don't need to keep m_bGeneric around

This commit is contained in:
Glenn Maynard
2005-01-16 19:19:24 +00:00
parent c1e3239a5f
commit 77faa0d089
3 changed files with 12 additions and 15 deletions
+7 -9
View File
@@ -8,10 +8,8 @@
#include "Foreach.h" #include "Foreach.h"
BGAnimation::BGAnimation( bool bGeneric ) BGAnimation::BGAnimation()
{ {
/* See BGAnimationLayer::BGAnimationLayer for explanation. */
m_bGeneric = bGeneric;
} }
BGAnimation::~BGAnimation() BGAnimation::~BGAnimation()
@@ -36,7 +34,7 @@ static bool CompareLayerNames( const CString& s1, const CString& s2 )
return i1 < i2; return i1 < i2;
} }
void BGAnimation::AddLayersFromAniDir( const CString &_sAniDir, vector<Actor*> &layersAddTo ) void BGAnimation::AddLayersFromAniDir( const CString &_sAniDir, vector<Actor*> &layersAddTo, bool bGeneric )
{ {
if( _sAniDir.empty() ) if( _sAniDir.empty() )
return; return;
@@ -91,12 +89,12 @@ void BGAnimation::AddLayersFromAniDir( const CString &_sAniDir, vector<Actor*> &
// import a whole BGAnimation // import a whole BGAnimation
sImportDir = sAniDir + sImportDir; sImportDir = sAniDir + sImportDir;
CollapsePath( sImportDir ); CollapsePath( sImportDir );
AddLayersFromAniDir( sImportDir, layersAddTo ); AddLayersFromAniDir( sImportDir, layersAddTo, bGeneric );
} }
else else
{ {
// import as a single layer // import as a single layer
BGAnimationLayer* pLayer = new BGAnimationLayer( m_bGeneric ); BGAnimationLayer* pLayer = new BGAnimationLayer( bGeneric );
pLayer->LoadFromNode( sAniDir, *pKey ); pLayer->LoadFromNode( sAniDir, *pKey );
layersAddTo.push_back( pLayer ); layersAddTo.push_back( pLayer );
} }
@@ -104,7 +102,7 @@ void BGAnimation::AddLayersFromAniDir( const CString &_sAniDir, vector<Actor*> &
} }
} }
void BGAnimation::LoadFromAniDir( const CString &_sAniDir ) void BGAnimation::LoadFromAniDir( const CString &_sAniDir, bool bGeneric )
{ {
Unload(); Unload();
@@ -122,7 +120,7 @@ void BGAnimation::LoadFromAniDir( const CString &_sAniDir )
if( DoesFileExist(sPathToIni) ) if( DoesFileExist(sPathToIni) )
{ {
// This is a new style BGAnimation (using .ini) // This is a new style BGAnimation (using .ini)
AddLayersFromAniDir( sAniDir, m_SubActors ); // TODO: Check for circular load AddLayersFromAniDir( sAniDir, m_SubActors, bGeneric ); // TODO: Check for circular load
IniFile ini; IniFile ini;
ini.ReadFile( sPathToIni ); ini.ReadFile( sPathToIni );
@@ -161,7 +159,7 @@ void BGAnimation::LoadFromAniDir( const CString &_sAniDir )
const CString sPath = asImagePaths[i]; const CString sPath = asImagePaths[i];
if( Basename(sPath).Left(1) == "_" ) if( Basename(sPath).Left(1) == "_" )
continue; // don't directly load files starting with an underscore continue; // don't directly load files starting with an underscore
BGAnimationLayer* pLayer = new BGAnimationLayer( m_bGeneric ); BGAnimationLayer* pLayer = new BGAnimationLayer( bGeneric );
pLayer->LoadFromAniLayerFile( asImagePaths[i] ); pLayer->LoadFromAniLayerFile( asImagePaths[i] );
AddChild( pLayer ); AddChild( pLayer );
} }
+3 -4
View File
@@ -12,17 +12,16 @@ struct XNode;
class BGAnimation : public ActorScroller class BGAnimation : public ActorScroller
{ {
public: public:
BGAnimation( bool Generic=true ); BGAnimation();
virtual ~BGAnimation(); virtual ~BGAnimation();
void Unload(); void Unload();
void LoadFromAniDir( const CString &sAniDir ); void LoadFromAniDir( const CString &sAniDir, bool bGeneric=true );
void LoadFromNode( const CString &sDir, const XNode& node ); void LoadFromNode( const CString &sDir, const XNode& node );
protected: protected:
void AddLayersFromAniDir( const CString &_sAniDir, vector<Actor*> &layersAddTo ); static void AddLayersFromAniDir( const CString &_sAniDir, vector<Actor*> &layersAddTo, bool bGeneric );
bool m_bGeneric;
}; };
#endif #endif
+2 -2
View File
@@ -158,8 +158,8 @@ Actor *Background::CreateSongBGA( CString sBGName ) const
GetDirListing( m_pSong->GetSongDir()+sBGName, asFiles, true, true ); GetDirListing( m_pSong->GetSongDir()+sBGName, asFiles, true, true );
if( !asFiles.empty() ) if( !asFiles.empty() )
{ {
pTempBGA = new BGAnimation( false ); pTempBGA = new BGAnimation;
pTempBGA->LoadFromAniDir( asFiles[0] ); pTempBGA->LoadFromAniDir( asFiles[0], false );
return pTempBGA; return pTempBGA;
} }
// Look for BG movies or static graphics in the song dir // Look for BG movies or static graphics in the song dir