Custom script patterns with 1.6 script compiler

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Tsh't
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Custom script patterns with 1.6 script compiler

Post by Tsh't » Thu Aug 13, 2009 12:43 pm

Hello.

Right now I'm using Shoggoth script engine for my files, with the custom translator (see http://www.ogre3d.org/wiki/index.php/Ex ... tCompilers).
There's only one issue. At parsing time, Ogre checks for patterns defined like this :

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#if OGRE_USE_NEW_COMPILERS == 1
		mScriptPatterns.push_back("*.program");
		mScriptPatterns.push_back("*.material");
		mScriptPatterns.push_back("*.particle");
		mScriptPatterns.push_back("*.compositor");
#endif
                       mScriptPatterns.push_back("*.os");
So I call my files with these extensions, which are not very representative of the content...

What would be great would be to, say, associate a script translator to a kind of file.
We may be able to register it this way :

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Ogre::ScriptCompilerManager::getSingleton().addTranslatorManager(&translatorManager, "*.myfile");
What would you think of this ? Maybe I'm totally out of scope with the translator intended features... There is the old way to do this though (see for example http://www.ogre3d.org/wiki/index.php/Al ... ipt_parser which registers *.object).

Tx.
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sinbad
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Re: Custom script patterns with 1.6 script compiler

Post by sinbad » Thu Aug 13, 2009 5:18 pm

Sounds like you want ResourceGroupManager::_registerScriptLoader instead. That's what decides what files get parsed, the translators hook in at a lower level.
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