Implement loading of .meg files using the Resource manager

- I extract pixel data from the resource without using QuickDraw
- Both resource-fork and data-fork .meg files work

Related changes:
- The custom graphics textures are now wrapped in a custom class
- bmp images are loaded if a meg is not found

Incidental changes:
- Various TODO notes
- Fix cScenario::spec_strs skipping several strings and potentially fetching out-of-bound entries
- oopsError now uses string streams instead of sprintf
This commit is contained in:
2014-04-12 01:09:37 -04:00
parent 4db8a0943b
commit a6a030052c
17 changed files with 658 additions and 186 deletions

View File

@@ -64,7 +64,7 @@
shouldUseLaunchSchemeArgsEnv = "YES"
savedToolIdentifier = ""
useCustomWorkingDirectory = "NO"
buildConfiguration = "Release"
buildConfiguration = "Debug"
debugDocumentVersioning = "YES">
<BuildableProductRunnable>
<BuildableReference