本文整理汇总了C++中SimpleString类的典型用法代码示例。如果您正苦于以下问题:C++ SimpleString类的具体用法?C++ SimpleString怎么用?C++ SimpleString使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了SimpleString类的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: GetWindowText
void GetWindowText(HWindow *pwnd, SimpleString &str)
{
int len = pwnd->GetWindowTextLength() + 1;
str.SetSize(len);
pwnd->GetWindowTextA(str, len);
}
示例2: containsNoCase
bool SimpleString::containsNoCase(const SimpleString& other) const
{
return toLower().contains(other.toLower());
}
示例3: equalsNoCase
bool SimpleString::equalsNoCase(const SimpleString& str) const
{
return toLower() == str.toLower();
}
示例4:
bool easyunit::operator== (const SimpleString& left, const SimpleString& right)
{
return !strcmp (left.asCharString (), right.asCharString ());
}
示例5:
bool operator==(const SimpleString& left, const SimpleString& right)
{
return 0 == SimpleString::StrCmp(left.asCharString(), right.asCharString());
}
示例6: StringFromFormat
ContainsFailure::ContainsFailure(UtestShell* test, const char* fileName, int lineNumber, const SimpleString& expected, const SimpleString& actual) :
TestFailure(test, fileName, lineNumber)
{
message_ = StringFromFormat("actual <%s>\n\tdid not contain <%s>", actual.asCharString(), expected.asCharString());
}
示例7: match
bool TestFilter::match(const SimpleString& name) const
{
if (strictMatching_)
return name == filter_;
return name.contains(filter_);
}
示例8: print
void UtestShell::print(const SimpleString& text, const char* fileName, int lineNumber)
{
print(text.asCharString(), fileName, lineNumber);
}
示例9: XTRACE_BEGIN
/*virtual*/ void EldritchFramework::Initialize() {
XTRACE_FUNCTION;
XTRACE_BEGIN(PreFramework3D);
ReverseHash::Initialize();
PackStream::StaticAddPackageFile("eldritch-base.cpk");
FrameworkUtil::MinimalLoadConfigFiles("Config/default.ccf");
InitializePackages();
InitializeDLC();
// Load prefs over anything in the defaults.
LoadPrefsConfig();
LOADPRINTLEVELS;
STATICHASH(Version);
STATICHASH(ContentSyncer);
SimpleString LocalVersion =
ConfigManager::GetString(sVersion, "", sContentSyncer);
PRINTF("Version: %s\n", LocalVersion.CStr());
XTRACE_BEGIN(InitializeFactories);
PRINTF("Initializing factories...\n");
PRINTF("Initializing SDP factories.\n");
SDPFactory::InitializeBaseFactories();
#define ADDSDPFACTORY(type) \
SDPFactory::RegisterSDPFactory(#type, SDP##type::Factory);
#include "eldritchsdps.h"
#undef ADDSDPFACTORY
PRINTF("Initializing UI factories.\n");
UIFactory::InitializeBaseFactories();
#define ADDUISCREENFACTORY(type) \
UIFactory::RegisterUIScreenFactory(#type, UIScreen##type::Factory);
#include "eldritchuiscreens.h"
#undef ADDUISCREENFACTORY
PRINTF("Initializing anim event factories.\n");
#define ADDANIMEVENTFACTORY(type) \
AnimEventFactory::GetInstance()->Register(#type, AnimEvent##type::Factory);
#include "eldritchanimevents.h"
#undef ADDANIMEVENTFACTORY
PRINTF("Initializing PE factories.\n");
WBParamEvaluatorFactory::InitializeBaseFactories();
#define ADDWBPEFACTORY(type) \
WBParamEvaluatorFactory::RegisterFactory(#type, WBPE##type::Factory);
#include "rodinwbpes.h"
#include "eldritchwbpes.h"
#undef ADDWBPEFACTORY
PRINTF("Initializing action factories.\n");
WBActionFactory::InitializeBaseFactories();
#define ADDWBACTIONFACTORY(type) \
WBActionFactory::RegisterFactory(#type, WBAction##type::Factory);
#include "uiwbactions.h"
#include "rodinwbactions.h"
#include "eldritchwbactions.h"
#undef ADDWBPEFACTORY
PRINTF("Initializing BT factories.\n");
RodinBTNodeFactory::InitializeBaseFactories();
#define ADDRODINBTNODEFACTORY(type) \
RodinBTNodeFactory::RegisterFactory(#type, RodinBTNode##type::Factory);
#include "eldritchrodinbtnodes.h"
#undef ADDRODINBTNODEFACTORY
// Initialize core and Eldritch Workbench component factories.
PRINTF("Initializing component factories.\n");
WBComponent::InitializeBaseFactories();
#define ADDWBCOMPONENT(type) \
WBComponent::RegisterWBCompFactory(#type, WBComp##type::Factory);
#include "rodinwbcomponents.h"
#include "eldritchwbcomponents.h"
#undef ADDWBCOMPONENT
XTRACE_END;
PRINTF("Factories initialized.\n");
// Create input system before framework so it will exist for UI. But don't
// attach devices yet, as they don't exist.
PRINTF("Initializing input system.\n");
m_InputSystem = new InputSystem;
m_InputSystem->Initialize("EldritchInput");
XTRACE_END;
Framework3D::Initialize();
STATICHASH(DisplayWidth);
STATICHASH(DisplayHeight);
m_DisplayWidth = ConfigManager::GetInt(sDisplayWidth);
m_DisplayHeight = ConfigManager::GetInt(sDisplayHeight);
#if BUILD_WINDOWS
m_CheckForUpdates = new CheckForUpdates(m_UIManager);
#endif
//.........这里部分代码省略.........
示例10: MockFailure
MockUnexpectedObjectFailure::MockUnexpectedObjectFailure(UtestShell* test, const SimpleString& functionName, const void* actual, const MockExpectedCallsList& expectations) : MockFailure(test)
{
message_ = StringFromFormat ("MockFailure: Function called on an unexpected object: %s\n"
"\tActual object for call has address: <%p>\n", functionName.asCharString(),actual);
addExpectationsAndCallHistoryRelatedTo(functionName, expectations);
}
示例11: SDL_Init
/*virtual*/ void Framework3D::Initialize() {
XTRACE_FUNCTION;
m_IsInitializing = true;
#if BUILD_SDL
const int Error = SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO |
SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER |
SDL_INIT_EVENTS | SDL_INIT_NOPARACHUTE);
ASSERT(0 == Error);
Unused(Error);
if (0 != Error) {
PRINTF("SDL_Init: %s\n", SDL_GetError());
}
SDL_DisableScreenSaver();
#ifdef HAVE_GLES
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
// SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
// SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
#endif
#endif
STATICHASH(Framework);
#if BUILD_WINDOWS
#if BUILD_FINAL
STATICHASH(ShowConsole);
const bool ShowConsole =
ConfigManager::GetBool(sShowConsole, false, sFramework);
if (ShowConsole)
#endif
{
Console::GetInstance()->SetPos(0, 0);
}
#endif
STATICHASH(UseRandomSeed);
const bool UseRandomSeed =
ConfigManager::GetBool(sUseRandomSeed, false, sFramework);
STATICHASH(RandomSeed);
const int RandomSeed = ConfigManager::GetInt(sRandomSeed, 0, sFramework);
if (UseRandomSeed) {
Math::SeedGenerator(RandomSeed);
} else {
Math::SeedGenerator();
}
STATICHASH(UseFixedFrameTime);
m_UseFixedFrameTime =
ConfigManager::GetBool(sUseFixedFrameTime, true, sFramework);
#ifdef HAVE_GLES0
m_UseFixedFrameTime = false; // GLES hardware are less powerfull than Desktop
#endif
STATICHASH(FixedFrameTime);
m_FixedFrameTime =
ConfigManager::GetFloat(sFixedFrameTime, 1.0f / 60.0f, sFramework);
#ifdef PANDORA
m_FixedFrameTime = 1.0f / 14.0f; // 60fps cannot be sustained on the Pandora
#endif
STATICHASH(FramesLimit);
const int FramesLimit = ConfigManager::GetInt(sFramesLimit, 5, sFramework);
m_FrameTimeLimit = m_FixedFrameTime * static_cast<float>(FramesLimit);
STATICHASH(DoVideoCapture);
m_DoVideoCapture = ConfigManager::GetBool(sDoVideoCapture, false, sFramework);
STATICHASH(VideoCaptureFixedFrameTime);
m_VideoCaptureFixedFrameTime = ConfigManager::GetFloat(
sVideoCaptureFixedFrameTime, 1.0f / 30.0f, sFramework);
#ifdef PANDORA
sVideoCaptureFixedFrameTime = 1.0f / 8.0f; // 30fps cannot be sustained on the Pandora (even 10fps I'm not sure)
#endif
uint DisplayWidth = 0;
uint DisplayHeight = 0;
SimpleString WindowTitle;
// Loads display parameters from config, so GetInitialDisplaySize can use
// that.
m_Display = new Display;
// Make sure that we use a supported resolution regardless of what the config
// file said.
const SDisplayMode BestDisplayMode =
m_Display->GetBestDisplayMode(m_Display->m_Width, m_Display->m_Height);
m_Display->SetResolution(BestDisplayMode.Width, BestDisplayMode.Height);
uint WindowIcon = 0;
GetInitialWindowIcon(WindowIcon);
GetInitialDisplaySize(DisplayWidth, DisplayHeight);
GetInitialWindowTitle(WindowTitle);
CreateSplashWindow(WindowIcon, WindowTitle.CStr());
//.........这里部分代码省略.........
示例12: FlushWidgets
void UIScreenEldSetRes::InitializeFromDefinition(
const SimpleString& DefinitionName) {
FlushWidgets();
m_ResMap.Clear();
UIScreen::InitializeFromDefinition(DefinitionName);
Display* const pDisplay = m_UIManager->GetDisplay();
Array<SDisplayMode> DisplayModes;
m_UIManager->GetRenderer()->EnumerateDisplayModes(DisplayModes);
DisplayModes.InsertionSort();
ASSERT(DisplayModes.Size());
MAKEHASH(DefinitionName);
// Dynamically create definitions for each text button
STATICHASH(Rules);
SimpleString UsingRules =
ConfigManager::GetString(sRules, "", sDefinitionName);
MAKEHASH(UsingRules);
STATICHASH(Archetype);
const char* const ArchetypeName =
ConfigManager::GetString(sArchetype, "", sUsingRules);
STATICHASH(Parent);
const char* const Parent = ConfigManager::GetString(sParent, "", sUsingRules);
STATICHASH(PixelYBase);
const float YBase = ConfigManager::GetFloat(sPixelYBase, 0.0f, sUsingRules);
STATICHASH(PixelYStep);
const float YStep = ConfigManager::GetFloat(sPixelYStep, 0.0f, sUsingRules);
STATICHASH(Column0PixelX);
const float Column0X =
ConfigManager::GetFloat(sColumn0PixelX, 0.0f, sUsingRules);
STATICHASH(Column1PixelX);
const float Column1X =
ConfigManager::GetFloat(sColumn1PixelX, 0.0f, sUsingRules);
#if DEBUG_SETRES
PRINTF("UIScreenEldSetRes info:\n");
PRINTF(" ScreenWidth: %d\n", pDisplay->m_ScreenWidth);
PRINTF(" ScreenHeight: %d\n", pDisplay->m_ScreenHeight);
#endif
FOR_EACH_ARRAY_REVERSE(DisplayIter, DisplayModes, SDisplayMode) {
const SDisplayMode& DisplayMode = DisplayIter.GetValue();
if (!pDisplay->m_Fullscreen &&
(DisplayMode.Width > pDisplay->m_ScreenWidth ||
DisplayMode.Height > pDisplay->m_ScreenHeight)) {
#if DEBUG_SETRES
PRINTF(" Skipping mode %dx%d:\n", DisplayMode.Width, DisplayMode.Height);
#endif
DisplayModes.FastRemove(DisplayIter);
}
}
const int NumDisplayModes = static_cast<int>(DisplayModes.Size());
const int LeftColumnSize = (NumDisplayModes + 1) / 2;
const int RightColumnSize =
(NumDisplayModes + 1) - LeftColumnSize; // Add one for the Back button
for (int DisplayModeIndex = 0; DisplayModeIndex < NumDisplayModes;
++DisplayModeIndex) {
const SDisplayMode& DisplayMode = DisplayModes[DisplayModeIndex];
float ScreenX = 0.0f;
float ScreenY = 0.0f;
int FocusShiftUp = 0;
int FocusShiftDown = 0;
int FocusShiftLeft = 0;
int FocusShiftRight = 0;
if (DisplayModeIndex < LeftColumnSize) {
// Display mode is in left column
ScreenY = YBase + DisplayModeIndex * YStep;
ScreenX = Column0X;
FocusShiftLeft = -RightColumnSize;
FocusShiftRight = LeftColumnSize;
} else {
// Display mode is in right column
ScreenY = YBase + (DisplayModeIndex - LeftColumnSize) * YStep;
ScreenX = Column1X;
FocusShiftLeft = -LeftColumnSize;
FocusShiftRight = RightColumnSize;
}
if (DisplayModeIndex == 0) {
// Display mode is on top left
FocusShiftUp = -(RightColumnSize + 1);
} else if (DisplayModeIndex == (LeftColumnSize - 1)) {
// Display mode is on bottom left
FocusShiftDown = (RightColumnSize + 1);
//.........这里部分代码省略.........
示例13: SL_CallbackObjects
//.........这里部分代码省略.........
offset += length_header + length_msg + tag_end_size;
size = occupiedSize - offset;
// Ok, we have someone connected
}
// else if(length_msg == 0)
// {
// //std::cout << "Empty Msg from "<<pid<<"\n";
// offset += length_header;
// size = occupiedSize - offset;
// }
else
{
offset += length_header;
unsigned char* msgptr = (buffer+offset);
//verif end tag
if( memcmp(tag_end, (msgptr + length_msg), tag_end_size))
{
OmiscidTrace( "warning end tag\n");
size = occupiedSize - offset;
}
else
{
offset += length_msg + tag_end_size;
size = occupiedSize - offset;
#ifdef DEBUG
if ( Debug & DBG_RECV )
{
if ( length_msg != 0 )
{
SimpleString SFormat = "MsgSocket::Recv: %";
SFormat += length_msg;
SFormat += ".";
SFormat += length_msg;
SFormat += "s\n";
fprintf( stderr, SFormat.GetStr(), msgptr );
}
else
{
fprintf( stderr, "MsgSocket::Recv: <empty>\n" );
}
}
#endif
// Send info to all receiver
SL_CallbackObjects.Lock();
if ( CallbackObjects.GetNumberOfElements() )
{
// Prepare data
*(msgptr+length_msg)='\0';
callbackData.Msg.len = length_msg;
if ( length_msg != 0 )
{
callbackData.Msg.buffer = (char*)msgptr;
}
else
{
callbackData.Msg.buffer = (char*)NULL;
}
callbackData.Msg.origine = FromTCP;
callbackData.Msg.pid = pid;
callbackData.Msg.mid = mid;
// Send info to all listener
示例14: strcpy
SimpleString::SimpleString(const SimpleString& other)
{
buffer = new char [other.size() + 1];
strcpy(buffer, other.buffer);
}
示例15: createButWasString
SimpleString TestFailure::createButWasString(const SimpleString& expected, const SimpleString& actual)
{
return StringFromFormat("expected <%s>\n\tbut was <%s>", expected.asCharString(), actual.asCharString());
}