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Filesystem handling is now more flexible
- removed CResourceLoader class in favor of one that implements resource loader interface - removed global pool of files, in favour of more dynamic approach - renamed some files to match current situation All these changes are needed mostly for future mod manager + .zip support
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@ -7,7 +7,7 @@
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#include "../client/CGameInfo.h"
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#include "../lib/JsonNode.h"
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#include "../lib/GameConstants.h"
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#include "../lib/filesystem/CResourceLoader.h"
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#include "../lib/filesystem/Filesystem.h"
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/*
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* CMusicHandler.cpp, part of VCMI engine
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@ -139,7 +139,7 @@ Mix_Chunk *CSoundHandler::GetSoundChunk(soundBase::soundID soundID)
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// Load and insert
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try
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{
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auto data = CResourceHandler::get()->loadData(ResourceID(std::string("SOUNDS/") + fname, EResType::SOUND));
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auto data = CResourceHandler::get()->load(ResourceID(std::string("SOUNDS/") + fname, EResType::SOUND))->readAll();
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SDL_RWops *ops = SDL_RWFromMem(data.first.release(), data.second);
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Mix_Chunk *chunk;
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@ -162,7 +162,7 @@ Mix_Chunk *CSoundHandler::GetSoundChunk(std::string &sound)
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// Load and insert
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try
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{
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auto data = CResourceHandler::get()->loadData(ResourceID(std::string("SOUNDS/") + sound, EResType::SOUND)); //TODO: allow other sound folders?
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auto data = CResourceHandler::get()->load(ResourceID(std::string("SOUNDS/") + sound, EResType::SOUND))->readAll();
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SDL_RWops *ops = SDL_RWFromMem(data.first.release(), data.second);
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Mix_Chunk *chunk;
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@ -477,7 +477,7 @@ void MusicEntry::load(std::string musicURI)
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logGlobal->traceStream()<<"Loading music file "<<musicURI;
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music = Mix_LoadMUS(CResourceHandler::get()->getResourceName(ResourceID(musicURI, EResType::MUSIC)).c_str());
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music = Mix_LoadMUS(CResourceHandler::get()->getResourceName(ResourceID(musicURI, EResType::MUSIC))->c_str());
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if(!music)
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{
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