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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program 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 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: INIAnimation.cpp /////////////////////////////////////////////////////////////////////////
- // Author: Colin Day, July 2002
- // Desc: Parsing animation INI entries for 2D image animations
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/INI.h"
- #include "GameClient/Anim2D.h"
- //-------------------------------------------------------------------------------------------------
- /** Parse animation entry */
- //-------------------------------------------------------------------------------------------------
- void INI::parseAnim2DDefinition( INI* ini )
- {
- AsciiString name;
- Anim2DTemplate *animTemplate;
- // read the name
- const char* c = ini->getNextToken();
- name.set( c );
- //
- // find existing item if present, note that we do not support overrides
- // in the animations like we do in systems that are more "design" oriented, images
- // are assets as they are
- //
- if( !TheAnim2DCollection )
- {
- //We don't need it if we're in the builder... which doesn't have this.
- return;
- } // end if
- // find existing animation template if present
- animTemplate = TheAnim2DCollection->findTemplate( name );
- if( animTemplate == NULL )
- {
- // item not found, create a new one
- animTemplate = TheAnim2DCollection->newTemplate( name );
- DEBUG_ASSERTCRASH( animTemplate, ("INI""parseAnim2DDefinition - unable to allocate animation template for '%s'\n",
- name.str()) );
- } // end if
- else
- {
- // we're loading over an existing animation template ... something is probably wrong
- DEBUG_CRASH(( "INI::parseAnim2DDefinition - Animation template '%s' already exists\n",
- animTemplate->getName().str() ));
- return;
- } // end else
- // parse the ini definition
- ini->initFromINI( animTemplate, animTemplate->getFieldParse() );
- } // end parseAnim2DDefinition
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