void FileUtils::loadFilenameLookupDictionaryFromFile(const std::string &filename)
{
    const std::string fullPath = fullPathForFilename(filename);
    if (fullPath.length() > 0)
    {
        ValueMap dict = FileUtils::getInstance()->getValueMapFromFile(fullPath);
        if (!dict.empty())
        {
            ValueMap& metadata =  dict["metadata"].asValueMap();
            int version = metadata["version"].asInt();
            if (version != 1)
            {
                CCLOG("cocos2d: ERROR: Invalid filenameLookup dictionary version: %d. Filename: %s", version, filename.c_str());
                return;
            }
            setFilenameLookupDictionary( dict["filenames"].asValueMap());
        }
    }
}
Esempio n. 2
0
void CCFileUtils::loadFilenameLookupDictionaryFromFile(const char* filename)
{
    std::string fullPath = this->fullPathForFilename(filename);
    if (fullPath.length() > 0)
    {
        CCDictionary* pDict = CCDictionary::createWithContentsOfFile(fullPath.c_str());
        if (pDict)
        {
            CCDictionary* pMetadata = (CCDictionary*)pDict->objectForKey("metadata");
            int version = ((CCString*)pMetadata->objectForKey("version"))->intValue();
            if (version != 1)
            {
                CCLOG("cocos2d: ERROR: Invalid filenameLookup dictionary version: %ld. Filename: %s", (long)version, filename);
                return;
            }
            setFilenameLookupDictionary((CCDictionary*)pDict->objectForKey("filenames"));
        }
    }
}
Esempio n. 3
0
void TestFilenameLookup::onEnter()
{
    FileUtilsDemo::onEnter();

    auto sharedFileUtils = FileUtils::getInstance();

    ValueMap dict;
    dict["grossini.bmp"] = Value("Images/grossini.png");
    dict["grossini.xcf"] = Value("Images/grossini.png");

    sharedFileUtils->setFilenameLookupDictionary(dict);

    // Instead of loading carlitos.xcf, it will load grossini.png
    auto sprite = Sprite::create("grossini.xcf");
    this->addChild(sprite);

    auto s = Director::getInstance()->getWinSize();
    sprite->setPosition(s.width/2, s.height/2);
}