v4k-git-backup/tools/cook_web.ini

63 lines
2.9 KiB
INI

; this is where you specify and configure the FWK pipeline.
; tweak the pipeline and add new importers just by editing this file.
; there is no flow control in this script file: lines are parsed and evaluated, from top to bottom.
; ------------------------------------------------------------------------------
; let's create a symbol. symbols are uppercase words always.
; syntax: symbols are defined in KEY=value form, as seen below.
TOOLS=./ ; folder where our pipeline tools are located
ART=../demos/html5/art ; comma-separated folder(s) that store all our asset files
; lines starting with @windows, @linux or @osx will be processed only where OS matches.
; we are defining here some symbols differently for each platform.
; syntax: lines starting with @keyword. valid keywords are win/dows, lin/ux, and osx.
@linux NUL=/dev/null
@osx NUL=/dev/null
@window NUL=NUL
@linux .EXE=.linux
@osx .EXE=.osx
@windows .EXE=.exe
; you can invoke shell commands directly with `command` at anytime.
; also, once a symbol is found, it is replaced by its value always.
; some predefined symbols: INPUT (input filename), OUTPUT (output filename), PRETTY (clean input filename), PROGRESS (cook progress).
@windows `echo Cooking PROGRESS% PRETTY...`
@linux `echo "Cooking PROGRESS% PRETTY..."`
@osx `echo "Cooking PROGRESS% PRETTY..."`
; ------------------------------------------------------------------------------
; groups below are collection of files that we want to cook, and then package.
; by default, no assets are cooked unless explictly listed below.
; syntax: group=ext1,ext2[...]
[cook]
font=ttf,ttc,otf
text=json,xml,csv,ini,cfg,doc,txt,md,c,h,inl,cpp,hpp,htm,html
shader=hlsl,fx,dxil,dxbc,glsl,vert,frag,geom,tese,tesc,comp,vs,fs,gs,ts,cs,spirv,spv,slang
; ------------------------------------------------------------------------------
; cook localization files
;[cook excel]
;TOOLS/xlsx2ini.EXE INPUT OUTPUT -> ini
; ------------------------------------------------------------------------------
; assets that need to be compressed at end of whole pipeline process are specified here.
; by default, no assets are compressed unless explictly listed below.
; supported compressors: DEFLATE (default), LZMA, LZ4, ULZ, BALZ, BCM, CRUSH, LZW3, LZSS and PPP.
; syntax: compression quality[0..15]|optional_compressor on the left, and type names on the right.
; where: level [0:fastest compression .. 10 max level .. anything >=11 is expensive ... 15 is uber]
;
; valid examples: 0, 3, 4, 6|LZMA, 6|DEFLATE, 6|ULZ, 9|ULZ, 9|LZ4, 2|BALZ, 3|BCM, 1|CRUSH, ...
;
; hint: use plain `0` to exclude non-compressible files (jpg,png,...)
; hint: use plain `0` to exclude those usually large files that compress poorly (<1%) (like mpg)
; hint: use plain `0` to exclude those files we would like to directly stream within the final zipfile (flac,mp3,adpcm wav,...)
[compress]
0|ULZ=font,text,shader