Feature/filesystem cleanup (#1587)

* Adapting to the changes in Ghoul
* First step of moving filesystem functions to std
* Remove persistence flag from cachemanager
This commit is contained in:
Alexander Bock
2021-05-16 20:26:49 +02:00
committed by GitHub
parent 2ca7101b6c
commit ccdc5a5dc3
87 changed files with 648 additions and 711 deletions

View File

@@ -38,7 +38,7 @@
#include <ghoul/opengl/programobject.h>
#include <ghoul/opengl/texture.h>
#include <ghoul/opengl/textureunit.h>
#include <filesystem>
namespace {
constexpr const char* _loggerCat = "GUI";
@@ -53,7 +53,7 @@ namespace {
constexpr const std::array<const char*, 2> UniformNames = { "tex", "ortho" };
void addScreenSpaceRenderableLocal(std::string identifier, std::string texturePath) {
if (!FileSys.fileExists(absPath(texturePath))) {
if (!std::filesystem::is_regular_file(absPath(texturePath))) {
LWARNING(fmt::format("Could not find image '{}'", texturePath));
return;
}
@@ -206,8 +206,7 @@ void GUI::deinitialize() {
void GUI::initializeGL() {
std::string cachedFile = FileSys.cacheManager()->cachedFilename(
configurationFile,
"",
ghoul::filesystem::CacheManager::Persistent::Yes
""
);
LDEBUG(fmt::format("Using {} as ImGUI cache location", cachedFile));

View File

@@ -30,9 +30,9 @@
#include <openspace/engine/openspaceengine.h>
#include <openspace/scene/assetmanager.h>
#include <openspace/scene/asset.h>
#include <ghoul/filesystem/filesystem.h>
#include <ghoul/filesystem/file.h>
#include <filesystem>
namespace {
std::string assetStateToString(openspace::Asset::State state) {
@@ -90,10 +90,10 @@ void GuiAssetComponent::renderTree(const Asset& asset, const std::string& relati
using namespace ghoul::filesystem;
std::string assetPath = asset.assetFilePath();
const std::string& assetDirectory = File(assetPath).directoryName();
std::string assetDirectory = std::filesystem::path(assetPath).parent_path().string();
if (!relativeToPath.empty()) {
assetPath = FileSys.relativePath(assetPath, relativeToPath);
assetPath = std::filesystem::relative(assetPath, relativeToPath).string();
}
std::string assetText = assetPath + " " + assetStateToString(asset.state());