onFilesChanged
Definition
-- @/lua/ge/extensions/core/audio.lua:381
local function onFilesChanged(files)
local reloadBanks = false
for _,v in pairs(files) do
local filename = v.filename
-- file notification strips leading forward slash but the loadedBankCache keys start with a leading forward slash.
-- make sure the key we use here matches that used previously in loadBaseBank
if string.sub(filename, 1, 1) ~= '/' then
filename = "/"..filename
end
if filename and filename:match('.*%.bank$') then
filename = string.lower(filename)
loadedBankCache[filename] = false
-- We have to wait for all banks to complete building before we trigger hotloading
for k,v1 in pairs(loadedBankCache) do
if v1 == true then
goto continue
end
end
log("I", "onFileChanged", 'onFileChanged called....')
reloadBanks = true
end
::continue::
end
if reloadBanks then
triggerBankHotloading()
end
end
Callers
@/lua/ge/extensions/ui/uiMods.lua
local function onFilesChanged(files)
local modModulesChanged = false
@/lua/ge/map.lua
local function onFilesChanged(files)
for _,v in pairs(files) do
@/lua/ge/main.lua
--print("onFileChanged: " .. dumps(files))
settings.onFilesChanged(files)
map.onFilesChanged(files)
settings.onFilesChanged(files)
map.onFilesChanged(files)
extensions.hook('onFilesChanged', files)
@/lua/ge/extensions/core/environment.lua
-- having this function, enables writing groundmodels that are getting reloaded dynamically in the game
local function onFilesChanged(files)
for _,v in pairs(files) do
@/lua/ge/extensions/core/levels.lua
local function onFilesChanged(files)
for _,v in pairs(files) do
@/lua/ge/extensions/ui/apps.lua
-- explicitly request for it every time it is needed (an initial request is still needed).
local function onFilesChanged(files)
for _,v in pairs(files) do
@/lua/ge/extensions/core/settings/settings.lua
local function onFilesChanged(files)
if alreadySaving then
@/lua/ge/extensions/editor/materialEditor.lua
local function onFilesChanged(files)
for _,v in pairs(files) do