Use a separaet asset class for library object to avoid hardcoding
the name of library directory (and avoid searching for files in more than one directory).
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@ -114,13 +114,14 @@ FileManager::FileManager()
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m_subdir_name[GFX ] = "gfx";
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m_subdir_name[GRANDPRIX ] = "grandprix";
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m_subdir_name[GUI ] = "gui";
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m_subdir_name[LIBRARY ] = "library";
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m_subdir_name[MODEL ] = "models";
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m_subdir_name[MUSIC ] = "music";
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m_subdir_name[TRANSLATION] = "po";
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m_subdir_name[TEXTURE ] = "textures";
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m_subdir_name[SFX ] = "sfx";
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m_subdir_name[SKIN ] = "skins";
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m_subdir_name[SHADER ] = "shaders";
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m_subdir_name[TEXTURE ] = "textures";
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m_subdir_name[TRANSLATION] = "po";
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#ifdef __APPLE__
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// irrLicht's createDevice method has a nasty habit of messing the CWD.
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// since the code above may rely on it, save it to be able to restore
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@ -48,7 +48,7 @@ public:
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* The last entry ASSET_COUNT specifies the number of entries. */
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enum AssetType {ASSET_MIN,
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CHALLENGE=ASSET_MIN,
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FONT, GFX, GRANDPRIX, GUI, MODEL, MUSIC,
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FONT, GFX, GRANDPRIX, GUI, LIBRARY, MODEL, MUSIC,
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SFX, SHADER, SKIN, TEXTURE, TRANSLATION,
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ASSET_MAX = TRANSLATION,
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ASSET_COUNT};
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@ -1939,7 +1939,8 @@ void Track::loadObjects(const XMLNode* root, const std::string& path, ModelDefin
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node->get("scale", &scale);
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XMLNode* libroot;
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std::string lib_path = file_manager->getAsset("library/" + name)+"/";
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std::string lib_path =
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file_manager->getAsset(FileManager::LIBRARY, name)+"/";
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bool create_lod_definitions = true;
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if (library_nodes.find(name) == library_nodes.end())
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