Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
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@@ -22,8 +22,8 @@ TextureMap::TextureMap(int type, const wstring &name, const wstring &path, Buffe
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this->missingTexture = missingTexture;
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// 4J Initialisers
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missingPosition = nullptr;
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stitchResult = nullptr;
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missingPosition = NULL;
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stitchResult = NULL;
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m_mipMap = mipmap;
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}
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@@ -37,7 +37,7 @@ void TextureMap::stitch()
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//for (Tile tile : Tile.tiles)
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for(unsigned int i = 0; i < Tile::TILE_NUM_COUNT; ++i)
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{
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if (Tile::tiles[i] != nullptr)
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if (Tile::tiles[i] != NULL)
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{
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Tile::tiles[i]->registerIcons(this);
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}
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@@ -51,7 +51,7 @@ void TextureMap::stitch()
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for(unsigned int i = 0; i < Item::ITEM_NUM_COUNT; ++i)
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{
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Item *item = Item::items[i];
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if (item != nullptr && item->getIconType() == iconType)
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if (item != NULL && item->getIconType() == iconType)
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{
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item->registerIcons(this);
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}
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@@ -89,7 +89,7 @@ void TextureMap::stitch()
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// TODO: [EB] Put the frames into a proper object, not this inside out hack
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vector<Texture *> *frames = TextureManager::getInstance()->createTextures(filename, m_mipMap);
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if (frames == nullptr || frames->empty())
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if (frames == NULL || frames->empty())
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{
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continue; // Couldn't load a texture, skip it
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}
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@@ -124,7 +124,7 @@ void TextureMap::stitch()
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vector<Texture *> *frames = textures.find(textureHolder)->second;
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StitchedTexture *stored = nullptr;
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StitchedTexture *stored = NULL;
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auto itTex = texturesToRegister.find(textureName);
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if(itTex != texturesToRegister.end() ) stored = itTex->second;
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@@ -188,7 +188,7 @@ void TextureMap::stitch()
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StitchedTexture *TextureMap::getTexture(const wstring &name)
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{
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StitchedTexture *result = texturesByName.find(name)->second;
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if (result == nullptr) result = missingPosition;
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if (result == NULL) result = missingPosition;
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return result;
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}
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@@ -212,7 +212,7 @@ Icon *TextureMap::registerIcon(const wstring &name)
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{
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if (name.empty())
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{
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app.DebugPrintf("Don't register nullptr\n");
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app.DebugPrintf("Don't register NULL\n");
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#ifndef _CONTENT_PACKAGE
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__debugbreak();
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#endif
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@@ -220,11 +220,11 @@ Icon *TextureMap::registerIcon(const wstring &name)
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}
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// TODO: [EB]: Why do we allow multiple registrations?
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StitchedTexture *result = nullptr;
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StitchedTexture *result = NULL;
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auto it = texturesToRegister.find(name);
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if(it != texturesToRegister.end()) result = it->second;
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if (result == nullptr)
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if (result == NULL)
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{
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result = StitchedTexture::create(name);
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texturesToRegister.insert( stringStitchedTextureMap::value_type(name, result) );
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