本文整理汇总了C++中FScope::NameStr方法的典型用法代码示例。如果您正苦于以下问题:C++ FScope::NameStr方法的具体用法?C++ FScope::NameStr怎么用?C++ FScope::NameStr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FScope
的用法示例。
在下文中一共展示了FScope::NameStr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: NextInstruction
//
// Step to the next instruction "At" instruction
//
void Cineractive::NextInstruction()
{
ASSERT(instructions)
FScope *fScope;
nextScope = NULL;
// Step to the next "At"
while ((fScope = instructions->NextFunction()) != NULL)
{
LOG_VIEWER(("NextInstruction: [%s]", fScope->NameStr()))
switch (fScope->NameCrc())
{
case 0x3F159CC9: // "DefineDebriefing"
{
debriefings.Add(Crc::CalcStr(fScope->NextArgString()), fScope);
break;
}
case 0xBF046B0F: // "At"
{
nextScope = fScope;
nextCycle = Utils::FtoLNearest(nextScope->NextArgFPoint() * GameTime::CYCLESPERSECOND);
return;
}
default:
{
LOG_WARN(("Unexpected function [%s] in Cineractive", fScope->NameStr()))
break;
}
}
}
}
示例2: ProcessStandardCursors
//
// Process a StandardCursors scope
//
void ProcessStandardCursors(FScope *fScope)
{
FScope *sScope;
while ((sScope = fScope->NextFunction()) != NULL)
{
switch (sScope->NameCrc())
{
case 0x8F651465: // "Default"
standardCrs[DEFAULT] = FindByName(sScope->NextArgString());
break;
case 0x23C19271: // "IBeam"
standardCrs[IBEAM] = FindByName(sScope->NextArgString());
break;
case 0x6E758990: // "Wait"
standardCrs[WAIT] = FindByName(sScope->NextArgString());
break;
case 0x65D94636: // "No"
standardCrs[NO] = FindByName(sScope->NextArgString());
break;
default:
{
LOG_ERR(("Unknown standard cursor type [%s]", sScope->NameStr()));
break;
}
}
}
}
示例3: ExecBlock
//
// Execute a block of commands
//
void Cineractive::ExecBlock(FScope *fScope)
{
FScope *sScope;
while ((sScope = fScope->NextFunction()) != NULL)
{
LOG_VIEWER(("Exec: [%s]", sScope->NameStr()))
switch (sScope->NameCrc())
{
case 0x9D71F205: // "Movie"
{
// Disable movies in multiplayer campaigns
if (!MultiPlayer::Data::Online())
{
if (moviePrim)
{
delete moviePrim;
}
moviePrim = new Movie(this, sScope);
}
break;
}
case 0x0DA67726: // "AlphaNear"
Vid::renderState.status.alphaNear = alphaNear = sScope->NextArgInteger();
break;
case 0x70600744: // "DisableIFace"
{
DisableIFace(sScope->NextArgInteger());
break;
}
case 0x72C1779F: // "DisableHUD"
{
DisableHUD(sScope->NextArgInteger());
break;
}
case 0x288F19CB: // "DisableInput"
{
DisableInput(sScope->NextArgInteger());
break;
}
case 0xAA268B85: // "DisableShroud"
{
DisableShroud(sScope->NextArgInteger());
break;
}
case 0x47518EE4: // "EndCineractive"
{
Terminate();
break;
}
case 0x7E8E3E05: // "SkipPoint"
{
RestoreDisplay();
break;
}
case 0xEA4227E1: // "SetBookmark"
{
SetBookmark(sScope);
break;
}
case 0xDDD6437A: // "DefaultCamera"
{
LOG_VIEWER(("DefaultCamera"))
if (Demo::IsPlaying())
{
SetCurrent("Playback0", StdLoad::TypeU32(sScope, U32(FALSE), Range<U32>::flag), sScope);
}
else
{
SetCurrent("default", StdLoad::TypeU32(sScope, U32(FALSE), Range<U32>::flag), sScope);
}
break;
}
case 0xF4356EC8: // "SetCamera"
{
SetCurrent(sScope->NextArgString(), FALSE, sScope);
break;
}
case 0x9805A0A6: // "Mesh"
{
AddPrim(primitiveList, new Mesh(this, sScope));
break;
}
//.........这里部分代码省略.........
示例4: script
//
// Constructor
//
Script::State::State(Script &script, const char *name, FScope *fScope)
: script(script),
settings(&Setting::nodeState),
conditions(&Condition::nodeState),
transitions(&Transition::nodeState),
name(name)
{
FScope *sScope;
FScope *iScope;
// Load the settings
iScope = fScope->GetFunction("Settings", FALSE);
if (iScope)
{
while ((sScope = iScope->NextFunction()) != NULL)
{
switch (sScope->NameCrc())
{
case 0x32BBA19C: // "Setting"
settings.Append(Setting::Create(script, sScope));
break;
default:
sScope->ScopeError("Unknown function '%s' in settings", sScope->NameStr());
}
}
}
// Load the action
iScope = fScope->GetFunction("Action", FALSE);
if (iScope)
{
action = Action::Create(script, iScope);
}
else
{
action = NULL;
}
// Load the conditions
iScope = fScope->GetFunction("Conditions", FALSE);
if (iScope)
{
while ((sScope = iScope->NextFunction()) != NULL)
{
switch (sScope->NameCrc())
{
case 0x6A34146A: // "Condition"
conditions.Append(Condition::Create(script, sScope));
break;
case 0xFBCD164A: // "Status"
{
GameIdent code = StdLoad::TypeString(sScope);
if (transitions.Exists(code.crc))
{
sScope->ScopeError("Status '%s' already defined", code.str);
}
// Add the new transition
transitions.Add(code.crc, Transition::Create(sScope));
break;
}
default:
sScope->ScopeError("Unknown function '%s' in conditions", sScope->NameStr());
}
}
}
completed = transitions.Find(Status::Completed);
}