More string fixes

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
This commit is contained in:
Esteban Papp
2021-07-29 15:53:32 -07:00
parent 95c6fd83ea
commit 99bf5e54c4
43 changed files with 439 additions and 432 deletions
+3 -8
View File
@@ -112,7 +112,7 @@ public:
CAnimParamType()
: m_type(kAnimParamTypeInvalid) {}
CAnimParamType(const string& name)
CAnimParamType(const AZStd::string& name)
{
*this = name;
}
@@ -128,17 +128,12 @@ public:
m_type = type;
}
void operator =(const string& name)
{
m_type = kAnimParamTypeByString;
m_name = name;
}
void operator =(const AZStd::string& name)
{
m_type = kAnimParamTypeByString;
m_name = name;
}
// Convert to enum. This needs to be explicit,
// otherwise operator== will be ambiguous
AnimParamType GetType() const { return m_type; }
@@ -1437,7 +1432,7 @@ inline void SAnimContext::Serialize(XmlNodeRef& xmlNode, bool bLoading)
{
if (sequence)
{
string fullname = sequence->GetName();
AZStd::string fullname = sequence->GetName();
xmlNode->setAttr("sequence", fullname.c_str());
}
xmlNode->setAttr("dt", dt);
+5 -5
View File
@@ -46,7 +46,7 @@ public:
virtual AZ::EntityId CreateCanvas() = 0;
//! Load a UI Canvas from in-game
virtual AZ::EntityId LoadCanvas(const string& assetIdPathname) = 0;
virtual AZ::EntityId LoadCanvas(const AZStd::string& assetIdPathname) = 0;
//! Create an empty UI Canvas (for the UI editor)
//
@@ -54,7 +54,7 @@ public:
virtual AZ::EntityId CreateCanvasInEditor(UiEntityContext* entityContext) = 0;
//! Load a UI Canvas from the UI editor
virtual AZ::EntityId LoadCanvasInEditor(const string& assetIdPathname, const string& sourceAssetPathname, UiEntityContext* entityContext) = 0;
virtual AZ::EntityId LoadCanvasInEditor(const AZStd::string& assetIdPathname, const AZStd::string& sourceAssetPathname, UiEntityContext* entityContext) = 0;
//! Reload a UI Canvas from xml. For use in the editor for the undo system only
virtual AZ::EntityId ReloadCanvasFromXml(const AZStd::string& xmlString, UiEntityContext* entityContext) = 0;
@@ -65,7 +65,7 @@ public:
//! Get a loaded canvas by path name
//! NOTE: this only searches canvases loaded in the game (not the editor)
virtual AZ::EntityId FindLoadedCanvasByPathName(const string& assetIdPathname) = 0;
virtual AZ::EntityId FindLoadedCanvasByPathName(const AZStd::string& assetIdPathname) = 0;
//! Release a canvas from use either in-game or in editor, destroy UI Canvas if no longer used in either
virtual void ReleaseCanvas(AZ::EntityId canvas, bool forEditor = false) = 0;
@@ -74,10 +74,10 @@ public:
virtual void ReleaseCanvasDeferred(AZ::EntityId canvas) = 0;
//! Load a sprite object.
virtual ISprite* LoadSprite(const string& pathname) = 0;
virtual ISprite* LoadSprite(const AZStd::string& pathname) = 0;
//! Create a sprite that references the specified render target
virtual ISprite* CreateSprite(const string& renderTargetName) = 0;
virtual ISprite* CreateSprite(const AZStd::string& renderTargetName) = 0;
//! Check if a sprite's texture asset exists. The .sprite sidecar file is optional and is not checked
virtual bool DoesSpriteTextureAssetExist(const AZStd::string& pathname) = 0;