12 explicit operator std::filesystem::path()
const {
return path; }
14 std::filesystem::path
operator/(
const std::filesystem::path & other )
const
19 std::filesystem::path
operator/(std::string_view other)
const {
20 return std::filesystem::path(
path) / other;
23 std::filesystem::path
operator/(
const char* other)
const {
24 return std::filesystem::path(
path) / other;
27 [[nodiscard]]
constexpr std::string_view
view()
const {
return path; }
std::filesystem::path operator/(const std::filesystem::path &other) const
std::filesystem::path operator/(const char *other) const
constexpr std::string_view view() const
std::filesystem::path operator/(std::string_view other) const
constexpr ConstexprPath(std::string_view path)
static std::string getEngineRoot()
static constexpr ConstexprPath engineTextures()
Path to engine textures @lsp_source_path Engine/textures.
static bool doesFileExist(const std::filesystem::path &path)
static bool doesGltfFileExist(const std::filesystem::path &path)
static bool doesExrFileExist(const std::filesystem::path &path)
static constexpr ConstexprPath engineShaders()
Path to engine shaders @lsp_source_path Engine/shaders.
static constexpr std::string getProjectRoot()
Gets the root location of the whole game. This is.
static constexpr ConstexprPath engineGeometry()
Path to engine geometry assets @lsp_source_path Engine/geometry/Defaults @lsp_source_path Engine/geom...
Log category system implementation.