CString -> RString
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@@ -17,7 +17,7 @@ BGAnimation::~BGAnimation()
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DeleteAllChildren();
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}
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static bool CompareLayerNames( const CString& s1, const CString& s2 )
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static bool CompareLayerNames( const RString& s1, const RString& s2 )
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{
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int i1, i2;
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int ret;
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@@ -29,12 +29,12 @@ static bool CompareLayerNames( const CString& s1, const CString& s2 )
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return i1 < i2;
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}
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void BGAnimation::AddLayersFromAniDir( const CString &_sAniDir, const XNode *pNode )
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void BGAnimation::AddLayersFromAniDir( const RString &_sAniDir, const XNode *pNode )
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{
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const CString& sAniDir = _sAniDir;
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const RString& sAniDir = _sAniDir;
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{
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vector<CString> vsLayerNames;
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vector<RString> vsLayerNames;
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FOREACH_CONST_Child( pNode, pLayer )
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{
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if( strncmp(pLayer->m_sName, "Layer", 5) == 0 )
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@@ -44,16 +44,16 @@ void BGAnimation::AddLayersFromAniDir( const CString &_sAniDir, const XNode *pNo
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sort( vsLayerNames.begin(), vsLayerNames.end(), CompareLayerNames );
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FOREACH_CONST( CString, vsLayerNames, s )
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FOREACH_CONST( RString, vsLayerNames, s )
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{
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const CString &sLayer = *s;
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const RString &sLayer = *s;
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const XNode* pKey = pNode->GetChild( sLayer );
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ASSERT( pKey );
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CString sImportDir;
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RString sImportDir;
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if( pKey->GetAttrValue("Import", sImportDir) )
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{
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CString expr;
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RString expr;
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if( pKey->GetAttrValue("Condition",expr) )
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{
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if( !LuaHelpers::RunExpressionB( expr ) )
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@@ -69,7 +69,7 @@ void BGAnimation::AddLayersFromAniDir( const CString &_sAniDir, const XNode *pNo
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ASSERT_M( IsADirectory(sImportDir), sImportDir + " isn't a directory" );
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CString sPathToIni = sImportDir + "BGAnimation.ini";
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RString sPathToIni = sImportDir + "BGAnimation.ini";
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IniFile ini2;
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ini2.ReadFile( sPathToIni );
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@@ -87,20 +87,20 @@ void BGAnimation::AddLayersFromAniDir( const CString &_sAniDir, const XNode *pNo
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}
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}
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void BGAnimation::LoadFromAniDir( const CString &_sAniDir )
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void BGAnimation::LoadFromAniDir( const RString &_sAniDir )
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{
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DeleteAllChildren();
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if( _sAniDir.empty() )
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return;
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CString sAniDir = _sAniDir;
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RString sAniDir = _sAniDir;
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if( sAniDir.Right(1) != "/" )
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sAniDir += "/";
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ASSERT_M( IsADirectory(sAniDir), sAniDir + " isn't a directory" );
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CString sPathToIni = sAniDir + "BGAnimation.ini";
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RString sPathToIni = sAniDir + "BGAnimation.ini";
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if( DoesFileExist(sPathToIni) )
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{
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@@ -123,7 +123,7 @@ void BGAnimation::LoadFromAniDir( const CString &_sAniDir )
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// This is an old style BGAnimation (not using .ini)
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// loading a directory of layers
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vector<CString> asImagePaths;
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vector<RString> asImagePaths;
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ASSERT( sAniDir != "" );
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GetDirListing( sAniDir+"*.png", asImagePaths, false, true );
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@@ -137,7 +137,7 @@ void BGAnimation::LoadFromAniDir( const CString &_sAniDir )
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for( unsigned i=0; i<asImagePaths.size(); i++ )
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{
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const CString sPath = asImagePaths[i];
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const RString sPath = asImagePaths[i];
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if( Basename(sPath).Left(1) == "_" )
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continue; // don't directly load files starting with an underscore
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BGAnimationLayer* pLayer = new BGAnimationLayer;
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@@ -147,7 +147,7 @@ void BGAnimation::LoadFromAniDir( const CString &_sAniDir )
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}
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}
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void BGAnimation::LoadFromNode( const CString& sDir, const XNode* pNode )
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void BGAnimation::LoadFromNode( const RString& sDir, const XNode* pNode )
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{
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ActorFrame::LoadFromNode( sDir, pNode );
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