Remove AUTO_VAR macro and _toString function (#592)
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@@ -61,10 +61,10 @@ void TextureMap::stitch()
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unordered_map<TextureHolder *, vector<Texture *> * > textures; // = new HashMap<TextureHolder, List<Texture>>();
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Stitcher *stitcher = TextureManager::getInstance()->createStitcher(name);
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for(AUTO_VAR(it,texturesByName.begin()); it != texturesByName.end(); ++it)
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for(auto& it : texturesByName)
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{
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delete it->second;
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delete it.second;
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}
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texturesByName.clear();
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animatedTextures.clear();
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@@ -80,9 +80,9 @@ void TextureMap::stitch()
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// Extract frames from textures and add them to the stitchers
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//for (final String name : texturesToRegister.keySet())
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for(AUTO_VAR(it, texturesToRegister.begin()); it != texturesToRegister.end(); ++it)
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for(auto& it : texturesToRegister)
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{
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wstring name = it->first;
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wstring name = it.first;
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wstring filename = path + name + extension;
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@@ -113,11 +113,10 @@ void TextureMap::stitch()
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stitchResult = stitcher->constructTexture(m_mipMap);
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// Extract all the final positions and store them
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AUTO_VAR(areas, stitcher->gatherAreas());
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//for (StitchSlot slot : stitcher.gatherAreas())
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for(AUTO_VAR(it, areas->begin()); it != areas->end(); ++it)
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auto areas = stitcher->gatherAreas();
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//for (StitchSlot slot : stitcher.gatherAreas())
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for(auto& slot : *areas)
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{
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StitchSlot *slot = *it;
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TextureHolder *textureHolder = slot->getHolder();
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Texture *texture = textureHolder->getTexture();
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@@ -126,13 +125,13 @@ void TextureMap::stitch()
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vector<Texture *> *frames = textures.find(textureHolder)->second;
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StitchedTexture *stored = NULL;
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AUTO_VAR(itTex, texturesToRegister.find(textureName) );
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if(itTex != texturesToRegister.end() ) stored = itTex->second;
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auto itTex = texturesToRegister.find(textureName);
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if(itTex != texturesToRegister.end() ) stored = itTex->second;
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// [EB]: What is this code for? debug warnings for when during transition?
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bool missing = false;
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if (stored == NULL)
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if (stored)
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{
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missing = true;
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stored = StitchedTexture::create(textureName);
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@@ -159,7 +158,6 @@ void TextureMap::stitch()
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TexturePack *texturePack = Minecraft::GetInstance()->skins->getSelected();
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bool requiresFallback = !texturePack->hasFile(L"\\" + textureName + L".png", false);
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//try {
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InputStream *fileStream = texturePack->getResource(L"\\" + path + animationDefinitionFile, requiresFallback);
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//Minecraft::getInstance()->getLogger().info("Found animation info for: " + animationDefinitionFile);
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@@ -170,8 +168,6 @@ void TextureMap::stitch()
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BufferedReader br(&isr);
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stored->loadAnimationFrames(&br);
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delete fileStream;
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//} catch (IOException ignored) {
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//}
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}
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}
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delete areas;
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@@ -179,9 +175,9 @@ void TextureMap::stitch()
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missingPosition = texturesByName.find(NAME_MISSING_TEXTURE)->second;
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//for (StitchedTexture texture : texturesToRegister.values())
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for(AUTO_VAR(it, texturesToRegister.begin() ); it != texturesToRegister.end(); ++it)
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for(auto& it : texturesToRegister)
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{
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StitchedTexture *texture = it->second;
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StitchedTexture *texture = it.second;
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texture->replaceWith(missingPosition);
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}
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@@ -199,10 +195,10 @@ StitchedTexture *TextureMap::getTexture(const wstring &name)
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void TextureMap::cycleAnimationFrames()
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{
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//for (StitchedTexture texture : animatedTextures)
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for(AUTO_VAR(it, animatedTextures.begin() ); it != animatedTextures.end(); ++it)
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for(auto& texture : animatedTextures)
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{
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StitchedTexture *texture = *it;
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texture->cycleFrames();
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if ( texture )
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texture->cycleFrames();
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}
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}
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@@ -225,8 +221,8 @@ Icon *TextureMap::registerIcon(const wstring &name)
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// TODO: [EB]: Why do we allow multiple registrations?
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StitchedTexture *result = NULL;
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AUTO_VAR(it, texturesToRegister.find(name));
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if(it != texturesToRegister.end()) result = it->second;
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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 == NULL)
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{
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