use std::{
env, fs,
path::{Path, PathBuf},
};
fn main() {
let source_assets = benthic_default_asset_converter::default_assets();
let source_textures = source_assets.join("Textures");
let source_shaders = source_assets.join("Shaders");
let source_cubemaps = source_assets.join("Cubemaps");
let target_assets = PathBuf::from(std::env::var("CARGO_MANIFEST_DIR").unwrap()).join("assets");
let target_textures = target_assets.join("Textures");
let target_shaders = target_assets.join("Shaders");
let target_cubemaps = target_assets.join("Cubemaps");
copy_dir(&source_shaders, &target_shaders);
copy_dir(&source_textures, &target_textures);
copy_dir(&source_cubemaps, &target_cubemaps);
}
fn copy_dir(src: &Path, dst: &Path) {
if !dst.exists() {
fs::create_dir_all(dst).unwrap();
}
for entry in fs::read_dir(src).unwrap() {
let entry = entry.unwrap();
let path = entry.path();
let dest_path = dst.join(entry.file_name());
if path.is_dir() {
copy_dir(&path, &dest_path);
} else {
fs::copy(&path, &dest_path).unwrap();
}
}
}