本文整理汇总了C++中ADGameDescList::push_back方法的典型用法代码示例。如果您正苦于以下问题:C++ ADGameDescList::push_back方法的具体用法?C++ ADGameDescList::push_back怎么用?C++ ADGameDescList::push_back使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ADGameDescList
的用法示例。
在下文中一共展示了ADGameDescList::push_back方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: detectGameFilebased
/**
* Check for each ADFileBasedFallback record whether all files listed
* in it are present. If multiple pass this test, we pick the one with
* the maximal number of matching files. In case of a tie, the entry
* coming first in the list is chosen.
*/
static ADGameDescList detectGameFilebased(const FileMap &allFiles, const ADParams ¶ms) {
const ADFileBasedFallback *ptr;
const char* const* filenames;
int maxNumMatchedFiles = 0;
const ADGameDescription *matchedDesc = 0;
for (ptr = params.fileBasedFallback; ptr->desc; ++ptr) {
const ADGameDescription *agdesc = (const ADGameDescription *)ptr->desc;
int numMatchedFiles = 0;
bool fileMissing = false;
for (filenames = ptr->filenames; *filenames; ++filenames) {
debug(3, "++ %s", *filenames);
if (!allFiles.contains(*filenames)) {
fileMissing = true;
break;
}
numMatchedFiles++;
}
if (!fileMissing) {
debug(4, "Matched: %s", agdesc->gameid);
if (numMatchedFiles > maxNumMatchedFiles) {
matchedDesc = agdesc;
maxNumMatchedFiles = numMatchedFiles;
debug(4, "and overridden");
}
}
}
ADGameDescList matched;
if (matchedDesc) { // We got a match
matched.push_back(matchedDesc);
if (params.flags & kADFlagPrintWarningOnFileBasedFallback) {
printf("Your game version has been detected using filename matching as a\n");
printf("variant of %s.\n", matchedDesc->gameid);
printf("If this is an original and unmodified version, please report any\n");
printf("information previously printed by ScummVM to the team.\n");
}
}
return matched;
}
示例2: fname
//.........这里部分代码省略.........
for (fileDesc = g->desc.filesDescriptions; fileDesc->fileName; fileDesc++) {
// Get the next filename, stripping off any '1' suffix character
char tempFilename[50];
strcpy(tempFilename, fileDesc->fileName);
char *pOne = strchr(tempFilename, '1');
if (pOne) {
do {
*pOne = *(pOne + 1);
pOne++;
} while (*pOne);
}
Common::String fname(tempFilename);
if (allFiles.contains(fname) && !filesSizeMD5.contains(fname)) {
SizeMD5 tmp;
Common::File testFile;
if (testFile.open(allFiles[fname])) {
tmp.size = (int32)testFile.size();
tmp.md5 = computeStreamMD5AsString(testFile, detectionParams.md5Bytes);
} else {
tmp.size = -1;
}
filesSizeMD5[fname] = tmp;
}
}
}
ADGameDescList matched;
int maxFilesMatched = 0;
// MD5 based matching
for (g = &Tinsel::gameDescriptions[0]; g->desc.gameid != 0; ++g) {
if (strcmp(g->desc.gameid, "dw2") != 0)
continue;
bool fileMissing = false;
if ((detectionParams.flags & kADFlagUseExtraAsHint) && !extra.empty() && g->desc.extra != extra)
continue;
bool allFilesPresent = true;
// Try to match all files for this game
for (fileDesc = g->desc.filesDescriptions; fileDesc->fileName; fileDesc++) {
// Get the next filename, stripping off any '1' suffix character
char tempFilename[50];
strcpy(tempFilename, fileDesc->fileName);
char *pOne = strchr(tempFilename, '1');
if (pOne) {
do {
*pOne = *(pOne + 1);
pOne++;
} while (*pOne);
}
Common::String tstr(tempFilename);
if (!filesSizeMD5.contains(tstr)) {
fileMissing = true;
allFilesPresent = false;
break;
}
if (fileDesc->md5 != NULL && fileDesc->md5 != filesSizeMD5[tstr].md5) {
fileMissing = true;
break;
}
if (fileDesc->fileSize != -1 && fileDesc->fileSize != filesSizeMD5[tstr].size) {
fileMissing = true;
break;
}
}
if (!fileMissing) {
// Count the number of matching files. Then, only keep those
// entries which match a maximal amount of files.
int curFilesMatched = 0;
for (fileDesc = g->desc.filesDescriptions; fileDesc->fileName; fileDesc++)
curFilesMatched++;
if (curFilesMatched > maxFilesMatched) {
maxFilesMatched = curFilesMatched;
matched.clear(); // Remove any prior, lower ranked matches.
matched.push_back((const ADGameDescription *)g);
} else if (curFilesMatched == maxFilesMatched) {
matched.push_back((const ADGameDescription *)g);
}
}
}
// We didn't find a match
if (matched.empty())
return NULL;
return *matched.begin();
}
示例3: detectGame
//.........这里部分代码省略.........
}
}
ADGameDescList matched;
int maxFilesMatched = 0;
bool gotAnyMatchesWithAllFiles = false;
// MD5 based matching
uint i;
for (i = 0, descPtr = params.descs; ((const ADGameDescription *)descPtr)->gameid != 0; descPtr += params.descItemSize, ++i) {
g = (const ADGameDescription *)descPtr;
bool fileMissing = false;
// Do not even bother to look at entries which do not have matching
// language and platform (if specified).
if ((language != Common::UNK_LANG && g->language != Common::UNK_LANG && g->language != language
&& !(language == Common::EN_ANY && (g->flags & ADGF_ADDENGLISH))) ||
(platform != Common::kPlatformUnknown && g->platform != Common::kPlatformUnknown && g->platform != platform)) {
continue;
}
if ((params.flags & kADFlagUseExtraAsHint) && !extra.empty() && g->extra != extra)
continue;
bool allFilesPresent = true;
int curFilesMatched = 0;
// Try to match all files for this game
for (fileDesc = g->filesDescriptions; fileDesc->fileName; fileDesc++) {
Common::String tstr = fileDesc->fileName;
if (!filesSizeMD5.contains(tstr)) {
fileMissing = true;
allFilesPresent = false;
break;
}
if (fileDesc->md5 != NULL && fileDesc->md5 != filesSizeMD5[tstr].md5) {
debug(3, "MD5 Mismatch. Skipping (%s) (%s)", fileDesc->md5, filesSizeMD5[tstr].md5.c_str());
fileMissing = true;
break;
}
if (fileDesc->fileSize != -1 && fileDesc->fileSize != filesSizeMD5[tstr].size) {
debug(3, "Size Mismatch. Skipping");
fileMissing = true;
break;
}
debug(3, "Matched file: %s", tstr.c_str());
curFilesMatched++;
}
// We found at least one entry with all required files present.
// That means that we got new variant of the game.
//
// Without this check we would have erroneous checksum display
// where only located files will be enlisted.
//
// Potentially this could rule out variants where some particular file
// is really missing, but the developers should better know about such
// cases.
if (allFilesPresent)
gotAnyMatchesWithAllFiles = true;
if (!fileMissing) {
debug(2, "Found game: %s (%s %s/%s) (%d)", g->gameid, g->extra,
getPlatformDescription(g->platform), getLanguageDescription(g->language), i);
if (curFilesMatched > maxFilesMatched) {
debug(2, " ... new best match, removing all previous candidates");
maxFilesMatched = curFilesMatched;
matched.clear(); // Remove any prior, lower ranked matches.
matched.push_back(g);
} else if (curFilesMatched == maxFilesMatched) {
matched.push_back(g);
} else {
debug(2, " ... skipped");
}
} else {
debug(5, "Skipping game: %s (%s %s/%s) (%d)", g->gameid, g->extra,
getPlatformDescription(g->platform), getLanguageDescription(g->language), i);
}
}
// We didn't find a match
if (matched.empty()) {
if (!filesSizeMD5.empty() && gotAnyMatchesWithAllFiles) {
reportUnknown(parent, filesSizeMD5);
}
// Filename based fallback
if (params.fileBasedFallback != 0)
matched = detectGameFilebased(allFiles, params);
}
return matched;
}
示例4: detectGame
ADGameDescList AdvancedMetaEngine::detectGame(const Common::FSNode &parent, const FileMap &allFiles, Common::Language language, Common::Platform platform, const Common::String &extra) const {
ADFilePropertiesMap filesProps;
const ADGameFileDescription *fileDesc;
const ADGameDescription *g;
const byte *descPtr;
debug(3, "Starting detection in dir '%s'", parent.getPath().c_str());
// Check which files are included in some ADGameDescription *and* are present.
// Compute MD5s and file sizes for these files.
for (descPtr = _gameDescriptors; ((const ADGameDescription *)descPtr)->gameId != 0; descPtr += _descItemSize) {
g = (const ADGameDescription *)descPtr;
for (fileDesc = g->filesDescriptions; fileDesc->fileName; fileDesc++) {
Common::String fname = fileDesc->fileName;
ADFileProperties tmp;
if (filesProps.contains(fname))
continue;
if (getFileProperties(parent, allFiles, *g, fname, tmp)) {
debug(3, "> '%s': '%s'", fname.c_str(), tmp.md5.c_str());
filesProps[fname] = tmp;
}
}
}
ADGameDescList matched;
ADGameIdList matchedGameIds;
int maxFilesMatched = 0;
bool gotAnyMatchesWithAllFiles = false;
// MD5 based matching
uint i;
for (i = 0, descPtr = _gameDescriptors; ((const ADGameDescription *)descPtr)->gameId != 0; descPtr += _descItemSize, ++i) {
g = (const ADGameDescription *)descPtr;
bool fileMissing = false;
// Do not even bother to look at entries which do not have matching
// language and platform (if specified).
if ((language != Common::UNK_LANG && g->language != Common::UNK_LANG && g->language != language
&& !(language == Common::EN_ANY && (g->flags & ADGF_ADDENGLISH))) ||
(platform != Common::kPlatformUnknown && g->platform != Common::kPlatformUnknown && g->platform != platform)) {
continue;
}
if ((_flags & kADFlagUseExtraAsHint) && !extra.empty() && g->extra != extra)
continue;
bool allFilesPresent = true;
int curFilesMatched = 0;
bool hashOrSizeMismatch = false;
// Try to match all files for this game
for (fileDesc = g->filesDescriptions; fileDesc->fileName; fileDesc++) {
Common::String tstr = fileDesc->fileName;
if (!filesProps.contains(tstr)) {
fileMissing = true;
allFilesPresent = false;
break;
}
if (hashOrSizeMismatch)
continue;
if (fileDesc->md5 != NULL && fileDesc->md5 != filesProps[tstr].md5) {
debug(3, "MD5 Mismatch. Skipping (%s) (%s)", fileDesc->md5, filesProps[tstr].md5.c_str());
fileMissing = true;
hashOrSizeMismatch = true;
continue;
}
if (fileDesc->fileSize != -1 && fileDesc->fileSize != filesProps[tstr].size) {
debug(3, "Size Mismatch. Skipping");
fileMissing = true;
hashOrSizeMismatch = true;
continue;
}
debug(3, "Matched file: %s", tstr.c_str());
curFilesMatched++;
}
// We found at least one entry with all required files present.
// That means that we got new variant of the game.
//
// Without this check we would have erroneous checksum display
// where only located files will be enlisted.
//
// Potentially this could rule out variants where some particular file
// is really missing, but the developers should better know about such
// cases.
if (allFilesPresent) {
gotAnyMatchesWithAllFiles = true;
if (!matchedGameIds.size() || strcmp(matchedGameIds.back(), g->gameId) != 0)
matchedGameIds.push_back(g->gameId);
}
//.........这里部分代码省略.........