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.
This commit is contained in:
janwas
2009-11-03 21:46:35 +00:00
parent a46f3432f3
commit 8a52113e60
317 changed files with 2517 additions and 2588 deletions
+4 -4
View File
@@ -35,7 +35,7 @@
#include "ps/Profile.h"
#include "ps/CLogger.h"
#define LOG_CATEGORY "graphics"
#define LOG_CATEGORY L"graphics"
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Constructor
@@ -213,9 +213,9 @@ void CModel::CalcAnimatedObjectBound(CSkeletonAnimDef* anim,CBound& result)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// BuildAnimation: load raw animation frame animation from given file, and build a
// animation specific to this model
CSkeletonAnim* CModel::BuildAnimation(const char* filename, const char* name, float speed, double actionpos, double actionpos2)
CSkeletonAnim* CModel::BuildAnimation(const VfsPath& pathname, const char* name, float speed, double actionpos, double actionpos2)
{
CSkeletonAnimDef* def = m_SkeletonAnimManager.GetAnimation(filename);
CSkeletonAnimDef* def = m_SkeletonAnimManager.GetAnimation(pathname);
if (!def) return NULL;
@@ -395,7 +395,7 @@ bool CModel::SetAnimation(CSkeletonAnim* anim, bool once, float speed, CSkeleton
if (anim->m_AnimDef && anim->m_AnimDef->GetNumKeys() != m_pModelDef->GetNumBones()) {
// mismatch between model's skeleton and animation's skeleton
LOG(CLogger::Error, LOG_CATEGORY, "Mismatch between model's skeleton and animation's skeleton (%lu model bones != %lu animation keys)",
LOG(CLogger::Error, LOG_CATEGORY, L"Mismatch between model's skeleton and animation's skeleton (%lu model bones != %lu animation keys)",
(unsigned long)m_pModelDef->GetNumBones(), (unsigned long)anim->m_AnimDef->GetNumKeys());
return false;
}