/*
	This method loads all the sprite types found in the provided sprite type list file
	into the game state manager, including their images.
*/
bool PoseurSpriteTypesImporter::loadSpriteTypes(Game *game, wstring spriteTypesListFileName)
{
	int slashIndex = spriteTypesListFileName.rfind('/');
	dir = string(spriteTypesListFileName.begin(), spriteTypesListFileName.end()).substr(0, slashIndex+1);
	const char *spriteTypesListFile = newCharArrayFromWstring(spriteTypesListFileName);
	bool success = loadSpriteTypesListInfo(spriteTypesListFile);
	if (!success) return false;
	for (unsigned int i = 0; i < spriteTypes.size(); i++)
	{
		success = loadSpriteTypeInfo(spriteTypes[i]);
		if (!success) return false;
	}

	TextureManager *tm = game->getGraphics()->getWorldTextureManager();
	WStringTable *wStringTable = tm->getWStringTable();

	// NOW LET'S USE ALL THE INFO WE'VE LOADED 
	// LET'S START BY LOADING THE TEXTURES INTO THE WORLD TEXTURE MANAGER
	for (unsigned int i = 0; i < spriteTypes.size(); i++)
	{
		string spriteType = spriteTypes[i];
		unsigned int offset = wStringTable->getNumWStringsInTable();
		map<int, string> images = spriteTypesImages[spriteType];
		for (int j = 0; j < images.size(); j++)
		{
			string imageToLoad = images[j];
			wstring wImageToLoad(imageToLoad.begin(), imageToLoad.end());
			tm->loadTexture(wImageToLoad);
		}

		AnimatedSpriteType *ast = new AnimatedSpriteType();
		unsigned int spriteTypeId = game->getGSM()->getSpriteManager()->addSpriteType(ast);
		ast->setSpriteTypeID(spriteTypeId);
		Dimensions dim = spriteTypesDimensions[spriteType];
		ast->setTextureSize(dim.width, dim.height);
		
		map<string, vector<Pose>> animations = spriteTypesAnimationsLists[spriteType];
		map<string, vector<Pose>>::iterator it = animations.begin();
		while (it != animations.end())
		{
			string key = it->first;
			wstring wKey(key.begin(), key.end());
			ast->addAnimationSequence(wKey);
			vector<Pose> poseList = it->second;
			vector<Pose>::iterator poseIt = poseList.begin();
			while (poseIt != poseList.end())
			{
				Pose pose = *poseIt;
				ast->addAnimationFrame(wKey, pose.imageId + offset - 1, pose.duration);
				poseIt++;
			}				
			it++;
		}
	}


	return true;
}
Esempio n. 2
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bool Localization::has(wchar_t* key)
{
    wstring wKey(key);
#ifdef _DEBUG
    if (wKey.empty()) return false;

    bool r = mMenu.find(wKey) == mMenu.end();
    if (r)
    {
        dwprintf(L"Not Found: %s\n", key);
    }
    return !r;
#else
    return !wKey.empty() && mMenu.find(wKey) != mMenu.end();
#endif
}
Esempio n. 3
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wstring Localization::get(wchar_t* key, const wchar_t* def)
{
    wstring wKey(key);
    return get(wKey, def);
}