remove Generic stuff. It broke a while back, and it's too painful to keep around.

This commit is contained in:
Glenn Maynard
2005-08-31 22:15:33 +00:00
parent ab913a0e02
commit 6a8a81a095
4 changed files with 11 additions and 28 deletions
+6 -6
View File
@@ -29,7 +29,7 @@ static bool CompareLayerNames( const CString& s1, const CString& s2 )
return i1 < i2;
}
void BGAnimation::AddLayersFromAniDir( const CString &_sAniDir, const IniFile& ini, bool bGeneric )
void BGAnimation::AddLayersFromAniDir( const CString &_sAniDir, const IniFile& ini )
{
const CString& sAniDir = _sAniDir;
@@ -83,12 +83,12 @@ void BGAnimation::AddLayersFromAniDir( const CString &_sAniDir, const IniFile& i
IniFile ini2;
ini2.ReadFile( sPathToIni );
AddLayersFromAniDir( sImportDir, ini2, bGeneric );
AddLayersFromAniDir( sImportDir, ini2 );
}
else
{
// import as a single layer
BGAnimationLayer* pLayer = new BGAnimationLayer( bGeneric );
BGAnimationLayer* pLayer = new BGAnimationLayer;
pLayer->LoadFromNode( sAniDir, pKey );
this->AddChild( pLayer );
}
@@ -96,7 +96,7 @@ void BGAnimation::AddLayersFromAniDir( const CString &_sAniDir, const IniFile& i
}
}
void BGAnimation::LoadFromAniDir( const CString &_sAniDir, bool bGeneric )
void BGAnimation::LoadFromAniDir( const CString &_sAniDir )
{
DeleteAllChildren();
@@ -117,7 +117,7 @@ void BGAnimation::LoadFromAniDir( const CString &_sAniDir, bool bGeneric )
IniFile ini;
ini.ReadFile( sPathToIni );
AddLayersFromAniDir( sAniDir, ini, bGeneric ); // TODO: Check for circular load
AddLayersFromAniDir( sAniDir, ini ); // TODO: Check for circular load
XNode* pBGAnimation = ini.GetChild( "BGAnimation" );
XNode dummy;
@@ -162,7 +162,7 @@ void BGAnimation::LoadFromAniDir( const CString &_sAniDir, bool bGeneric )
const CString sPath = asImagePaths[i];
if( Basename(sPath).Left(1) == "_" )
continue; // don't directly load files starting with an underscore
BGAnimationLayer* pLayer = new BGAnimationLayer( bGeneric );
BGAnimationLayer* pLayer = new BGAnimationLayer;
pLayer->LoadFromAniLayerFile( asImagePaths[i] );
AddChild( pLayer );
}