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forked from 0ad/0ad
0ad/source/graphics/SkeletonAnimManager.cpp
janwas 8a52113e60 huge cleanup and conversion of most string handling (especially paths) to unicode
please note: format strings must be %hs for char* arguments and %ls for
wchar_t*

This was SVN commit r7161.
2009-11-03 21:46:35 +00:00

93 lines
2.8 KiB
C++

/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Owner of all skeleton animations
*/
#include "precompiled.h"
#include "SkeletonAnimManager.h"
#include "graphics/ColladaManager.h"
#include "graphics/Model.h"
#include "graphics/SkeletonAnimDef.h"
#include "ps/CLogger.h"
#include "ps/FileIo.h"
#define LOG_CATEGORY L"graphics"
///////////////////////////////////////////////////////////////////////////////
// CSkeletonAnimManager constructor
CSkeletonAnimManager::CSkeletonAnimManager(CColladaManager& colladaManager)
: m_ColladaManager(colladaManager)
{
}
///////////////////////////////////////////////////////////////////////////////
// CSkeletonAnimManager destructor
CSkeletonAnimManager::~CSkeletonAnimManager()
{
typedef std::map<VfsPath,CSkeletonAnimDef*>::iterator Iter;
for (Iter i = m_Animations.begin(); i != m_Animations.end(); ++i)
delete i->second;
}
///////////////////////////////////////////////////////////////////////////////
// GetAnimation: return a given animation by filename; return null if filename
// doesn't refer to valid animation file
CSkeletonAnimDef* CSkeletonAnimManager::GetAnimation(const VfsPath& pathname)
{
VfsPath name = fs::change_extension(pathname, L"");
// Find if it's already been loaded
std::map<VfsPath, CSkeletonAnimDef*>::iterator iter = m_Animations.find(name);
if (iter != m_Animations.end())
return iter->second;
CSkeletonAnimDef* def = NULL;
// Find the file to load
VfsPath psaFilename = m_ColladaManager.GetLoadableFilename(name, CColladaManager::PSA);
if (psaFilename.empty())
{
LOG(CLogger::Error, LOG_CATEGORY, L"Could not load animation '%ls'", pathname.string().c_str());
def = NULL;
}
else
{
try
{
def = CSkeletonAnimDef::Load(psaFilename);
}
catch (PSERROR_File&)
{
// ignore errors (they'll be logged elsewhere)
}
}
if (def)
LOG(CLogger::Normal, LOG_CATEGORY, L"CSkeletonAnimManager::GetAnimation(%ls): Loaded successfully", pathname.string().c_str());
else
LOG(CLogger::Error, LOG_CATEGORY, L"CSkeletonAnimManager::GetAnimation(%ls): Failed loading, marked file as bad", pathname.string().c_str());
// Add to map
m_Animations[name] = def; // NULL if failed to load - we won't try loading it again
return def;
}