2.50 checkin

This commit is contained in:
Chris Danford
2002-04-16 17:31:00 +00:00
parent 6b925217b7
commit 78f3e80118
135 changed files with 4566 additions and 1725 deletions
+14 -5
View File
@@ -5,7 +5,7 @@
Desc: A bitmap actor that animates and moves around.
Copyright (c) 2001 Chris Danford. All rights reserved.
Copyright (c) 2001-2002 by the persons listed below. All rights reserved.
-----------------------------------------------------------------------------
*/
@@ -16,6 +16,7 @@
#include "IniFile.h"
#include <math.h>
#include "RageHelper.h"
#include "ErrorCatcher/ErrorCatcher.h"
Sprite::Sprite()
@@ -74,11 +75,11 @@ bool Sprite::LoadFromSpriteFile( CString sSpritePath, DWORD dwHints, bool bForce
IniFile ini;
ini.SetPath( m_sSpritePath );
if( !ini.ReadFile() )
HELPER.FatalError( ssprintf("Error opening Sprite file '%s'.", m_sSpritePath) );
FatalError( ssprintf("Error opening Sprite file '%s'.", m_sSpritePath) );
CString sTextureFile = ini.GetValue( "Sprite", "Texture" );
if( sTextureFile == "" )
HELPER.FatalError( ssprintf("Error reading value 'Texture' from %s.", m_sSpritePath) );
FatalError( ssprintf("Error reading value 'Texture' from %s.", m_sSpritePath) );
CString sTexturePath = sFontDir + sTextureFile; // save the path of the new texture
@@ -99,7 +100,7 @@ bool Sprite::LoadFromSpriteFile( CString sSpritePath, DWORD dwHints, bool bForce
m_iStateToFrame[i] = ini.GetValueI( "Sprite", sFrameKey );
if( m_iStateToFrame[i] >= m_pTexture->GetNumFrames() )
HELPER.FatalError( ssprintf("In '%s', %s is %d, but the texture %s only has %d frames.",
FatalError( ssprintf("In '%s', %s is %d, but the texture %s only has %d frames.",
m_sSpritePath, sFrameKey, m_iStateToFrame[i], sTexturePath, m_pTexture->GetNumFrames()) );
m_fDelay[i] = (float)ini.GetValueF( "Sprite", sDelayKey );
@@ -120,10 +121,18 @@ bool Sprite::LoadFromSpriteFile( CString sSpritePath, DWORD dwHints, bool bForce
return true;
}
bool Sprite::LoadTexture( CString sTexturePath, DWORD dwHints, bool bForceReload )
void Sprite::UnloadTexture()
{
if( m_pTexture != NULL ) // If there was a previous bitmap...
TEXTURE->UnloadTexture( m_sTexturePath ); // Unload it.
m_pTexture = NULL;
m_sTexturePath = "";
}
bool Sprite::LoadTexture( CString sTexturePath, DWORD dwHints, bool bForceReload )
{
if( m_pTexture != NULL ) // If there was a previous bitmap...
UnloadTexture();
m_sTexturePath = sTexturePath;