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Copy file name to clipboardExpand all lines: commandline/Main.hx
+97-97Lines changed: 97 additions & 97 deletions
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@@ -3,111 +3,111 @@ package;
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importcommands.*;
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classMain {
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publicstaticvarcommands:Array<Command> = [];
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publicstaticvarcommands:Array<Command> = [];
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publicstaticfunctioninitCommands() {
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commands= [
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{
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names: ["setup"],
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doc: "Setups (or updates) all libraries required for the engine.",
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func: Update.main,
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dDoc: "This command runs through all libraries in libs.xml, and install them.\nIf they're already installed, they will be updated."
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},
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{
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names: ["help", null],
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doc: "Shows help. Pass a command name to get additional help.",
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func: help,
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dDoc: "Usage: help <cmd>\n\nFor example, use \"cne help test\" to get additional help on the test command."
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},
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{
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names: ["test"],
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doc: "Creates a non final test build, then runs it.",
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func: Compiler.test,
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dDoc: "Usage: test <optional args>\n"+
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"\nThis will create a quick debug build binded to the source then run it, which means:"+
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"\n- The assets WON'T be copied over - Assets will be read from the game's source."+
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"\n- This build WON'T be ready for release - Running anywhere else than in the bin folder will result in a crash from missing assets"+
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"\n- This build will also use the mods folder from the source directory."+
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"\n\nIf you want a full build which contains all assets, run \"cne release\" or \"cne test-release\""+
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"\nAdditional arguments will be sent to the lime compiler."
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},
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{
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names: ["build"],
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doc: "Creates a non final test build, without running it.",
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func: Compiler.build,
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dDoc: "Usage: build <optional arguments>\n"+
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"\nThis will create a quick debug build binded to the source then run it, which means:"+
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"\n- The assets WON'T be copied over - Assets will be read from the game's source."+
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"\n- This build WON'T be ready for release - Running anywhere else than in the bin folder will result in a crash from missing assets"+
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"\n- This build will also use the mods folder from the source directory."+
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"\n\nIf you want a full build which contains all assets, run \"cne release\" or \"cne test-release\""+
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"\nAdditional arguments will be sent to the lime compiler."
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},
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{
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names: ["release"],
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doc: "Creates a final non debug build, containing all assets.",
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func: Compiler.release,
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dDoc: "Usage: release <optional arguments>\n"+
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"\nThis will create a final ready-for-release build, which means this build will be able to be release on websites such as GameBanana without worrying about source-dependant stuff."
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},
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{
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names: ["test-release"],
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doc: "Creates a final non debug build, containing all assets.",
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func: Compiler.testRelease,
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dDoc: "Usage: release <optional arguments>\n"+
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"\nThis will create and run a final ready-for-release build, which means this build will be able to be release on websites such as GameBanana without worrying about source-dependant stuff."
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}
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];
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}
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publicstaticfunctioninitCommands() {
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commands= [
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{
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names: ["setup"],
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doc: "Setups (or updates) all libraries required for the engine.",
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func: Update.main,
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dDoc: "This command runs through all libraries in libs.xml, and install them.\nIf they're already installed, they will be updated."
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},
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{
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names: ["help", null],
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doc: "Shows help. Pass a command name to get additional help.",
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func: help,
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dDoc: "Usage: help <cmd>\n\nFor example, use \"cne help test\" to get additional help on the test command."
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},
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{
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names: ["test"],
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doc: "Creates a non final test build, then runs it.",
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func: Compiler.test,
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dDoc: "Usage: test <optional args>\n"+
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"\nThis will create a quick debug build binded to the source then run it, which means:"+
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"\n- The assets WON'T be copied over - Assets will be read from the game's source."+
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"\n- This build WON'T be ready for release - Running anywhere else than in the bin folder will result in a crash from missing assets"+
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"\n- This build will also use the mods folder from the source directory."+
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"\n\nIf you want a full build which contains all assets, run \"cne release\" or \"cne test-release\""+
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"\nAdditional arguments will be sent to the lime compiler."
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},
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{
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names: ["build"],
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doc: "Creates a non final test build, without running it.",
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func: Compiler.build,
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dDoc: "Usage: build <optional arguments>\n"+
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"\nThis will create a quick debug build binded to the source then run it, which means:"+
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"\n- The assets WON'T be copied over - Assets will be read from the game's source."+
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"\n- This build WON'T be ready for release - Running anywhere else than in the bin folder will result in a crash from missing assets"+
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"\n- This build will also use the mods folder from the source directory."+
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"\n\nIf you want a full build which contains all assets, run \"cne release\" or \"cne test-release\""+
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"\nAdditional arguments will be sent to the lime compiler."
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},
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{
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names: ["release"],
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doc: "Creates a final non debug build, containing all assets.",
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func: Compiler.release,
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dDoc: "Usage: release <optional arguments>\n"+
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"\nThis will create a final ready-for-release build, which means this build will be able to be release on websites such as GameBanana without worrying about source-dependant stuff."
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},
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{
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names: ["test-release"],
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doc: "Creates a final non debug build, containing all assets.",
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func: Compiler.testRelease,
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dDoc: "Usage: release <optional arguments>\n"+
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"\nThis will create and run a final ready-for-release build, which means this build will be able to be release on websites such as GameBanana without worrying about source-dependant stuff."
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}
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];
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}
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publicstaticfunctionmain() {
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initCommands();
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varargs=Sys.args();
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varcommandName=args.shift();
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if (commandName!=null)
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commandName=commandName.toLowerCase();
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for(cincommands) {
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if (c.names.contains(commandName)) {
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c.func(args);
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return;
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}
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}
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}
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publicstaticfunctionmain() {
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initCommands();
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varargs=Sys.args();
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varcommandName=args.shift();
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if (commandName!=null)
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commandName=commandName.toLowerCase();
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for(cincommands) {
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if (c.names.contains(commandName)) {
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c.func(args);
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return;
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}
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}
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}
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publicstaticfunctionhelp(args:Array<String>) {
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varcmdName=args.shift();
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if (cmdName!=null) {
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cmdName=cmdName.toLowerCase();
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publicstaticfunctionhelp(args:Array<String>) {
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varcmdName=args.shift();
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if (cmdName!=null) {
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cmdName=cmdName.toLowerCase();
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varmatchingCommand=null;
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for(cincommands) if (c.names.contains(cmdName)) {
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matchingCommand=c;
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break;
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}
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varmatchingCommand=null;
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for(cincommands) if (c.names.contains(cmdName)) {
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matchingCommand=c;
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break;
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}
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if (matchingCommand==null) {
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Sys.println('help - Command named ${cmdName} not found.');
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return;
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}
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if (matchingCommand==null) {
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Sys.println('help - Command named ${cmdName} not found.');
Copy file name to clipboardExpand all lines: source/funkin/backend/system/framerate/SystemInfo.hx
+2-1Lines changed: 2 additions & 1 deletion
Original file line number
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Diff line change
@@ -116,7 +116,8 @@ class SystemInfo extends FramerateCategory {
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}
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staticfunctionformatSysInfo() {
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if (osInfo!="Unknown") __formattedSysText='System: $osInfo';
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__formattedSysText="";
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if (osInfo!="Unknown") __formattedSysText+='System: $osInfo';
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if (cpuName!="Unknown") __formattedSysText+='\nCPU: $cpuName${openfl.system.Capabilities.cpuArchitecture}${(openfl.system.Capabilities.supports64BitProcesses?'64-Bit':'32-Bit')}';
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