void TileSet::LoadResources(gd::Project &game) { try { gd::ImageResource & image = dynamic_cast<gd::ImageResource&>(game.GetResourcesManager().GetResource(textureName)); //Load the resource into a wxBitmap (IDE only) and also get its SFMLTextureWrapper #if defined(GD_IDE_ONLY) && !defined(GD_NO_WX_GUI) //Force to change the working directory to make it work wxString oldWorkingDir = wxGetCwd(); wxSetWorkingDirectory(wxFileName::FileName(game.GetProjectFile()).GetPath()); #endif m_tilesetTexture = game.GetImageManager()->GetSFMLTexture(textureName); #if defined(GD_IDE_ONLY) && !defined(GD_NO_WX_GUI) wxSetWorkingDirectory(oldWorkingDir); if ( wxFileExists(image.GetAbsoluteFile(game)) ) { m_tilesetBitmap.LoadFile(image.GetAbsoluteFile(game), wxBITMAP_TYPE_ANY); } #endif //Readjust the m_collidable std::vector according to the number of tiles m_collidable.resize(GetTilesCount(), true); } catch(...) { m_tilesetTexture = std::shared_ptr<SFMLTextureWrapper>(); } }
void TileSet::LoadResources(gd::Project &game) { m_dirty = true; if(game.GetResourcesManager().HasResource(textureName)) { gd::ImageResource & image = dynamic_cast<gd::ImageResource&>(game.GetResourcesManager().GetResource(textureName)); //Load the resource into a wxBitmap (IDE only) and also get its SFMLTextureWrapper #if defined(GD_IDE_ONLY) && !defined(GD_NO_WX_GUI) //Force to change the working directory to make it work wxString oldWorkingDir = wxGetCwd(); wxSetWorkingDirectory(wxFileName::FileName(game.GetProjectFile()).GetPath()); #endif m_tilesetTexture = game.GetImageManager()->GetSFMLTexture(textureName); #if defined(GD_IDE_ONLY) && !defined(GD_NO_WX_GUI) wxSetWorkingDirectory(oldWorkingDir); if ( wxFileExists(image.GetAbsoluteFile(game)) ) { wxBitmap bmp( image.GetAbsoluteFile(game), wxBITMAP_TYPE_ANY); m_tilesetBitmap = bmp; } #endif } else { m_tilesetTexture = std::shared_ptr<SFMLTextureWrapper>(); } }
void Box3DObject::LoadResources(gd::Project & project, gd::Layout & layout) { frontTexture = project.GetImageManager()->GetSFMLTexture(frontTextureName); topTexture = project.GetImageManager()->GetSFMLTexture(topTextureName); bottomTexture = project.GetImageManager()->GetSFMLTexture(bottomTextureName) ; leftTexture = project.GetImageManager()->GetSFMLTexture(leftTextureName); rightTexture = project.GetImageManager()->GetSFMLTexture(rightTextureName); backTexture = project.GetImageManager()->GetSFMLTexture(backTextureName); }
void SpriteObject::LoadResources(gd::Project & project, gd::Layout & layout) { for ( std::size_t j = 0; j < animations.size();j++ ) { Animation & anim = animations[j]; for ( std::size_t k = 0;k < anim.GetDirectionsCount();k++ ) { for ( std::size_t l = 0;l < anim.GetDirection(k).GetSpritesCount();l++ ) { Sprite & sprite = anim.GetDirection(k).GetSprite(l); sprite.LoadImage(project.GetImageManager()->GetSFMLTexture(sprite.GetImageName())); } } } }
void TiledSpriteObject::LoadResources(gd::Project & project, gd::Layout & layout) { texture = project.GetImageManager()->GetSFMLTexture(textureName); }