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Fix animation editor problems: Undo buffer memory hoarding, add warning if saving failed.

Thanks to Peri for finally making me fix this.
This commit is contained in:
fgenesis 2013-12-28 04:42:02 +01:00
commit a9712944ed
4 changed files with 17 additions and 6 deletions

View file

@ -846,15 +846,20 @@ void AnimationLayer::update(float dt)
}
}
void SkeletalSprite::saveSkeletal(const std::string &fn)
bool SkeletalSprite::saveSkeletal(const std::string &fn)
{
std::string file, filename=fn;
stringToLower(filename);
if (!secondaryAnimationPath.empty())
{
createDir(secondaryAnimationPath);
file = secondaryAnimationPath + filename + ".xml";
}
else
{
file = animationPath + filename + ".xml";
}
int i = 0;
TiXmlDocument& xml = _retrieveSkeletalXML(file);
@ -1032,7 +1037,7 @@ void SkeletalSprite::saveSkeletal(const std::string &fn)
animations.InsertEndChild(animation);
}
xml.InsertEndChild(animations);
xml.SaveFile(file);
return xml.SaveFile(file);
}
int SkeletalSprite::getBoneIdx(Bone *b)

View file

@ -203,7 +203,7 @@ public:
SkeletalSprite();
void loadSkeletal(const std::string &fn);
void saveSkeletal(const std::string &fn);
bool saveSkeletal(const std::string &fn);
void loadSkin(const std::string &fn);
Bone *getBoneByIdx(int idx);