示例#1
0
App::App()
	:
	BApplication(kAutoFilerSignature)
{
	LoadFolders();
	StartWatching();
}
示例#2
0
bool AnimationSet2D::EndLoad()
{
    // Actually load the folders and animations now
    if (!loadXMLFile_)
        return false;

    XMLElement rootElem = loadXMLFile_->GetRoot("spriter_data");
    if (!LoadFolders(rootElem))
    {
        loadXMLFile_.Reset();
        return false;
    }

    XMLElement entityElem = rootElem.GetChild("entity");
    if (!entityElem)
    {
        LOGERROR("Could not find entity");
        loadXMLFile_.Reset();
        return false;
    }
    
    for (XMLElement animationElem = entityElem.GetChild("animation"); animationElem; animationElem = animationElem.GetNext("animation"))
    {
        if (!LoadAnimation(animationElem))
        {
            loadXMLFile_.Reset();
            return false;
        }
    }

    loadXMLFile_.Reset();
    return true;
}
示例#3
0
bool AnimationSet2D::BeginLoad(Deserializer& source)
{
    loadXMLFile_ = new XMLFile(context_);
    if (!loadXMLFile_->Load(source))
    {
        LOGERROR("Load XML failed " + source.GetName());
        loadXMLFile_.Reset();
        return false;
    }

    XMLElement rootElem = loadXMLFile_->GetRoot("spriter_data");
    if (!rootElem)
    {
        LOGERROR("Invalid spriter file " + source.GetName());
        loadXMLFile_.Reset();
        return false;
    }
    
    // When async loading, preprocess folders for spritesheet / sprite files and request them for background loading
    if (GetAsyncLoadState() == ASYNC_LOADING)
    {
        if (!LoadFolders(rootElem))
        {
            loadXMLFile_.Reset();
            return false;
        }
    }

    return true;
}
BOOL SpecialFolderEditor::OnInitDialog()
{
	BOOL bRet = CEditor::OnInitDialog();
	LoadFolders();
	return bRet;
}