consider all files in Splash directory

actorid
scrawl 12 years ago
parent 6acbea822b
commit 84a4fd56c3

@ -163,9 +163,8 @@ void OMW::Engine::loadBSA()
std::cout << "Data dir " << dataDirectory << std::endl;
Bsa::addDir(dataDirectory, mFSStrict);
// Workaround: Mygui does not find textures in non-BSA subfolders, _unless_ they are explicitely added like this
// For splash screens, this is OK to do, but eventually we will need an investigation why this is necessary
Bsa::addDir(dataDirectory + "/Splash", mFSStrict);
// Workaround until resource listing capabilities are added to DirArchive, we need those to list available splash screens
addResourcesDirectory (dataDirectory);
}
}

@ -216,9 +216,13 @@ namespace MWGui
{
std::string start = it->substr(0, 6);
boost::to_lower(start);
if (start == "splash")
splash.push_back (*it);
}
mBackgroundImage->setImageTexture (splash[rand() % splash.size()]);
std::string randomSplash = splash[rand() % splash.size()];
Ogre::TexturePtr tex = Ogre::TextureManager::getSingleton ().load (randomSplash, "General");
mBackgroundImage->setImageTexture (randomSplash);
}
}

@ -375,7 +375,7 @@ void addBSA(const std::string& name, const std::string& group)
{
insertBSAFactory();
ResourceGroupManager::getSingleton().
addResourceLocation(name, "BSA", group);
addResourceLocation(name, "BSA", group, true);
}
void addDir(const std::string& name, const bool& fs, const std::string& group)
@ -384,7 +384,7 @@ void addDir(const std::string& name, const bool& fs, const std::string& group)
insertDirFactory();
ResourceGroupManager::getSingleton().
addResourceLocation(name, "Dir", group);
addResourceLocation(name, "Dir", group, true);
}
}

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