fix ned
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e2bee553b0
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@ -104,20 +104,20 @@ file(GLOB_RECURSE ASSET_FILES "assets/*")
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set(ASSET_OUTPUT_DIR "${CMAKE_CURRENT_BINARY_DIR}/assets")
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set(ASSET_OUTPUT_DIR "${CMAKE_CURRENT_BINARY_DIR}/assets")
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set(ALL_COPIED_ASSETS "")
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set(ALL_COPIED_ASSETS "")
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# 2. Create a specific copy command for every file
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foreach(ASSET_PATH ${ASSET_FILES})
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foreach(ASSET_PATH ${ASSET_FILES})
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# Get the relative path so we can recreate the folder structure
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# Get the relative path so we can recreate the folder structure
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file(RELATIVE_PATH REL_PATH "${CMAKE_CURRENT_SOURCE_DIR}/assets" ${ASSET_PATH})
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file(RELATIVE_PATH REL_PATH "${CMAKE_CURRENT_SOURCE_DIR}/assets" "${ASSET_PATH}")
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set(DEST_PATH "${ASSET_OUTPUT_DIR}/${REL_PATH}")
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set(DEST_PATH "${ASSET_OUTPUT_DIR}/${REL_PATH}")
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add_custom_command(
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add_custom_command(
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OUTPUT ${DEST_PATH}
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OUTPUT "${DEST_PATH}"
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COMMAND ${CMAKE_COMMAND} -E copy ${ASSET_PATH} ${DEST_PATH}
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COMMAND ${CMAKE_COMMAND} -E copy "${ASSET_PATH}" "${DEST_PATH}"
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DEPENDS ${ASSET_PATH}
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DEPENDS "${ASSET_PATH}"
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COMMENT "Syncing ${REL_PATH}"
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COMMENT "Syncing ${REL_PATH}"
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VERBATIM
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)
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)
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list(APPEND ALL_COPIED_ASSETS ${DEST_PATH})
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list(APPEND ALL_COPIED_ASSETS "${DEST_PATH}")
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endforeach()
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endforeach()
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# 3. Create a "dummy" target that the game depends on
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# 3. Create a "dummy" target that the game depends on
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@ -3,7 +3,9 @@
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#include <print>
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#include <print>
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#if defined(_WIN32)
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#include <external/fix_win32_compatibility.h>
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#include <external/fix_win32_compatibility.h>
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#endif
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#include <freetype/freetype.h>
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#include <freetype/freetype.h>
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#include <hb.h>
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#include <hb.h>
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#include <enet/enet.h>
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#include <enet/enet.h>
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@ -43,7 +45,7 @@ int main() {
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InitWindow(screenwidth, screenheight, "raylib");
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InitWindow(screenwidth, screenheight, "raylib");
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DPI = GetWindowScaleDPI();
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DPI = GetWindowScaleDPI();
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MyFont vollkorn("assets/fonts/Vollkorn/static/Vollkorn-Regular.ttf", 68);
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MyFont vollkorn("assets/fonts/Vollkorn/static/Vollkorn-Regular.ttf", 24);
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MyFont arabic("assets/fonts/Amiri/Amiri-Regular.ttf", 28);
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MyFont arabic("assets/fonts/Amiri/Amiri-Regular.ttf", 28);
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shader = LoadShader(nullptr, "assets/text.frag");
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shader = LoadShader(nullptr, "assets/text.frag");
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