This is a bodge to handle the fact that we don’t currently have support for
many of the Gms2 yy-files. Eventually, we’d like to support all of them, but
downstream crates need to have some basic support until then. For now, this
can be used for all top level files, providing the simplest of support.
A unqiue Id for audiogroups. Although it appears as if it could support
hierarchies and nesting, audio ids never actually show that in
practice, so this form is likely an artifact of the Yyg internal project
structures.. The first member of this hierarchy is always
audiogroups
.
The path
component will never end with .yy, even if it describes
a virtual folder or file. This is to say, given the texture groups
Default
, Crops
, and Enemies
, we would expect to see the following
TexturePath
vec, in Json:
The common fields in all Resource files.
This is a bodge to handle the fact that we don’t currently have support for
many of the Gms2 yy-files. Eventually, we’d like to support all of them, but
downstream crates need to have some basic support until then. For now, this
can be used for all top level files, providing the simplest of support.
Paths on the File System.
This is a bodge to handle the fact that we don’t currently have support for
many of the Gms2 yy-files. Eventually, we’d like to support all of them, but
downstream crates need to have some basic support until then. For now, this
can be used for all top level files, providing the simplest of support.
This is a bodge to handle the fact that we don’t currently have support for
many of the Gms2 yy-files. Eventually, we’d like to support all of them, but
downstream crates need to have some basic support until then. For now, this
can be used for all top level files, providing the simplest of support.
This is a bodge to handle the fact that we don’t currently have support for
many of the Gms2 yy-files. Eventually, we’d like to support all of them, but
downstream crates need to have some basic support until then. For now, this
can be used for all top level files, providing the simplest of support.
A struct, which implements Serialize and Deserialize, for Gms2
version strings of the form “1.0” or “4.2”. Basically, a bad SemVer.
This is a bodge to handle the fact that we don’t currently have support for
many of the Gms2 yy-files. Eventually, we’d like to support all of them, but
downstream crates need to have some basic support until then. For now, this
can be used for all top level files, providing the simplest of support.
A unqiue Id for textures. Although it appears as if it could support
hierarchies and nesting, textures ids never actually show that in
practice, so this form is likely an artifact of the Yyg internal project
structures.. The first member of this hierarchy is always
texturegroups
.
The path
component will never end with .yy, even if it describes
a virtual folder or file. This is to say, given the texture groups
Default
, Crops
, and Enemies
, we would expect to see the following
TexturePath
vec, in Json:
This is a bodge to handle the fact that we don’t currently have support for
many of the Gms2 yy-files. Eventually, we’d like to support all of them, but
downstream crates need to have some basic support until then. For now, this
can be used for all top level files, providing the simplest of support.
Viewpaths in the virtual file system created by the Folders in the Yyp,
deliminated by /
, and with a ViewPathLocation which ends in .yy
or in
.yyp
.
The path
component will always end with .yy, even if it describes
a virtual folder or file. Given the following Gms2 folder virtual system
(not operating system file system):
GMS2 project file typings
A description of a Config. Note that Configs form
an acyclical graph by their children, so this tree could get quite large.
A YYP Folder. These form a graph, but each path is a full path from the
root. Therefore, to create a tree, one must walk from the root to the
final destination.
Represents a resource entry in a YYP