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