Forráskód Böngészése

C++11-combat: hopefully the last std::to_string to replace.

Kim Kulling 9 éve
szülő
commit
5cb4df80ad

+ 2 - 1
code/AMFImporter_Postprocess.cpp

@@ -51,6 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 // Header files, Assimp.
 #include "SceneCombiner.h"
 #include "StandardShapes.h"
+#include "StringUtils.h"
 
 // Header files, stdlib.
 #include <algorithm>
@@ -950,7 +951,7 @@ nl_clean_loop:
 		pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
 		for(const SPP_Texture& tex_convd: mTexture_Converted)
 		{
-			const aiString texture_id(AI_EMBEDDED_TEXNAME_PREFIX + std::to_string(idx));
+			const aiString texture_id(AI_EMBEDDED_TEXNAME_PREFIX + to_string(idx));
 			const int mode = aiTextureOp_Multiply;
 			const int repeat = tex_convd.Tiled ? 1 : 0;
 

+ 4 - 3
code/ColladaExporter.cpp

@@ -48,6 +48,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include "fast_atof.h"
 #include "SceneCombiner.h"
 #include "DefaultIOSystem.h"
+#include "StringUtils.h"
 #include "XMLTools.h"
 #include <assimp/IOSystem.hpp>
 #include <assimp/Exporter.hpp>
@@ -637,7 +638,7 @@ void ColladaExporter::WriteMaterials()
     aiString name;
     if( mat->Get( AI_MATKEY_NAME, name) != aiReturn_SUCCESS )
       name = "mat";
-    materials[a].name = std::string( "m") + std::to_string(a) + name.C_Str();
+    materials[a].name = std::string( "m") + to_string(a) + name.C_Str();
     for( std::string::iterator it = materials[a].name.begin(); it != materials[a].name.end(); ++it ) {
       if( !isalnum_C( *it ) ) {
         *it = '_';
@@ -813,7 +814,7 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
     {
         if( mesh->HasTextureCoords( a) )
         {
-            WriteFloatArray( idstr + "-tex" + std::to_string(a), mesh->mNumUVComponents[a] == 3 ? FloatType_TexCoord3 : FloatType_TexCoord2,
+            WriteFloatArray( idstr + "-tex" + to_string(a), mesh->mNumUVComponents[a] == 3 ? FloatType_TexCoord3 : FloatType_TexCoord2,
                 (ai_real*) mesh->mTextureCoords[a], mesh->mNumVertices);
         }
     }
@@ -822,7 +823,7 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
     for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a)
     {
         if( mesh->HasVertexColors( a) )
-            WriteFloatArray( idstr + "-color" + std::to_string(a), FloatType_Color, (ai_real*) mesh->mColors[a], mesh->mNumVertices);
+            WriteFloatArray( idstr + "-color" + to_string(a), FloatType_Color, (ai_real*) mesh->mColors[a], mesh->mNumVertices);
     }
 
     // assemble vertex structure

+ 5 - 1
code/ColladaExporter.h

@@ -53,6 +53,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include <vector>
 #include <map>
 
+#include "StringUtils.h"
+
 struct aiScene;
 struct aiNode;
 
@@ -122,7 +124,9 @@ protected:
     void PopTag() { ai_assert( startstr.length() > 1); startstr.erase( startstr.length() - 2); }
 
     /// Creates a mesh ID for the given mesh
-    std::string GetMeshId( size_t pIndex) const { return std::string( "meshId" ) + std::to_string(pIndex); }
+    std::string GetMeshId( size_t pIndex) const {
+        return std::string( "meshId" ) + to_string(pIndex);
+    }
 
 public:
     /// Stringstream to write all output into

+ 1 - 1
code/ColladaParser.cpp

@@ -300,7 +300,7 @@ void ColladaParser::ReadAnimationClipLibrary()
 				else if (indexID >= 0)
 					animName = mReader->getAttributeValue(indexID);
 				else
-					animName = std::string("animation_") + std::to_string(mAnimationClipLibrary.size());
+					animName = std::string("animation_") + to_string(mAnimationClipLibrary.size());
 
 				std::pair<std::string, std::vector<std::string> > clip;