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https://github.com/TorqueGameEngines/Torque3D.git
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Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption Removed unneeded MainEditor mockup module Removed some unused/duplicate image assets from the tools
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83b0432283
commit
5525f8ecdd
1708 changed files with 19619 additions and 4596 deletions
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@ -140,8 +140,8 @@ SFXDevice *SFXALProvider::createDevice( const String& deviceName, bool useHardwa
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( _findDeviceInfo( deviceName) );
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// Do we find one to create?
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if ( info )
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return new SFXALDevice( this, mOpenAL, info->name, useHardware, maxBuffers );
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if (info)
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return new SFXALDevice(this, mOpenAL, info->name, useHardware, maxBuffers);
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return NULL;
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}
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@ -167,7 +167,7 @@ bool SFXProfile::preload( bool server, String &errorStr )
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// Validate the datablock... has nothing to do with mPreload.
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if( !server &&
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NetConnection::filesWereDownloaded() &&
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( mFilename.isEmpty() || !SFXResource::exists( mFilename ) ) )
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( mFilename == StringTable->EmptyString() || !SFXResource::exists( mFilename ) ) )
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return false;
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return true;
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@ -180,10 +180,10 @@ void SFXProfile::packData(BitStream* stream)
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Parent::packData( stream );
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char buffer[256];
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if ( mFilename.isEmpty() )
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if ( mFilename == StringTable->EmptyString())
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buffer[0] = 0;
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else
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dStrncpy( buffer, mFilename.c_str(), 256 );
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dStrncpy( buffer, mFilename, 256 );
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stream->writeString( buffer );
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stream->writeFlag( mPreload );
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@ -263,7 +263,7 @@ void SFXProfile::_onResourceChanged( const Torque::Path& path )
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if( mPreload && !mDescription->mIsStreaming )
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{
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if( !_preloadBuffer() )
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Con::errorf( "SFXProfile::_onResourceChanged() - failed to preload '%s'", mFilename.c_str() );
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Con::errorf( "SFXProfile::_onResourceChanged() - failed to preload '%s'", mFilename );
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}
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mChangedSignal.trigger( this );
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@ -283,7 +283,7 @@ bool SFXProfile::_preloadBuffer()
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Resource<SFXResource>& SFXProfile::getResource()
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{
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if( !mResource && !mFilename.isEmpty() )
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if( !mResource && mFilename != StringTable->EmptyString())
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mResource = SFXResource::load( mFilename );
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return mResource;
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@ -317,7 +317,7 @@ SFXBuffer* SFXProfile::_createBuffer()
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// Try to create through SFXDevie.
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if( !mFilename.isEmpty() && SFX )
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if( mFilename != StringTable->EmptyString() && SFX )
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{
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buffer = SFX->_createBuffer( mFilename, mDescription );
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if( buffer )
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@ -325,7 +325,7 @@ SFXBuffer* SFXProfile::_createBuffer()
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#ifdef TORQUE_DEBUG
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const SFXFormat& format = buffer->getFormat();
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Con::printf( "%s SFX: %s (%i channels, %i kHz, %.02f sec, %i kb)",
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mDescription->mIsStreaming ? "Streaming" : "Loaded", mFilename.c_str(),
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mDescription->mIsStreaming ? "Streaming" : "Loaded", mFilename,
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format.getChannels(),
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format.getSamplesPerSecond() / 1000,
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F32( buffer->getDuration() ) / 1000.0f,
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@ -93,7 +93,7 @@ class SFXProfile : public SFXTrack
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/// The sound filename. If no extension is specified
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/// the system will try .wav first then other formats.
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String mFilename;
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StringTableEntry mFilename;
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/// If true the sound data will be loaded from
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/// disk and possibly cached with the active
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@ -155,6 +155,10 @@ class SFXProfile : public SFXTrack
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/// Returns the sound filename.
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const String& getSoundFileName() const { return mFilename; }
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void setSoundFileName(StringTableEntry filename) { mFilename = filename; }
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bool getPreload() const { return mPreload; }
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void setPreload(bool preload) { mPreload = preload; }
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/// @note This has nothing to do with mPreload.
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/// @see SimDataBlock::preload
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@ -73,6 +73,7 @@ class SFXTrack : public SimDataBlock
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/// Returns the description object for this sound profile.
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SFXDescription* getDescription() const { return mDescription; }
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void setDescription(SFXDescription* desc) { mDescription = desc; }
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///
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StringTableEntry getParameter( U32 index ) const
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