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C++ SimpleString::CStr方法代码示例

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


在下文中一共展示了SimpleString::CStr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: SetColorGradingTexture

void EldritchGame::SetColorGradingTexture( const SimpleString& TextureFilename )
{
    XTRACE_FUNCTION;

    m_ColorGradingTexture = TextureFilename;

    if( m_PostQuad )
    {
        EldritchFramework* const pFramework = EldritchFramework::GetInstance();
        ASSERT( pFramework );

        TextureManager* const pTextureManager = pFramework->GetRenderer()->GetTextureManager();
        ASSERT( pTextureManager );

        m_PostQuad->SetTexture( 1, pTextureManager->GetTexture( TextureFilename.CStr() ) );
    }
}
开发者ID:Johnicholas,项目名称:EldritchCopy,代码行数:17,代码来源:eldritchgame.cpp

示例2: QueueNextSequence

void MusicManager::QueueNextSequence()
{
	FreeSequence( m_NextSequence );

	STATICHASH( NextSequence );
	STATICHASH( NumTransitions );
	STATICHASH( File );
	MAKEHASHFROM( DefinitionName, m_CurrentSequence.m_DefinitionName );

	SimpleString NextSequence = ConfigManager::GetString( sNextSequence, "", sDefinitionName );

	// Try all the mood transitions; if none match, it'll just fall back to NextSequence
	int NumTransitions = ConfigManager::GetInt( sNumTransitions, 0, sDefinitionName );
	for( int i = 0; i < NumTransitions; ++i )
	{
		SimpleString TransitionMood = ConfigManager::GetSequenceString( "TransitionMood%d", i, "", sDefinitionName );
		SimpleString TransitionSequence = ConfigManager::GetSequenceString( "TransitionSeq%d", i, "", sDefinitionName );
		if( TransitionMood == m_Mood )
		{
			NextSequence = TransitionSequence;
			break;
		}
	}

	if( NextSequence != "" )
	{
		SimpleString NextFilename = ConfigManager::GetString( sFile, "", NextSequence );
		if( NextFilename != "" )
		{
			SSoundInit SoundInit;
			SoundInit.m_Filename = NextFilename.CStr();
			SoundInit.m_IsStream = true;
			SoundInit.m_IsLooping = false;
			SoundInit.m_Is3D = false;
			SoundInit.m_Category = "Music";
			SoundInit.m_Priority = ESP_High;

			m_NextSequence.m_Sound = m_AudioSystem->GetSoundManager()->GetSound( SoundInit, NextSequence );
			m_NextSequence.m_Instance = m_NextSequence.m_Sound->CreateSoundInstance();
			m_AudioSystem->AddSoundInstance( m_NextSequence.m_Instance );
			m_NextSequence.m_Instance->Tick();	// Tick to apply all properties in advance
			m_NextSequence.m_DefinitionName = NextSequence;
		}
	}
}
开发者ID:MinorKeyGames,项目名称:Eldritch,代码行数:45,代码来源:musicmanager.cpp

示例3: Surface

/*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();
#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 );

	STATICHASH( FixedFrameTime );
	m_FixedFrameTime = ConfigManager::GetFloat( sFixedFrameTime, 1.0f / 60.0f, sFramework );

	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 );

	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() );

	m_Window = new Window;

#if BUILD_WINDOWS_NO_SDL
	DWORD WindowStyle = 0;
	if( m_Display->m_Fullscreen ||
		(	m_Display->m_ScreenWidth == m_Display->m_Width &&
			m_Display->m_ScreenHeight == m_Display->m_Height ) )
	{
		WindowStyle = WS_POPUP;
	}
	else
	{
		WindowStyle = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX;
	}

	m_Window->Init( WindowTitle.CStr(), "Class1", WindowStyle, 0, DisplayWidth, DisplayHeight, m_hInstance, WindowProc, WindowIcon, m_Display->m_ScreenWidth, m_Display->m_ScreenHeight );
#elif BUILD_SDL
	uint WindowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN;
	if( m_Display->m_Fullscreen ||
		(	m_Display->m_ScreenWidth == m_Display->m_Width &&
//.........这里部分代码省略.........
开发者ID:Johnicholas,项目名称:EldritchCopy,代码行数:101,代码来源:framework3d.cpp

示例4: Patcher_GetNextPatchFile

void Patcher_GetNextPatchFile()
{
	ASSERT( g_FilesInManifest.Size() );

	// Iterate to find the next valid patch file
	for( ; g_NextPatchFileIndex < g_FilesInManifest.Size(); ++g_NextPatchFileIndex )
	{
		SManifestFile& PatchFile = g_FilesInManifest[ g_NextPatchFileIndex ];
		SimpleString PatchFilename = PatchFile.m_Filename;
		if( FileUtil::Exists( PatchFilename.CStr() ) )
		{
			FileStream ExtantFile( PatchFilename.CStr(), FileStream::EFM_Read );

			int ExtantSize = ExtantFile.Size();
			uint32 ExtantChecksum = Checksum::Adler32( ExtantFile );
			SimpleString ExtantLengthString = SimpleString::PrintF( "%d", ExtantSize );
			SimpleString ExtantChecksumString = SimpleString::PrintF( "0x%08X", ExtantChecksum );

			if( ExtantLengthString == PatchFile.m_Length && ExtantChecksumString == PatchFile.m_Checksum )
			{
				AddStatus( SimpleString::PrintF( "%s is up to date.", PatchFilename.CStr() ), g_StatusColor );
			}
			else
			{
				// This file isn't up to date. Patch it!
				break;
			}
		}
		else
		{
			// This file isn't on disk. Get it!
			break;
		}
	}

	if( g_NextPatchFileIndex < g_FilesInManifest.Size() )
	{
		SimpleString PatchFile = g_FilesInManifest[ g_NextPatchFileIndex ].m_Filename;

		AddStatus( SimpleString::PrintF( "Getting %s...", PatchFile.CStr() ), g_StatusColor );

		STATICHASH( ContentSyncer );
		STATICHASH( PatcherHost );
		STATICHASH( PatcherContentPath );

		g_Patcher_GettingVersionNumber = false;
		g_Patcher_GettingManifestFile = false;
		g_Patcher_GettingNextPatchFile = true;

		g_Patcher_WaitingToConnect = true;
		g_Patcher_WaitingToReceive = false;

		HTTPSocket::SSocketInit SocketInit;

		SocketInit.m_CloseConnection = true;
		SocketInit.m_HostName = ConfigManager::GetString( sPatcherHost, "", sContentSyncer );
		SocketInit.m_Path = SimpleString::PrintF( "%s%s", ConfigManager::GetString( sPatcherContentPath, "", sContentSyncer ), PatchFile.CStr() );
		SocketInit.m_Async = true;
		g_HTTPSocket->Connect( SocketInit );
	}
	else
	{
		// Nothing left to patch! Handle the wrap up.
		FinishPatching();
	}
}
开发者ID:MinorKeyGames,项目名称:Eldritch,代码行数:66,代码来源:main.cpp

示例5: DecorateWorldFileName

SimpleString EldritchGame::DecorateWorldFileName( const SimpleString& LevelName ) const
{
    XTRACE_FUNCTION;
    const SimpleString SaveLoadPath			= EldritchFramework::GetInstance()->GetSaveLoadPath();
    const SimpleString DecoratedFileName	= SimpleString::PrintF( "%s%s.eldritchworldsave", SaveLoadPath.CStr(), LevelName.CStr() );
    return DecoratedFileName;
}
开发者ID:Johnicholas,项目名称:EldritchCopy,代码行数:7,代码来源:eldritchgame.cpp

示例6: InitializeFromDefinition

void UIWidgetImage::InitializeFromDefinition( const SimpleString& DefinitionName )
{
	UIWidget::InitializeFromDefinition( DefinitionName );

	MAKEHASH( DefinitionName );
	MAKEHASH( m_Archetype );

	STATICHASH( DisplayWidth );
	const float DisplayWidth	= ConfigManager::GetFloat( sDisplayWidth );
	const float ParentWidth		= m_OriginParent ? m_OriginParent->GetWidth() : DisplayWidth;
	const float ParentX			= m_OriginParent ? Ceiling( m_OriginParent->GetX() ) : 0.0f;

	STATICHASH( DisplayHeight );
	const float DisplayHeight	= ConfigManager::GetFloat( sDisplayHeight );
	const float ParentHeight	= m_OriginParent ? m_OriginParent->GetHeight() : DisplayHeight;
	const float ParentY			= m_OriginParent ? Ceiling( m_OriginParent->GetY() ) : 0.0f;

	STATICHASH( PixelX );
	STATICHASH( ScreenX );
	float X = Pick(
		ConfigManager::GetArchetypeFloat( sPixelX, sm_Archetype, 0.0f, sDefinitionName ),
		ParentWidth * ConfigManager::GetArchetypeFloat( sScreenX, sm_Archetype, 0.0f, sDefinitionName ) );

	STATICHASH( PixelY );
	STATICHASH( ScreenY );
	float Y = Pick(
		ConfigManager::GetArchetypeFloat( sPixelY, sm_Archetype, 0.0f, sDefinitionName ),
		ParentHeight * ConfigManager::GetArchetypeFloat( sScreenY, sm_Archetype, 0.0f, sDefinitionName ) );
	
	STATICHASH( PixelWidth );
	STATICHASH( ScreenWidth );
	float Width = Pick(
		ConfigManager::GetArchetypeFloat( sPixelWidth, sm_Archetype, 0.0f, sDefinitionName ),
		ParentWidth * ConfigManager::GetArchetypeFloat( sScreenWidth, sm_Archetype, 0.0f, sDefinitionName ) );

	STATICHASH( PixelHeight );
	STATICHASH( ScreenHeight );
	float Height = Pick(
		ConfigManager::GetArchetypeFloat( sPixelHeight, sm_Archetype, 0.0f, sDefinitionName ),
		ParentHeight * ConfigManager::GetArchetypeFloat( sScreenHeight, sm_Archetype, 0.0f, sDefinitionName ) );

	// Adjust for desired aspect ratio if one dimension is not given
	// (This is used to size images using ScreenWidth or ScreenHeight
	// properly regardless of screen aspect ratio.
	STATICHASH( AspectRatio );
	const float AspectRatio = ConfigManager::GetArchetypeFloat( sAspectRatio, sm_Archetype, 1.0f, sDefinitionName );
	if( Width == 0.0f )
	{
		Width = Height * AspectRatio;
	}
	else if( Height == 0.0f )
	{
		Height = Width / AspectRatio;
	}

	// Offset relative to resolved image dimensions if specified
	STATICHASH( ImageX );
	X = Pick( X, ConfigManager::GetArchetypeFloat( sImageX, sm_Archetype, 0.0f, sDefinitionName ) * Width );

	STATICHASH( ImageY );
	Y = Pick( Y, ConfigManager::GetArchetypeFloat( sImageY, sm_Archetype, 0.0f, sDefinitionName ) * Height );

	AdjustDimensionsToParent( X, Y, Width, Height, ParentX, ParentY, ParentWidth, ParentHeight );
	GetPositionFromOrigin( X, Y, Width, Height );

	STATICHASH( ClampToPixelGrid );
	if( ConfigManager::GetArchetypeBool( sClampToPixelGrid, sm_Archetype, true, sDefinitionName ) )
	{
		m_TopLeft.x = Round( m_TopLeft.x );
		m_TopLeft.y = Round( m_TopLeft.y );
	}

	// Offset to properly align on pixel grid.
	const float PixelGridOffset = GetPixelGridOffset();
	m_TopLeft.x -= PixelGridOffset;
	m_TopLeft.y -= PixelGridOffset;

	// If LoadImage is false, we're expecting to dynamically set the texture in code somewhere
	STATICHASH( LoadImage );
	if( ConfigManager::GetArchetypeBool( sLoadImage, sm_Archetype, true, sDefinitionName ) )
	{
		STATICHASH( Image );
		SetTexture( ConfigManager::GetArchetypeString( sImage, sm_Archetype, DEFAULT_TEXTURE, sDefinitionName ) );
	}

	m_Dimensions = Vector2( Width, Height );

	STATICHASH( Calibration );
	m_Calibration = ConfigManager::GetArchetypeBool( sCalibration, sm_Archetype, false, sDefinitionName );

	STATICHASH( MaterialOverride );
	const SimpleString DefaultMaterial( "Material_HUD" );
	m_Material = ConfigManager::GetArchetypeString( sMaterialOverride, sm_Archetype, DefaultMaterial.CStr(), sDefinitionName );

	UpdateRender();
}
开发者ID:Johnicholas,项目名称:EldritchCopy,代码行数:96,代码来源:uiwidget-image.cpp

示例7: View

/*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.........
开发者ID:ptitSeb,项目名称:Eldritch,代码行数:101,代码来源:eldritchframework.cpp

示例8: InitializeFromDefinition


//.........这里部分代码省略.........
      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);

      // If columns are the same size (*including* the back button),
      // this widget doesn't have a pair in the right column.
      if (LeftColumnSize == RightColumnSize) {
        // Setting focus override to 0 uses the screen's shift values, so loop
        // instead.
        FocusShiftLeft = -(NumDisplayModes + 1);
        FocusShiftRight = (NumDisplayModes + 1);
      }
    } else if (DisplayModeIndex == LeftColumnSize) {
      // Display mode is on top right left
      FocusShiftUp = -(LeftColumnSize + 1);
    }
    // Back button shift down is handled below this loop.

    const SimpleString NewDefinitionName =
        SimpleString::PrintF("_Res%d", DisplayModeIndex);
    // HACKHACK: Insert the UTF-8 codes for the U+00D7 (multiplication sign)
    const SimpleString ResolutionString = SimpleString::PrintF(
        "%d \xc3\x97 %d", DisplayMode.Width, DisplayMode.Height);

    MAKEHASH(NewDefinitionName);

    STATICHASH(UIWidgetType);
    ConfigManager::SetString(sUIWidgetType, "Text", sNewDefinitionName);

    ConfigManager::SetString(sArchetype, ArchetypeName, sNewDefinitionName);

    ConfigManager::SetString(sParent, Parent, sNewDefinitionName);

    STATICHASH(String);
    ConfigManager::SetString(sString, ResolutionString.CStr(),
                             sNewDefinitionName);

    STATICHASH(PixelX);
    ConfigManager::SetFloat(sPixelX, ScreenX, sNewDefinitionName);

    STATICHASH(PixelY);
    ConfigManager::SetFloat(sPixelY, ScreenY, sNewDefinitionName);

    STATICHASH(FocusShiftUp);
    ConfigManager::SetInt(sFocusShiftUp, FocusShiftUp, sNewDefinitionName);

    STATICHASH(FocusShiftDown);
    ConfigManager::SetInt(sFocusShiftDown, FocusShiftDown, sNewDefinitionName);

    STATICHASH(FocusShiftLeft);
    ConfigManager::SetInt(sFocusShiftLeft, FocusShiftLeft, sNewDefinitionName);

    STATICHASH(FocusShiftRight);
    ConfigManager::SetInt(sFocusShiftRight, FocusShiftRight,
                          sNewDefinitionName);

    UIWidget* const pResWidget =
        UIFactory::CreateWidget(NewDefinitionName, this);
    ASSERT(pResWidget);

    pResWidget->m_Callback = m_Callback;

    AddWidget(pResWidget);

    m_ResMap[NewDefinitionName] = DisplayMode;
  }

  STATIC_HASHED_STRING(SetResBackButton);
  UIWidget* const pBackButtonWidget = GetWidget(sSetResBackButton);
  ASSERT(pBackButtonWidget);
  pBackButtonWidget->m_FocusShiftLeft = -(NumDisplayModes + 1);
  pBackButtonWidget->m_FocusShiftRight = (NumDisplayModes + 1);
  pBackButtonWidget->m_FocusShiftDown = (LeftColumnSize + 1);

  UpdateRender();

  // Initialize focus to the first element (so that we're never unfocused,
  // because that doesn't make sense for controllers).
  if (m_FocusWidgets.Size() > 0) {
    m_FocusedWidget = m_FocusWidgets[0];
    // NOTE: Intentionally not calling SetFocus here, so effects don't happen;
    // we
    // just need an initial focus for controllers, it's not really *getting*
    // focus
  }
}
开发者ID:ptitSeb,项目名称:Eldritch,代码行数:101,代码来源:uiscreen-eldsetres.cpp

示例9: GetInheritedHash

/*static*/ HashedString ConfigManager::GetInheritedSequenceHash( const SimpleString& FormatName, int Index, const HashedString& Default /*= HashedString::NullString*/, const STRING_TYPE& Context /*= EmptyContext*/ )
{
	return GetInheritedHash( SimpleString::PrintF( FormatName.CStr(), Index ), Default, Context );
}
开发者ID:Johnicholas,项目名称:EldritchCopy,代码行数:4,代码来源:configmanager.cpp

示例10: GetInheritedFloat

/*static*/ float ConfigManager::GetInheritedSequenceFloat( const SimpleString& FormatName, int Index, float Default /*= 0.0f*/, const STRING_TYPE& Context /*= EmptyContext*/ )
{
	return GetInheritedFloat( SimpleString::PrintF( FormatName.CStr(), Index ), Default, Context );
}
开发者ID:Johnicholas,项目名称:EldritchCopy,代码行数:4,代码来源:configmanager.cpp

示例11: GetInheritedBool

/*static*/ bool ConfigManager::GetInheritedSequenceBool( const SimpleString& FormatName, int Index, bool Default /*= false*/, const STRING_TYPE& Context /*= EmptyContext*/ )
{
	return GetInheritedBool( SimpleString::PrintF( FormatName.CStr(), Index ), Default, Context );
}
开发者ID:Johnicholas,项目名称:EldritchCopy,代码行数:4,代码来源:configmanager.cpp

示例12: GetArchetypeInt

/*static*/ int ConfigManager::GetArchetypeSequenceInt( const SimpleString& FormatName, int Index, const STRING_TYPE& Archetype, int Default /*= 0*/, const STRING_TYPE& Context /*= EmptyContext*/ )
{
	return GetArchetypeInt( SimpleString::PrintF( FormatName.CStr(), Index ), Archetype, Default, Context );
}
开发者ID:Johnicholas,项目名称:EldritchCopy,代码行数:4,代码来源:configmanager.cpp

示例13: MemoryStream

/*static*/ void ConfigManager::LoadTiny( const SimpleString& TinyString )
{
	ConfigParser::ParseTiny( MemoryStream( const_cast< char* >( TinyString.CStr() ), TinyString.Length() + 1 ) );
}
开发者ID:Johnicholas,项目名称:EldritchCopy,代码行数:4,代码来源:configmanager.cpp

示例14: Parse


//.........这里部分代码省略.........
		}
		else
		{
			bool ClosedString = false;
			InnerParse( c, StrMark, Token.m_TokenString, LineCount, Token.m_TokenType, &ClosedString );
			if( ClosedString )
			{
				Tokens.PushBack( Token );
				DEBUGCATPRINTF( "Core", 2, "%s: %s\n", SToken::m_TokenNames[ Token.m_TokenType ], Token.m_TokenString.GetData() );
				Token.m_TokenString.Clear();
				Token.m_TokenType = SToken::ET_None;
			}
		}
	}

	SimpleString Context = "";

	// Tokens are made, now create config vars
	for( uint i = 0; i < Tokens.Size(); ++i )
	{
		SToken& NameToken = Tokens[i];
		SimpleString Name = "";
		const char* ValueString = NULL;
		if( NameToken.m_TokenType == SToken::ET_Name )
		{
			Name = NameToken.m_TokenString.GetData();
			ASSERT( Tokens[ i + 1 ].m_TokenType == SToken::ET_Equals );

			SToken& ValueToken = Tokens[ i + 2 ];
			ValueString = ValueToken.m_TokenString.GetData();

			if( Context != "" )
			{
				CATPRINTF( "Core", 2, "%s:", Context.CStr() );
			}
			CATPRINTF( "Core", 2, "%s: %s: %s\n", Name.CStr(), SToken::m_TokenNames[ ValueToken.m_TokenType ], ValueString );

			switch( ValueToken.m_TokenType )
			{
			case SToken::ET_Bool:
				{
					// Just use the first character to determine truth
					bool Value = false;
					char first = ValueString[0];
					if( first == 't' || first == 'T' )
					{
						Value = true;
					}
					ConfigManager::SetBool( Name, Value, Context );
				}
				break;
			case SToken::ET_Int:
				{
					int Value = atoi( ValueString );
					ConfigManager::SetInt( Name, Value, Context );
				}
				break;
			case SToken::ET_Counter:
				{
					List<int>::Iterator NextCounterIter = ArrayCounters.Front();
					( *NextCounterIter )++;	// Add one to the last value we incremented, and that's the total for this array
					ConfigManager::SetInt( Name, *NextCounterIter, Context );
					ArrayCounters.PopFront();
				}
				break;
			case SToken::ET_Float:
开发者ID:Johnicholas,项目名称:EldritchCopy,代码行数:67,代码来源:configparser.cpp

示例15: Report

void WBCompState::Report() const {
  Super::Report();

  const SimpleString State = ReverseHash::ReversedHash(m_State);
  PRINTF(WBPROPERTY_REPORT_PREFIX "Current State: %s\n", State.CStr());
}
开发者ID:ptitSeb,项目名称:Eldritch,代码行数:6,代码来源:wbcompstate.cpp


注:本文中的SimpleString::CStr方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。