fixed bootstrapping and asset handling
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@@ -19,4 +19,19 @@ We already know that it makes some calls to lime under the hood which has a simi
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The current project is built to create an openfl app using the hxml build system and bypass lime's/ openfl's build system entirely.
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We are currently working on asset bundling, this is proving to be a difficult task. Please document how openfl does this in a file called BUILD_CHAIN_DOCUMENTATION_OPENFL.md
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We are currently working on asset bundling, this is proving to be a difficult task. Please document how openfl does this in a file called OpenFL_Build_Chain_Asset_System_Deep_Dive.md
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## What we need:
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- `src/Assets.hx`
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- define asset paths in a similar way to how openfl does this in the project.xml file. This will be done using a custom meta tag `@:Assets`
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- We will have a macro in `src/macros/AssetMacro.hx` to process these meta tags, build a manifest, and copy the assets into the `--cpp` output directory specified in `build.hxml`
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- `src/macros/AssetMacro.hx`
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- Process `@:Assets` metatags defined in `src/Assets.hx`
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- Build manifest in a `manifest` subdirectory the `--cpp` output directory specified in `build.hxml`
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- copy the assets into the `assets` subdirectory in the `--cpp` output directory
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- `src/ManifestResources.hx`
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- initialize the Asset Libraries from the manifest files
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- `src/ApplicationMain.hx`
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- Initialize `src/ManifestResources.hx`
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- bootstrap the openfl application
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- add `src/Main.hx` to the application
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