- Removed three TODOs from ContentReader.
- Worked on a TODO in AudioEngine - Worked on TODOs in ContentManager - fixed another bunch of TODOs which doesn't need work or are very simple and solved directly
This commit is contained in:
parent
091b91ee05
commit
571ae26707
@ -56,7 +56,7 @@ namespace ANX.Framework.Audio
|
||||
{
|
||||
public class AudioEngine : IDisposable
|
||||
{
|
||||
public const int ContentVersion=0;//ToDo find the original value
|
||||
public const int ContentVersion = 0x27;
|
||||
|
||||
|
||||
public AudioEngine(string settingsFile)
|
||||
|
@ -193,7 +193,8 @@ namespace ANX.Framework.Content
|
||||
throw new ArgumentNullException("assetName");
|
||||
}
|
||||
|
||||
// TODO: make clean asset name
|
||||
assetName = TitleContainer.GetCleanPath(assetName);
|
||||
|
||||
object result;
|
||||
if (this.loadedAssets.TryGetValue(assetName, out result))
|
||||
{
|
||||
@ -243,10 +244,15 @@ namespace ANX.Framework.Content
|
||||
/// <returns></returns>
|
||||
protected virtual Stream OpenStream(string assetName)
|
||||
{
|
||||
// TODO: catch exception and throw a ContentLoadException
|
||||
|
||||
string path = Path.Combine(rootDirectoryAbsolute, assetName + Extension);
|
||||
return new FileStream(path, FileMode.Open, FileAccess.Read, FileShare.Read);
|
||||
try
|
||||
{
|
||||
string path = Path.Combine(rootDirectoryAbsolute, assetName + Extension);
|
||||
return new FileStream(path, FileMode.Open, FileAccess.Read, FileShare.Read);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
throw new ContentLoadException("failed to open stream for '" + assetName + "'", ex);
|
||||
}
|
||||
}
|
||||
|
||||
protected void ThrowExceptionIfDisposed()
|
||||
|
@ -175,7 +175,11 @@ namespace ANX.Framework.Content
|
||||
bool isCompressed = (flags & 0x80) != 0;
|
||||
|
||||
int sizeOnDisk = reader.ReadInt32();
|
||||
// TODO: check stream length
|
||||
|
||||
if (input.CanSeek && ((sizeOnDisk - 10) > (input.Length - input.Position)))
|
||||
{
|
||||
throw new ContentLoadException("Bad XNB file size.");
|
||||
}
|
||||
|
||||
if (isCompressed)
|
||||
{
|
||||
@ -399,13 +403,17 @@ namespace ANX.Framework.Content
|
||||
|
||||
public override float ReadSingle()
|
||||
{
|
||||
// TODO: this is handeled with unsafe code in the original implementation, dont know for what reason
|
||||
// This is handeled with unsafe code in the original implementation.
|
||||
// The original implementation reads as UInt32 and does some pointer magic to copy the UInt bits into the float.
|
||||
// The same "pointer magic" is done by the ReadSingle method of the binary reader already.
|
||||
return base.ReadSingle();
|
||||
}
|
||||
|
||||
public override double ReadDouble()
|
||||
{
|
||||
// TODO: this is handeled with unsafe code in the original implementation, dont know for what reason
|
||||
// This is handeled with unsafe code in the original implementation.
|
||||
// The original implementation reads as UInt64 and does some pointer magic to copy the UInt bits into the float.
|
||||
// The same "pointer magic" is done by the ReadDouble method of the binary reader already.
|
||||
return base.ReadDouble();
|
||||
}
|
||||
|
||||
|
@ -59,5 +59,12 @@ namespace ANX.Framework
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
internal static string GetCleanPath(string path)
|
||||
{
|
||||
//TODO: implement
|
||||
|
||||
return path;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -168,7 +168,7 @@ namespace ANX.InputSystem.Recording
|
||||
byte writeOffset = 0;
|
||||
if ((recordInfo & MouseRecordInfo.AllButtons) != 0) //Any of the Buttons is recorded
|
||||
{
|
||||
buffer[writeOffset] |= state.LeftButton == ButtonState.Pressed ? (byte)MouseButtons.Left : (byte)0; //TODO: Is there a byte literal? (like 118L or 91.8f)
|
||||
buffer[writeOffset] |= state.LeftButton == ButtonState.Pressed ? (byte)MouseButtons.Left : (byte)0;
|
||||
buffer[writeOffset] |= state.RightButton == ButtonState.Pressed ? (byte)MouseButtons.Right : (byte)0;
|
||||
buffer[writeOffset] |= state.MiddleButton == ButtonState.Pressed ? (byte)MouseButtons.Middle : (byte)0;
|
||||
buffer[writeOffset] |= state.XButton1 == ButtonState.Pressed ? (byte)MouseButtons.X1 : (byte)0;
|
||||
|
@ -111,7 +111,6 @@ namespace ANX.Framework.Windows.DX10
|
||||
|
||||
public void Apply(GraphicsDevice graphicsDevice)
|
||||
{
|
||||
//TODO: dummy
|
||||
((GraphicsDeviceWindowsDX10)graphicsDevice.NativeDevice).currentEffect = this;
|
||||
}
|
||||
|
||||
|
@ -210,7 +210,7 @@ namespace ANX.Framework.Windows.DX10
|
||||
|
||||
this.depthStencilView = new DepthStencilView(device, this.depthStencilBuffer);
|
||||
|
||||
Clear(ClearOptions.DepthBuffer | ClearOptions.Stencil, Vector4.Zero, 1.0f, 0); //TODO: this workaround is working but maybe not the best solution to issue #472
|
||||
Clear(ClearOptions.DepthBuffer | ClearOptions.Stencil, Vector4.Zero, 1.0f, 0); // this workaround is working but maybe not the best solution to issue #472
|
||||
}
|
||||
|
||||
#region Clear
|
||||
|
@ -94,6 +94,8 @@ namespace ANX.Framework.Windows.GL3
|
||||
// StaticDraw: set once, use often
|
||||
// DynamicDraw: set frequently, use repeatadly
|
||||
// StreamDraw: set every tick, use once
|
||||
|
||||
// comment from glatzemann: I think static draw should be right HERE. DynamicDraw should be used for DynamicIndexbuffer. StreamDraw shouldn't be used I think.
|
||||
usageHint = BufferUsageHint.DynamicDraw;
|
||||
|
||||
GL.GenBuffers(1, out bufferHandle);
|
||||
|
@ -111,7 +111,6 @@ namespace ANX.RenderSystem.Windows.DX11
|
||||
|
||||
public void Apply(GraphicsDevice graphicsDevice)
|
||||
{
|
||||
//TODO: dummy
|
||||
((GraphicsDeviceWindowsDX11)graphicsDevice.NativeDevice).currentEffect = this;
|
||||
}
|
||||
|
||||
|
@ -33,14 +33,12 @@ namespace Kinect
|
||||
{
|
||||
spriteBatch = new SpriteBatch(GraphicsDevice);
|
||||
|
||||
// TODO: Verwenden Sie this.Content, um Ihren Spiel-Inhalt hier zu laden
|
||||
}
|
||||
|
||||
protected override void Update(GameTime gameTime)
|
||||
{
|
||||
//TODO: reactivate
|
||||
//if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
|
||||
// this.Exit();
|
||||
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
|
||||
this.Exit();
|
||||
|
||||
kinectState = MotionSensingDevice.GetState();
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user