本文整理汇总了C++中TextSplitter::checkString方法的典型用法代码示例。如果您正苦于以下问题:C++ TextSplitter::checkString方法的具体用法?C++ TextSplitter::checkString怎么用?C++ TextSplitter::checkString使用的例子?那么恭喜您, 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TextSplitter
的用法示例。
在下文中一共展示了TextSplitter::checkString方法的6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: TextSplitter
MusicEntry *initMusicTableDemo(const Common::String &filename) {
Common::SeekableReadStream *data = g_resourceloader->openNewStreamFile(filename);
if (!data)
error("Couldn't open %s", filename.c_str());
// FIXME, for now we use a fixed-size table, as I haven't looked at the retail-data yet.
MusicEntry *musicTable = new MusicEntry[15];
for (unsigned int i = 0; i < 15; i++)
musicTable[i]._id = -1;
TextSplitter *ts = new TextSplitter(filename, data);
int id, x, y, sync;
char musicfilename[64];
char name[64];
while (!ts->isEof()) {
while (!ts->checkString("*/")) {
while (!ts->checkString(".cuebutton"))
ts->nextLine();
ts->scanString(".cuebutton id %d x %d y %d sync %d \"%[^\"]64s", 5, &id, &x, &y, &sync, name);
ts->scanString(".playfile \"%[^\"]64s", 1, musicfilename);
musicTable[id]._id = id;
musicTable[id]._x = x;
musicTable[id]._y = y;
musicTable[id]._sync = sync;
musicTable[id]._name = name;
musicTable[id]._filename = musicfilename;
}
ts->nextLine();
}
delete ts;
delete data;
return musicTable;
}
示例2:
void Set::Setup::load(Set *set, int id, TextSplitter &ts) {
char buf[256];
ts.scanString(" setup %256s", 1, buf);
_name = buf;
ts.scanString(" background %256s", 1, buf);
_bkgndBm = Bitmap::create(buf);
if (!_bkgndBm) {
Debug::warning(Debug::Bitmaps | Debug::Sets,
"Unable to load scene bitmap: %s\n", buf);
} else {
Debug::debug(Debug::Bitmaps | Debug::Sets,
"Loaded scene bitmap: %s\n", buf);
}
// ZBuffer is optional
_bkgndZBm = NULL;
if (ts.checkString("zbuffer")) {
ts.scanString(" zbuffer %256s", 1, buf);
// Don't even try to load if it's the "none" bitmap
if (strcmp(buf, "<none>.lbm") != 0) {
_bkgndZBm = Bitmap::create(buf);
Debug::debug(Debug::Bitmaps | Debug::Sets,
"Loading scene z-buffer bitmap: %s\n", buf);
}
}
ts.scanString(" position %f %f %f", 3, &_pos.x(), &_pos.y(), &_pos.z());
ts.scanString(" interest %f %f %f", 3, &_interest.x(), &_interest.y(), &_interest.z());
ts.scanString(" roll %f", 1, &_roll);
ts.scanString(" fov %f", 1, &_fov);
ts.scanString(" nclip %f", 1, &_nclip);
ts.scanString(" fclip %f", 1, &_fclip);
for (;;) {
char name[256], zname[256];
char bitmap[256], zbitmap[256];
zbitmap[0] = '\0';
if (ts.checkString("object_art"))
ts.scanString(" object_art %256s %256s", 2, name, bitmap);
else
break;
if (ts.checkString("object_z"))
ts.scanString(" object_z %256s %256s", 2, zname, zbitmap);
if (zbitmap[0] == '\0' || strcmp(name, zname) == 0) {
set->addObjectState(id, ObjectState::OBJSTATE_BACKGROUND, bitmap, zbitmap, true);
}
}
}
示例3: initEMI
void MaterialData::initEMI(Common::SeekableReadStream *data) {
Common::Array<Common::String> texFileNames;
char readFileName[64];
if (_fname.hasSuffix(".sur")) { // This expects that we want all the materials in the sur-file
TextSplitter *ts = new TextSplitter(data);
ts->setLineNumber(2); // Skip copyright-line
ts->expectString("version\t1.0");
if (ts->checkString("name:"))
ts->scanString("name:%s", 1, readFileName);
while(!ts->checkString("END_OF_SECTION")) {
ts->scanString("tex:%s", 1, readFileName);
Common::String mFileName(readFileName);
texFileNames.push_back(mFileName);
}
Common::SeekableReadStream *texData;
_textures = new Texture[texFileNames.size()];
for (uint i = 0; i < texFileNames.size(); i++) {
warning("SUR-file texture: %s", texFileNames[i].c_str());
texData = g_resourceloader->openNewStreamFile(texFileNames[i].c_str(), true);
if (!texData) {
warning("Couldn't find tex-file: %s", texFileNames[i].c_str());
_textures[i]._width = 0;
_textures[i]._height = 0;
_textures[i]._texture = new int(1); // HACK to avoid initializing.
continue;
}
loadTGA(texData, _textures + i);
delete texData;
}
_numImages = texFileNames.size();
delete ts;
return;
} else if(_fname.hasSuffix(".tga")) {
_numImages = 1;
_textures = new Texture();
loadTGA(data, _textures);
// texFileNames.push_back(filename);
return;
} else {
warning("Unknown material-format: %s", _fname.c_str());
}
}
示例4:
void Set::Setup::load(TextSplitter &ts) {
char buf[256];
ts.scanString(" setup %256s", 1, buf);
_name = buf;
ts.scanString(" background %256s", 1, buf);
_bkgndBm = Bitmap::create(buf);
if (!_bkgndBm) {
Debug::warning(Debug::Bitmaps | Debug::Sets,
"Unable to load scene bitmap: %s\n", buf);
} else {
Debug::debug(Debug::Bitmaps | Debug::Sets,
"Loaded scene bitmap: %s\n", buf);
}
// ZBuffer is optional
_bkgndZBm = NULL;
if (ts.checkString("zbuffer")) {
ts.scanString(" zbuffer %256s", 1, buf);
// Don't even try to load if it's the "none" bitmap
if (strcmp(buf, "<none>.lbm") != 0) {
_bkgndZBm = Bitmap::create(buf);
Debug::debug(Debug::Bitmaps | Debug::Sets,
"Loading scene z-buffer bitmap: %s\n", buf);
}
}
ts.scanString(" position %f %f %f", 3, &_pos.x(), &_pos.y(), &_pos.z());
ts.scanString(" interest %f %f %f", 3, &_interest.x(), &_interest.y(), &_interest.z());
ts.scanString(" roll %f", 1, &_roll);
ts.scanString(" fov %f", 1, &_fov);
ts.scanString(" nclip %f", 1, &_nclip);
ts.scanString(" fclip %f", 1, &_fclip);
for (;;) {
if (ts.checkString("object_art"))
ts.scanString(" object_art %256s", 1, buf);
else
break;
if (ts.checkString("object_z"))
ts.scanString(" object_z %256s", 1, buf);
}
}
示例5:
void Set::Setup::load(TextSplitter &ts) {
char buf[256];
ts.scanString(" setup %256s", 1, buf);
_name = buf;
ts.scanString(" background %256s", 1, buf);
_bkgndBm = g_resourceloader->loadBitmap(buf);
if (!_bkgndBm) {
if (gDebugLevel == DEBUG_BITMAPS || gDebugLevel == DEBUG_ERROR || gDebugLevel == DEBUG_ALL)
warning("Unable to load scene bitmap: %s\n", buf);
} else {
if (gDebugLevel == DEBUG_BITMAPS || gDebugLevel == DEBUG_NORMAL || gDebugLevel == DEBUG_ALL)
warning("Loaded scene bitmap: %s\n", buf);
}
// ZBuffer is optional
_bkgndZBm = NULL;
if (ts.checkString("zbuffer")) {
ts.scanString(" zbuffer %256s", 1, buf);
// Don't even try to load if it's the "none" bitmap
if (strcmp(buf, "<none>.lbm") != 0) {
_bkgndZBm = g_resourceloader->loadBitmap(buf);
if (gDebugLevel == DEBUG_BITMAPS || gDebugLevel == DEBUG_NORMAL || gDebugLevel == DEBUG_ALL)
printf("Loading scene z-buffer bitmap: %s\n", buf);
}
}
ts.scanString(" position %f %f %f", 3, &_pos.x(), &_pos.y(), &_pos.z());
ts.scanString(" interest %f %f %f", 3, &_interest.x(), &_interest.y(), &_interest.z());
ts.scanString(" roll %f", 1, &_roll);
ts.scanString(" fov %f", 1, &_fov);
ts.scanString(" nclip %f", 1, &_nclip);
ts.scanString(" fclip %f", 1, &_fclip);
for (;;) {
if (ts.checkString("object_art"))
ts.scanString(" object_art %256s", 1, buf);
else
break;
if (ts.checkString("object_z"))
ts.scanString(" object_z %256s", 1, buf);
}
}
示例6: loadText
void Set::loadText(TextSplitter &ts){
char tempBuf[256];
ts.expectString("section: colormaps");
ts.scanString(" numcolormaps %d", 1, &_numCmaps);
_cmaps = new ObjectPtr<CMap>[_numCmaps];
char cmap_name[256];
for (int i = 0; i < _numCmaps; i++) {
ts.scanString(" colormap %256s", 1, cmap_name);
_cmaps[i] = g_resourceloader->getColormap(cmap_name);
}
if (ts.checkString("section: objectstates") || ts.checkString("sections: object_states")) {
ts.nextLine();
ts.scanString(" tot_objects %d", 1, &_numObjectStates);
char object_name[256];
for (int l = 0; l < _numObjectStates; l++) {
ts.scanString(" object %256s", 1, object_name);
}
} else {
_numObjectStates = 0;
}
ts.expectString("section: setups");
ts.scanString(" numsetups %d", 1, &_numSetups);
_setups = new Setup[_numSetups];
for (int i = 0; i < _numSetups; i++)
_setups[i].load(ts);
_currSetup = _setups;
_lightsConfigured = false;
_numSectors = -1;
_numLights = -1;
_lights = NULL;
_sectors = NULL;
_minVolume = 0;
_maxVolume = 0;
// Lights are optional
if (ts.isEof())
return;
ts.expectString("section: lights");
ts.scanString(" numlights %d", 1, &_numLights);
_lights = new Light[_numLights];
for (int i = 0; i < _numLights; i++)
_lights[i].load(ts);
// Calculate the number of sectors
ts.expectString("section: sectors");
if (ts.isEof()) // Sectors are optional, but section: doesn't seem to be
return;
int sectorStart = ts.getLineNumber();
_numSectors = 0;
// Find the number of sectors (while the sectors usually
// count down from the highest number there are a few
// cases where they count up, see hh.set for example)
while (!ts.isEof()) {
ts.scanString(" %s", 1, tempBuf);
if (!scumm_stricmp(tempBuf, "sector"))
_numSectors++;
}
// Allocate and fill an array of sector info
_sectors = new Sector*[_numSectors];
ts.setLineNumber(sectorStart);
for (int i = 0; i < _numSectors; i++) {
// Use the ids as index for the sector in the array.
// This way when looping they are checked from the id 0 sto the last,
// which seems important for sets with overlapping camera sectors, like ga.set.
Sector *s = new Sector();
s->load(ts);
_sectors[s->getSectorId()] = s;
}
}