 "%~dp0..\x64\Release\PanoPainter.exe" "%~dp0content\PanoPainter.exe" drmtoolp 0 +run_app_build -desc "%VERSION%" "%~dp0scripts\app_build_954880.vdf" +quit
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pause
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15
steam/scripts/app_build_954880.vdf
Normal file
15
steam/scripts/app_build_954880.vdf
Normal file
@@ -0,0 +1,15 @@
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"appbuild"
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{
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"appid" "954880"
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"desc" "Your build description here" // description for this build
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"buildoutput" "..\output\" // build output folder for .log, .csm & .csd files, relative to location of this file
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"contentroot" "..\content\" // root content folder, relative to location of this file
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"setlive" "" // branch to set live after successful build, non if empty
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"preview" "0" // to enable preview builds
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"local" "" // set to flie path of local content server
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"depots"
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{
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"954881" "depot_build_954881.vdf"
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}
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}
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31
steam/scripts/depot_build_954881.vdf
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31
steam/scripts/depot_build_954881.vdf
Normal file
@@ -0,0 +1,31 @@
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"DepotBuildConfig"
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{
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// Set your assigned depot ID here
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"DepotID" "954881"
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// Set a root for all content.
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// All relative paths specified below (LocalPath in FileMapping entries, and FileExclusion paths)
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// will be resolved relative to this root.
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// If you don't define ContentRoot, then it will be assumed to be
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// the location of this script file, which probably isn't what you want
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// "ContentRoot" "D:\MyGame\rel\master\"
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// include all files recursivley
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"FileMapping"
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{
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// This can be a full path, or a path relative to ContentRoot
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"LocalPath" "*"
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// This is a path relative to the install folder of your game
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"DepotPath" "."
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// If LocalPath contains wildcards, setting this means that all
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// matching files within subdirectories of LocalPath will also
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// be included.
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"recursive" "1"
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}
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// but exclude all symbol files
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// This can be a full path, or a path relative to ContentRoot
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"FileExclusion" "*.pdb"
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}
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