More string fixes
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
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@@ -112,7 +112,7 @@ public:
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CAnimParamType()
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: m_type(kAnimParamTypeInvalid) {}
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CAnimParamType(const string& name)
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CAnimParamType(const AZStd::string& name)
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{
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*this = name;
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}
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@@ -128,17 +128,12 @@ public:
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m_type = type;
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}
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void operator =(const string& name)
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{
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m_type = kAnimParamTypeByString;
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m_name = name;
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}
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void operator =(const AZStd::string& name)
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{
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m_type = kAnimParamTypeByString;
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m_name = name;
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}
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// Convert to enum. This needs to be explicit,
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// otherwise operator== will be ambiguous
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AnimParamType GetType() const { return m_type; }
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@@ -1437,7 +1432,7 @@ inline void SAnimContext::Serialize(XmlNodeRef& xmlNode, bool bLoading)
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{
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if (sequence)
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{
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string fullname = sequence->GetName();
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AZStd::string fullname = sequence->GetName();
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xmlNode->setAttr("sequence", fullname.c_str());
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}
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xmlNode->setAttr("dt", dt);
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@@ -46,7 +46,7 @@ public:
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virtual AZ::EntityId CreateCanvas() = 0;
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//! Load a UI Canvas from in-game
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virtual AZ::EntityId LoadCanvas(const string& assetIdPathname) = 0;
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virtual AZ::EntityId LoadCanvas(const AZStd::string& assetIdPathname) = 0;
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//! Create an empty UI Canvas (for the UI editor)
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//
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@@ -54,7 +54,7 @@ public:
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virtual AZ::EntityId CreateCanvasInEditor(UiEntityContext* entityContext) = 0;
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//! Load a UI Canvas from the UI editor
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virtual AZ::EntityId LoadCanvasInEditor(const string& assetIdPathname, const string& sourceAssetPathname, UiEntityContext* entityContext) = 0;
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virtual AZ::EntityId LoadCanvasInEditor(const AZStd::string& assetIdPathname, const AZStd::string& sourceAssetPathname, UiEntityContext* entityContext) = 0;
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//! Reload a UI Canvas from xml. For use in the editor for the undo system only
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virtual AZ::EntityId ReloadCanvasFromXml(const AZStd::string& xmlString, UiEntityContext* entityContext) = 0;
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@@ -65,7 +65,7 @@ public:
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//! Get a loaded canvas by path name
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//! NOTE: this only searches canvases loaded in the game (not the editor)
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virtual AZ::EntityId FindLoadedCanvasByPathName(const string& assetIdPathname) = 0;
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virtual AZ::EntityId FindLoadedCanvasByPathName(const AZStd::string& assetIdPathname) = 0;
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//! Release a canvas from use either in-game or in editor, destroy UI Canvas if no longer used in either
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virtual void ReleaseCanvas(AZ::EntityId canvas, bool forEditor = false) = 0;
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@@ -74,10 +74,10 @@ public:
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virtual void ReleaseCanvasDeferred(AZ::EntityId canvas) = 0;
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//! Load a sprite object.
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virtual ISprite* LoadSprite(const string& pathname) = 0;
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virtual ISprite* LoadSprite(const AZStd::string& pathname) = 0;
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//! Create a sprite that references the specified render target
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virtual ISprite* CreateSprite(const string& renderTargetName) = 0;
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virtual ISprite* CreateSprite(const AZStd::string& renderTargetName) = 0;
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//! Check if a sprite's texture asset exists. The .sprite sidecar file is optional and is not checked
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virtual bool DoesSpriteTextureAssetExist(const AZStd::string& pathname) = 0;
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