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C++ CInifile::r_string方法代码示例

本文整理汇总了C++中CInifile::r_string方法的典型用法代码示例。如果您正苦于以下问题:C++ CInifile::r_string方法的具体用法?C++ CInifile::r_string怎么用?C++ CInifile::r_string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CInifile的用法示例。


在下文中一共展示了CInifile::r_string方法的15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:

void SThunderboltDesc::load						(CInifile& pIni, shared_str const& sect)
{
	create_top_gradient			(pIni, sect);
	create_center_gradient		(pIni, sect);

	name						= sect;
	color_anim					= LALib.FindItem (pIni.r_string ( sect,"color_anim" ));
	VERIFY						(color_anim);
	color_anim->fFPS			= (float)color_anim->iFrameCount;

    // models
	LPCSTR m_name;
	m_name						= pIni.r_string(sect,"lightning_model");
	m_pRender->CreateModel		(m_name);

	/*
    IReader* F			= 0;
	F					= FS.r_open("$game_meshes$",m_name); R_ASSERT2(F,"Empty 'lightning_model'.");
	l_model				= ::Render->model_CreateDM(F);
    FS.r_close			(F);
	*/

    // sound
	m_name				= pIni.r_string(sect,"sound");
    if (m_name&&m_name[0]) snd.create(m_name,st_Effect,sg_Undefined);
}
开发者ID:2asoft,项目名称:xray,代码行数:26,代码来源:thunderbolt.cpp

示例2: ParseDefinitions

void SCarLight::ParseDefinitions(LPCSTR section)
{

	light_render			= ::Render->light_create();
	light_render->set_type	(IRender_Light::SPOT);
	light_render->set_shadow(true);
	glow_render				= ::Render->glow_create();
	//	lanim					= 0;
	//	time2hide				= 0;

	// set bone id
	IKinematics*			pKinematics=smart_cast<IKinematics*>(m_holder->PCar()->Visual());
	CInifile* ini		=	pKinematics->LL_UserData();
	
	Fcolor					clr;
	clr.set					(ini->r_fcolor(section,"color"));
	//clr.mul_rgb				(torch->spot_brightness);
	//fBrightness				= torch->spot_brightness;
	light_render->set_range	(ini->r_float(section,"range"));
	light_render->set_color	(clr);
	light_render->set_cone	(deg2rad(ini->r_float(section,"cone_angle")));
	light_render->set_texture(ini->r_string(section,"spot_texture"));

	glow_render->set_texture(ini->r_string(section,"glow_texture"));
	glow_render->set_color	(clr);
	glow_render->set_radius	(ini->r_float(section,"glow_radius"));
	
	bone_id	= pKinematics->LL_BoneID(ini->r_string(section,"bone"));
	glow_render ->set_active(false);
	light_render->set_active(false);
	pKinematics->LL_SetBoneVisible(bone_id,FALSE,TRUE);

	//lanim					= LALib.FindItem(ini->r_string(section,"animator"));
	
}
开发者ID:2asoft,项目名称:xray,代码行数:35,代码来源:CarLights.cpp

示例3: SFlare

void SThunderboltDesc::create_center_gradient	(CInifile& pIni, shared_str const& sect)
{
	m_GradientCenter			= new SFlare();
    m_GradientCenter->shader 	= pIni.r_string		( sect,"gradient_center_shader" );
    m_GradientCenter->texture	= pIni.r_string		( sect,"gradient_center_texture" );
    m_GradientCenter->fRadius	= pIni.r_fvector2	(sect,"gradient_center_radius"  );
    m_GradientCenter->fOpacity 	= pIni.r_float		( sect,"gradient_center_opacity" );
	m_GradientCenter->m_pFlare->CreateShader		(*m_GradientCenter->shader,*m_GradientCenter->texture);
}
开发者ID:2asoft,项目名称:xray,代码行数:9,代码来源:thunderbolt.cpp

示例4:

void time::load				(CInifile& config)
{
//	Ivector3 tm					={0,0,0};
//	sscanf						(m_identifier.c_str(),"%d:%d:%d",&tm.x,&tm.y,&tm.z);
//	R_ASSERT3					((tm.x>=0)&&(tm.x<24)&&(tm.y>=0)&&(tm.y<60)&&(tm.z>=0)&&(tm.z<60),"Incorrect weather time",m_identifier.c_str());
//	exec_time					= tm.x*3600.f+tm.y*60.f+tm.z;
//	exec_time_loaded			= exec_time;

	m_ambient					= config.r_string(m_identifier, "ambient");
//	ambient						= config.r_fvector3(m_identifier, "ambient_color");
//	clouds_texture_name			= config.r_string(m_identifier, "clouds_texture");
//	far_plane					= config.r_float(m_identifier, 	"far_plane");
//	fog_distance				= config.r_float(m_identifier, 	"fog_distance");
//	fog_density					= config.r_float(m_identifier, 	"fog_density");
//	fog_color					= config.r_fvector3(m_identifier, "fog_color");
//	rain_color					= config.r_fvector3(m_identifier, "rain_color");
//	rain_density				= config.r_float(m_identifier,	"rain_density");
//	sky_color					= config.r_fvector3(m_identifier, "sky_color");
//	sky_rotation				= config.r_float(m_identifier,	"sky_rotation");
	
//	sky_texture_name			= config.r_string(m_identifier, "sky_texture");
//	string_path					st_env;
//	strconcat					(sizeof(st_env), st_env, sky_texture_name.c_str(), "#small");
//	sky_texture_env_name		= st_env;

//	sun_color					= config.r_fvector3(m_identifier, "sun_color");
//	m_fSunShaftsIntensity		= config.r_float(m_identifier,	"sun_shafts_intensity");
	m_sun						= config.r_string(m_identifier, "sun");
	m_thunderbolt_collection	= config.r_string(m_identifier, "thunderbolt_collection");
//	bolt_duration				= config.r_float(m_identifier, 	"bolt_duration");
//	bolt_period					= config.r_float(m_identifier, 	"bolt_period");
//	m_fWaterIntensity			= config.r_float(m_identifier, 	"water_intensity");
//	wind_direction				= config.r_float(m_identifier, 	"wind_direction");
//	wind_velocity				= config.r_float(m_identifier, 	"wind_velocity");

//	hemi_color					= config.r_fvector4(m_identifier, "hemi_color");

//	Fvector2					coords = config.r_fvector2(m_identifier, "sun_dir");
//	sun_dir.setHP				(deg2rad(coords.y), deg2rad(coords.x));

//	clouds_color				= config.r_fvector4(m_identifier, "clouds_color");

//	LPCSTR						clouds = config.r_string(m_identifier, "clouds_color");
//	VERIFY						(_GetItemCount(clouds) == 5);
//	string256					temp;
//	((Fvector&)clouds_color).mul(.5f*(float)atof(_GetItem(clouds,4,temp)));

//	on_device_create			();
	inherited::load				(m_manager, config);
}
开发者ID:2asoft,项目名称:xray,代码行数:50,代码来源:editor_environment_weathers_time.cpp

示例5: attach_Actor

bool CCar::attach_Actor(CGameObject* actor)
{
	if(Owner()||CPHDestroyable::Destroyed()) return false;
	CHolderCustom::attach_Actor(actor);

	IKinematics* K	= smart_cast<IKinematics*>(Visual());
	CInifile* ini	= K->LL_UserData();
	int id;
	if(ini->line_exist("car_definition","driver_place"))
		id=K->LL_BoneID(ini->r_string("car_definition","driver_place"));
	else
	{	
		Owner()->setVisible(0);
		id=K->LL_GetBoneRoot();
	}
	CBoneInstance& instance=K->LL_GetBoneInstance				(u16(id));
	m_sits_transforms.push_back(instance.mTransform);
	OnCameraChange(ectFirst);
	PPhysicsShell()->Enable();
	PPhysicsShell()->add_ObjectContactCallback(ActorObstacleCallback);
//	VisualUpdate();
	processing_activate();
	ReleaseHandBreak();
//	CurrentGameUI()->UIMainIngameWnd->CarPanel().Show(true);
//	CurrentGameUI()->UIMainIngameWnd->CarPanel().SetCarHealth(fEntityHealth/100.f);
	//CurrentGameUI()->UIMainIngameWnd.ShowBattery(true);
	//CBoneData&	bone_data=K->LL_GetData(id);
	//Fmatrix driver_pos_tranform;
	//driver_pos_tranform.setHPB(bone_data.bind_hpb.x,bone_data.bind_hpb.y,bone_data.bind_hpb.z);
	//driver_pos_tranform.c.set(bone_data.bind_translate);
	//m_sits_transforms.push_back(driver_pos_tranform);
	//H_SetParent(actor);

	return true;
}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:35,代码来源:Car.cpp

示例6: ebLoadFromClick

void __fastcall TfrmBonePart::ebLoadFromClick(TObject *Sender)
{
//.
    xr_string temp_fn;
    if (EFS.GetOpenName	( _import_, temp_fn, false, NULL, 0))
    {
        ebClearClick	(Sender);
        CInifile ini	(temp_fn.c_str(), TRUE, TRUE, FALSE);
        string64		buff;
        for(int i=0; i<4; ++i)
        {
            sprintf	(buff,"part_%d",i);
            LPCSTR part_name = ini.r_string(buff, "partition_name");
            E[i]->Text = part_name;
            CInifile::Sect& S 	= ini.r_section(buff);
            CInifile::SectCIt it = S.Data.begin();
            CInifile::SectCIt e = S.Data.end();
            for (; it!=e; ++it)
            {
                if( 0!= stricmp(it->first.c_str(), "partition_name") )
                {
                    FHelper.AppendObject(T[i], it->first.c_str(), false, true);
                }
            }

        }
    }
}
开发者ID:Frankie-666,项目名称:xray-16,代码行数:28,代码来源:BonePart.cpp

示例7:

//-----------------------------------------------------------------------------
// Environment ambient
//-----------------------------------------------------------------------------
void CEnvAmbient::SSndChannel::load(CInifile& config, LPCSTR sect)
{
    m_load_section = sect;

    m_sound_dist.x = config.r_float(m_load_section, "min_distance");
    m_sound_dist.y = config.r_float(m_load_section, "max_distance");
    m_sound_period.x = config.r_s32(m_load_section, "period0");
    m_sound_period.y = config.r_s32(m_load_section, "period1");
    m_sound_period.z = config.r_s32(m_load_section, "period2");
    m_sound_period.w = config.r_s32(m_load_section, "period3");

    // m_sound_period = config.r_ivector4(sect,"sound_period");
    R_ASSERT(m_sound_period.x <= m_sound_period.y && m_sound_period.z <= m_sound_period.w);
    // m_sound_period.mul (1000);// now in ms
    // m_sound_dist = config.r_fvector2(sect,"sound_dist");
    R_ASSERT2(m_sound_dist.y > m_sound_dist.x, sect);

    LPCSTR snds = config.r_string(sect, "sounds");
    u32 cnt = _GetItemCount(snds);
    string_path tmp;
    R_ASSERT3(cnt, "sounds empty", sect);

    m_sounds.resize(cnt);

    for (u32 k = 0; k < cnt; ++k)
    {
        _GetItem(snds, k, tmp);
        m_sounds[k].create(tmp, st_Effect, sg_SourceType);
    }
}
开发者ID:denanden,项目名称:xray-16,代码行数:33,代码来源:Environment_misc.cpp

示例8: net_Spawn

BOOL CWeaponStatMgun::net_Spawn(CSE_Abstract* DC)
{
	if(!inheritedPH::net_Spawn	(DC)) return FALSE;



	IKinematics* K			= smart_cast<IKinematics*>(Visual());
	CInifile* pUserData		= K->LL_UserData(); 

	R_ASSERT2				(pUserData,"Empty WeaponStatMgun user data!");

	m_rotate_x_bone			= K->LL_BoneID	(pUserData->r_string("mounted_weapon_definition","rotate_x_bone"));
	m_rotate_y_bone			= K->LL_BoneID	(pUserData->r_string("mounted_weapon_definition","rotate_y_bone"));
	m_fire_bone				= K->LL_BoneID	(pUserData->r_string("mounted_weapon_definition","fire_bone"));
	m_camera_bone			= K->LL_BoneID	(pUserData->r_string("mounted_weapon_definition","camera_bone"));

	U16Vec fixed_bones;
	fixed_bones.push_back	(K->LL_GetBoneRoot());
	PPhysicsShell()			= P_build_Shell(this,false,fixed_bones);

	CBoneData& bdX			= K->LL_GetData(m_rotate_x_bone); VERIFY(bdX.IK_data.type==jtJoint);
	m_lim_x_rot.set			(bdX.IK_data.limits[0].limit.x,bdX.IK_data.limits[0].limit.y);
	CBoneData& bdY			= K->LL_GetData(m_rotate_y_bone); VERIFY(bdY.IK_data.type==jtJoint);
	m_lim_y_rot.set			(bdY.IK_data.limits[1].limit.x,bdY.IK_data.limits[1].limit.y);
	

	xr_vector<Fmatrix> matrices;
	K->LL_GetBindTransform	(matrices);
	m_i_bind_x_xform.invert	(matrices[m_rotate_x_bone]);
	m_i_bind_y_xform.invert	(matrices[m_rotate_y_bone]);
	m_bind_x_rot			= matrices[m_rotate_x_bone].k.getP();
	m_bind_y_rot			= matrices[m_rotate_y_bone].k.getH();
	m_bind_x.set			(matrices[m_rotate_x_bone].c);
	m_bind_y.set			(matrices[m_rotate_y_bone].c);

	m_cur_x_rot				= m_bind_x_rot;
	m_cur_y_rot				= m_bind_y_rot;
	m_destEnemyDir.setHP	(m_bind_y_rot,m_bind_x_rot);
	XFORM().transform_dir	(m_destEnemyDir);

	inheritedShooting::Light_Create();

	processing_activate		();
	setVisible				(TRUE);
	setEnabled				(TRUE);
	return					TRUE;
}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:47,代码来源:WeaponStatMgun.cpp

示例9: ReadLTX

void st_LevelOptions::ReadLTX(CInifile& ini)
{
	LPCSTR section 	= "level_options";

    u32 vers_op 		= ini.r_u32(section, "version");
    if( vers_op < 0x00000008 )
    {
        ELog.DlgMsg( mtError, "Skipping bad version of level options." );
        return;
    }

    m_FNLevelPath		= ini.r_string 		(section, "level_path");
    m_LevelPrefix		= ini.r_string 		(section, "level_prefix");
    m_BOPText			= ini.r_string_wb	(section, "bop");

    if(vers_op > 0x0000000B)
    	m_map_version		= ini.r_string		(section, "map_version");

    m_BuildParams.LoadLTX(ini);

    m_LightHemiQuality 				= ini.r_u8(section, "light_hemi_quality" );
    m_LightSunQuality 				= ini.r_u8(section, "light_sun_quality" );

    m_mapUsage.SetDefaults			();
    if(vers_op > 0x0000000A)
	{
     m_mapUsage.LoadLTX				(ini,section,false);
    }else
    {

    m_mapUsage.m_GameType.set		(eGameIDDeathmatch ,	ini.r_s32(section, "usage_deathmatch"));
    m_mapUsage.m_GameType.set		(eGameIDTeamDeathmatch, ini.r_s32(section, "usage_teamdeathmatch"));
    m_mapUsage.m_GameType.set		(eGameIDArtefactHunt,	ini.r_s32(section, "usage_artefacthunt"));


	if(vers_op > 0x00000008)
    {
        m_mapUsage.m_GameType.set	(eGameIDCaptureTheArtefact,	ini.r_s32(section, "usage_captretheartefact"));

        m_mapUsage.m_GameType.set	(eGameIDTeamDominationZone,	ini.r_s32(section, "usage_team_domination_zone"));
        if(vers_op==0x00000009)
        	m_mapUsage.m_GameType.set(eGameIDDominationZone,		ini.r_s32(section, "domination_zone"));
        else
        	m_mapUsage.m_GameType.set(eGameIDDominationZone,		ini.r_s32(section, "usage_domination_zone"));
     }
    }
}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:47,代码来源:SceneIO.cpp

示例10:

CCarWeapon::CCarWeapon(CPhysicsShellHolder* obj)
{
	m_bActive	= false;
	m_bAutoFire	= false;
	m_object	= obj;
	m_Ammo		= xr_new<CCartridge>();

	CKinematics* K			= smart_cast<CKinematics*>(m_object->Visual());
	CInifile* pUserData		= K->LL_UserData(); 

	m_rotate_x_bone			= K->LL_BoneID	(pUserData->r_string("mounted_weapon_definition","rotate_x_bone"));
	m_rotate_y_bone			= K->LL_BoneID	(pUserData->r_string("mounted_weapon_definition","rotate_y_bone"));
	m_fire_bone				= K->LL_BoneID	(pUserData->r_string("mounted_weapon_definition","fire_bone"));
	m_min_gun_speed			= pUserData->r_float("mounted_weapon_definition","min_gun_speed");
	m_max_gun_speed			= pUserData->r_float("mounted_weapon_definition","max_gun_speed");
	CBoneData& bdX			= K->LL_GetData(m_rotate_x_bone); //VERIFY(bdX.IK_data.type==jtJoint);
	m_lim_x_rot.set			(bdX.IK_data.limits[0].limit.x,bdX.IK_data.limits[0].limit.y);
	CBoneData& bdY			= K->LL_GetData(m_rotate_y_bone); //VERIFY(bdY.IK_data.type==jtJoint);
	m_lim_y_rot.set			(bdY.IK_data.limits[1].limit.x,bdY.IK_data.limits[1].limit.y);
	

	xr_vector<Fmatrix>					matrices;
	K->LL_GetBindTransform				(matrices);
	m_i_bind_x_xform.invert				(matrices[m_rotate_x_bone]);
	m_i_bind_y_xform.invert				(matrices[m_rotate_y_bone]);
	m_bind_x_rot						= matrices[m_rotate_x_bone].k.getP();
	m_bind_y_rot						= matrices[m_rotate_y_bone].k.getH();
	m_bind_x.set						(matrices[m_rotate_x_bone].c);
	m_bind_y.set						(matrices[m_rotate_y_bone].c);

	m_cur_x_rot							= m_bind_x_rot;
	m_cur_y_rot							= m_bind_y_rot;
	m_destEnemyDir.setHP				(m_bind_y_rot,m_bind_x_rot);
	m_object->XFORM().transform_dir		(m_destEnemyDir);


	inheritedShooting::Light_Create		();
	Load								(pUserData->r_string("mounted_weapon_definition","wpn_section"));
	SetBoneCallbacks					();
	m_object->processing_activate		();

	m_weapon_h							= matrices[m_rotate_y_bone].c.y;
	m_fire_norm.set						(0,1,0);
	m_fire_dir.set						(0,0,1);
	m_fire_pos.set						(0,0,0);
}
开发者ID:NeoAnomaly,项目名称:xray,代码行数:46,代码来源:CarWeapon.cpp

示例11: LoadLTX

//------------------------------------------------------------------------------
bool CGroupObject::LoadLTX(CInifile& ini, LPCSTR sect_name)
{
    u32 version = ini.r_u32(sect_name, "version");
    if (version<0x0011)
    {
        ELog.DlgMsg( mtError, "CGroupObject: unsupported file version. Object can't load.");
        return false;
    }
	CCustomObject::LoadLTX(ini, sect_name);

    Flags32 tmp_flags;tmp_flags.zero();
    if(version<0x0012)
    	tmp_flags.assign(ini.r_u32(sect_name, "flags") );

	// objects
    if(/*IsOpened()*/ tmp_flags.test((1<<0)))
    {    //old opened group save format
        ELog.DlgMsg( mtError, "old opened group save format");
        return false;
/*      
        u32 cnt 	= ini.r_u32			(sect_name, "objects_in_group_count");
        shared_str 		tmp;
    	string128		buff;

        for (u32 k=0; k<cnt; ++k)
        {
			m_ObjectsInGroup.resize				(m_ObjectsInGroup.size()+1);
        	sprintf								(buff,"objects_in_group_%d",k);
        	m_ObjectsInGroup.back().ObjectName	= ini.r_string(sect_name, buff);
        }
*/        
    }else
    {
	    Scene->ReadObjectsLTX			(ini, sect_name, "ingroup", AppendObjectLoadCB, 0);
    }
    VERIFY(m_ObjectsInGroup.size());

   	SetRefName(ini.r_string	(sect_name, "ref_name")) ;
	if (!m_ReferenceName_.size())
        ELog.Msg			(mtError,"ERROR: group '%s' - has empty reference. Corrupted file?", Name);
    

    if(version<0x0012)
    {
        for (ObjectsInGroup::iterator it=m_ObjectsInGroup.begin(); it!=m_ObjectsInGroup.end(); ++it)
            if(it->pObject)
            {
            	it->pObject->m_CO_Flags.set(flObjectInGroup, TRUE);
            	it->pObject->m_CO_Flags.set(flObjectInGroupUnique, TRUE);
            }
    }

    return 			true;
}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:55,代码来源:GroupObject.cpp

示例12: load

void CEnvAmbient::load(
    CInifile& ambients_config,
    CInifile& sound_channels_config,
    CInifile& effects_config,
    const shared_str& sect
    )
{
    m_ambients_config_filename = ambients_config.fname();
    m_load_section = sect;
    string_path tmp;

    // sounds
    LPCSTR channels = ambients_config.r_string(sect, "sound_channels");
    u32 cnt = _GetItemCount(channels);
    // R_ASSERT3 (cnt,"sound_channels empty", sect.c_str());
    m_sound_channels.resize(cnt);

    for (u32 i = 0; i < cnt; ++i)
        m_sound_channels[i] = create_sound_channel(sound_channels_config, _GetItem(channels, i, tmp));

    // effects
    m_effect_period.set(
        iFloor(
        ambients_config.r_float(sect, "min_effect_period")*1000.f
        ),
        iFloor(
        ambients_config.r_float(sect, "max_effect_period")*1000.f
        )
        );
    LPCSTR effs = ambients_config.r_string(sect, "effects");
    cnt = _GetItemCount(effs);
    // R_ASSERT3 (cnt,"effects empty", sect.c_str());

    m_effects.resize(cnt);
    for (u32 k = 0; k < cnt; ++k)
        m_effects[k] = create_effect(effects_config, _GetItem(effs, k, tmp));

    R_ASSERT(!m_sound_channels.empty() || !m_effects.empty());
}
开发者ID:denanden,项目名称:xray-16,代码行数:39,代码来源:Environment_misc.cpp

示例13: LoadMapInfo

void CMapListHelper::LoadMapInfo(LPCSTR map_cfg_fn, const xr_string& map_name, LPCSTR map_ver)
{
	CInifile	ini				(map_cfg_fn);

	shared_str _map_name		= map_name.substr(0,map_name.find('\\')).c_str();
	shared_str _map_ver			= map_ver;

	if(ini.section_exist("map_usage"))
	{
		if(ini.line_exist("map_usage","ver") && !map_ver)
			_map_ver				= ini.r_string("map_usage", "ver");

		CInifile::Sect S			= ini.r_section("map_usage");
		CInifile::SectCIt si		= S.Data.begin();
		CInifile::SectCIt si_e		= S.Data.end();
		for( ;si!=si_e; ++si)
		{
			const shared_str& game_type = (*si).first;
			
			if(game_type=="ver")		continue;

			SGameTypeMaps* M			= GetMapListInt(game_type);
			if(!M)
			{
				Msg						("--unknown game type-%s",game_type.c_str());
				m_storage.resize		(m_storage.size()+1);
				SGameTypeMaps&	Itm		= m_storage.back();
				Itm.m_game_type_name	= game_type;
				Itm.m_game_type_id		= ParseStringToGameType(game_type.c_str());
				M						= &m_storage.back();
			}
			
			SGameTypeMaps::SMapItm	Itm;
			Itm.map_name				= _map_name;
			Itm.map_ver					= _map_ver;
			
			if(M->m_map_names.end()!=std::find(M->m_map_names.begin(),M->m_map_names.end(),Itm))
			{
				Msg("! duplicate map found [%s] [%s]", _map_name.c_str(), _map_ver.c_str());
			}else
			{
#ifndef MASTER_GOLD
				Msg("added map [%s] [%s]", _map_name.c_str(), _map_ver.c_str());
#endif // #ifndef MASTER_GOLD
				M->m_map_names.push_back	(Itm);
			}
		}			
	}

}
开发者ID:BeaconDev,项目名称:xray-16,代码行数:50,代码来源:UIGameCustom.cpp

示例14:

void CUICustomMap::Init	(shared_str name, CInifile& gameLtx, LPCSTR sh_name)
{

	m_name				= name;
	LPCSTR tex;
	Fvector4 tmp;
	if( gameLtx.line_exist(m_name,"texture") ){
		tex			= gameLtx.r_string(m_name,"texture");
		tmp		= gameLtx.r_fvector4(m_name,"bound_rect");
	}else{
		tex = "ui\\ui_nomap2";
		tmp.set(-10000.0f,-10000.0f,10000.0f,10000.0f);
	}
	m_BoundRect.set		(tmp.x, tmp.y, tmp.z, tmp.w);
	CUIStatic::InitEx	(tex, sh_name, 0, 0, m_BoundRect.width(), m_BoundRect.height() );
	
	SetStretchTexture	(true);
	ClipperOn			();
}
开发者ID:OLR-xray,项目名称:OLR-3.0,代码行数:19,代码来源:UIMap.cpp

示例15: LoadLTX

//----------------------------------------------------
bool ESoundSource::LoadLTX(CInifile& ini, LPCSTR sect_name)
{
	u32 version =  ini.r_u32(sect_name, "version");

    if(version!=SOUND_SOURCE_VERSION)
    {
        ELog.Msg( mtError, "ESoundSource: Unsupported version.");
        return false;
    }

	inherited::LoadLTX	(ini, sect_name);

    m_Type				= ini.r_u32			(sect_name, "snd_type");

    m_WAVName			= ini.r_string		(sect_name, "snd_name");

    m_Flags.assign		(ini.r_u32			(sect_name, "flags"));

    m_Params.position	= ini.r_fvector3		(sect_name, "snd_position");
    m_Params.volume		= ini.r_float			(sect_name, "volume");
    m_Params.freq		= ini.r_float			(sect_name, "freq");
    m_Params.min_distance=ini.r_float			(sect_name, "min_dist");
    m_Params.max_distance= ini.r_float			(sect_name, "max_dist");
    m_Params.max_ai_distance=ini.r_float			(sect_name, "max_ai_dist");

    m_RandomPause		= ini.r_fvector2		(sect_name, "random_pause");
    m_ActiveTime		= ini.r_fvector2		(sect_name, "active_time");
    m_PlayTime			= ini.r_fvector2		(sect_name, "play_time");

    ResetSource		();

    switch (m_Type)
    {
    case stStaticSource:
    	if (m_Flags.is(flPlaying)) 		Play();
//.    	if (m_Flags.is(flSimulating)) 	Simulate();
    break;
    default: THROW;
    }
    return true;
}
开发者ID:2asoft,项目名称:xray,代码行数:42,代码来源:ESound_Source.cpp


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