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C++ idLexer::ReadTokenOnLine方法代码示例

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


在下文中一共展示了idLexer::ReadTokenOnLine方法的5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: ParseParms

/*
================
idDeclParticle::ParseParms

Parses a variable length list of parms on one line
================
*/
void idDeclParticle::ParseParms( idLexer &src, float *parms, int maxParms ) {
	idToken token;

	memset( parms, 0, maxParms * sizeof( *parms ) );
	int	count = 0;
	while( 1 ) {
		if ( !src.ReadTokenOnLine( &token ) ) {
			return;
		}
		if ( count == maxParms ) {
			src.Error( "too many parms on line" );
			return;
		}
		token.StripQuotes();
		parms[count] = atof( token );
		count++;
	}
}
开发者ID:tankorsmash,项目名称:quadcow,代码行数:25,代码来源:DeclParticle.cpp

示例2: ParseShader

/*
===============
idSoundShader::ParseShader
===============
*/
bool idSoundShader::ParseShader( idLexer &src )
{
    int			i;
    idToken		token;

    parms.minDistance = 1;
    parms.maxDistance = 10;
    parms.volume = 1;
    parms.shakes = 0;
    parms.soundShaderFlags = 0;
    parms.soundClass = 0;

    speakerMask = 0;
    altSound = NULL;

    for( i = 0; i < SOUND_MAX_LIST_WAVS; i++ )
    {
        leadins[i] = NULL;
        entries[i] = NULL;
    }
    numEntries = 0;
    numLeadins = 0;

    int	maxSamples = idSoundSystemLocal::s_maxSoundsPerShader.GetInteger();
    if ( com_makingBuild.GetBool() || maxSamples <= 0 || maxSamples > SOUND_MAX_LIST_WAVS )
    {
        maxSamples = SOUND_MAX_LIST_WAVS;
    }

    while ( 1 )
    {
        if ( !src.ExpectAnyToken( &token ) )
        {
            return false;
        }
        // end of definition
        else if ( token == "}" )
        {
            break;
        }
        // minimum number of sounds
        else if ( !token.Icmp( "minSamples" ) )
        {
            maxSamples = idMath::ClampInt( src.ParseInt(), SOUND_MAX_LIST_WAVS, maxSamples );
        }
        // description
        else if ( !token.Icmp( "description" ) )
        {
            src.ReadTokenOnLine( &token );
            desc = token.c_str();
        }
        // mindistance
        else if ( !token.Icmp( "mindistance" ) )
        {
            parms.minDistance = src.ParseFloat();
        }
        // maxdistance
        else if ( !token.Icmp( "maxdistance" ) )
        {
            parms.maxDistance = src.ParseFloat();
        }
        // shakes screen
        else if ( !token.Icmp( "shakes" ) )
        {
            src.ExpectAnyToken( &token );
            if ( token.type == TT_NUMBER )
            {
                parms.shakes = token.GetFloatValue();
            }
            else
            {
                src.UnreadToken( &token );
                parms.shakes = 1.0f;
            }
        }
        // reverb
        else if ( !token.Icmp( "reverb" ) )
        {
            int reg0 = src.ParseFloat();
            if ( !src.ExpectTokenString( "," ) )
            {
                src.FreeSource();
                return false;
            }
            int reg1 = src.ParseFloat();
            // no longer supported
        }
        // volume
        else if ( !token.Icmp( "volume" ) )
        {
            parms.volume = src.ParseFloat();
        }
        // leadinVolume is used to allow light breaking leadin sounds to be much louder than the broken loop
        else if ( !token.Icmp( "leadinVolume" ) )
        {
//.........这里部分代码省略.........
开发者ID:revelator,项目名称:Revelator-Doom3,代码行数:101,代码来源:snd_shader.cpp

示例3: ReadEffect

bool idEFXFile::ReadEffect( idLexer &src, idSoundEffect *effect ) {
	idToken name, token;

	if ( !src.ReadToken( &token ) )
		return false;

	// reverb effect
	if ( token != "reverb" ) {
		// other effect (not supported at the moment)
		src.Error( "idEFXFile::ReadEffect: Unknown effect definition" );

		return false;
	}

	src.ReadTokenOnLine( &token );
	name = token;

	if ( !src.ReadToken( &token ) )
		return false;

	if ( token != "{" ) {
		src.Error( "idEFXFile::ReadEffect: { not found, found %s", token.c_str() );
		return false;
	}

	ALenum err;
	alGetError();
	EFXprintf("Loading EFX effect '%s' (#%u)\n", name.c_str(), effect->effect);

	do {
		if ( !src.ReadToken( &token ) ) {
			src.Error( "idEFXFile::ReadEffect: EOF without closing brace" );
			return false;
		}

		if ( token == "}" ) {
			effect->name = name;
			break;
		}

		if ( token == "environment" ) {
			// <+KittyCat> the "environment" token should be ignored (efx has nothing equatable to it)
			src.ParseInt();
		} else if ( token == "environment size" ) {
			float size = src.ParseFloat();
			efxf(AL_EAXREVERB_DENSITY, (size < 2.0f) ? (size - 1.0f) : 1.0f);
		} else if ( token == "environment diffusion" ) {
			efxf(AL_EAXREVERB_DIFFUSION, src.ParseFloat());
		} else if ( token == "room" ) {
			efxf(AL_EAXREVERB_GAIN, mB_to_gain(src.ParseInt(), GAIN));
		} else if ( token == "room hf" ) {
			efxf(AL_EAXREVERB_GAINHF, mB_to_gain(src.ParseInt(), GAINHF));
		} else if ( token == "room lf" ) {
			efxf(AL_EAXREVERB_GAINLF, mB_to_gain(src.ParseInt(), GAINLF));
		} else if ( token == "decay time" ) {
			efxf(AL_EAXREVERB_DECAY_TIME, src.ParseFloat());
		} else if ( token == "decay hf ratio" ) {
			efxf(AL_EAXREVERB_DECAY_HFRATIO, src.ParseFloat());
		} else if ( token == "decay lf ratio" ) {
			efxf(AL_EAXREVERB_DECAY_LFRATIO, src.ParseFloat());
		} else if ( token == "reflections" ) {
			efxf(AL_EAXREVERB_REFLECTIONS_GAIN, mB_to_gain(src.ParseInt(), REFLECTIONS_GAIN));
		} else if ( token == "reflections delay" ) {
			efxf(AL_EAXREVERB_REFLECTIONS_DELAY, src.ParseFloat());
		} else if ( token == "reflections pan" ) {
			efxfv(AL_EAXREVERB_REFLECTIONS_PAN, src.ParseFloat(), src.ParseFloat(), src.ParseFloat());
		} else if ( token == "reverb" ) {
			efxf(AL_EAXREVERB_LATE_REVERB_GAIN, mB_to_gain(src.ParseInt(), LATE_REVERB_GAIN));
		} else if ( token == "reverb delay" ) {
			efxf(AL_EAXREVERB_LATE_REVERB_DELAY, src.ParseFloat());
		} else if ( token == "reverb pan" ) {
			efxfv(AL_EAXREVERB_LATE_REVERB_PAN, src.ParseFloat(), src.ParseFloat(), src.ParseFloat());
		} else if ( token == "echo time" ) {
			efxf(AL_EAXREVERB_ECHO_TIME, src.ParseFloat());
		} else if ( token == "echo depth" ) {
			efxf(AL_EAXREVERB_ECHO_DEPTH, src.ParseFloat());
		} else if ( token == "modulation time" ) {
			efxf(AL_EAXREVERB_MODULATION_TIME, src.ParseFloat());
		} else if ( token == "modulation depth" ) {
			efxf(AL_EAXREVERB_MODULATION_DEPTH, src.ParseFloat());
		} else if ( token == "air absorption hf" ) {
			efxf(AL_EAXREVERB_AIR_ABSORPTION_GAINHF, mB_to_gain(src.ParseFloat(), AIR_ABSORPTION_GAINHF));
		} else if ( token == "hf reference" ) {
			efxf(AL_EAXREVERB_HFREFERENCE, src.ParseFloat());
		} else if ( token == "lf reference" ) {
			efxf(AL_EAXREVERB_LFREFERENCE, src.ParseFloat());
		} else if ( token == "room rolloff factor" ) {
			efxf(AL_EAXREVERB_ROOM_ROLLOFF_FACTOR, src.ParseFloat());
		} else if ( token == "flags" ) {
			src.ReadTokenOnLine( &token );
			unsigned int flags = token.GetUnsignedLongValue();

			efxi(AL_EAXREVERB_DECAY_HFLIMIT, (flags & 0x20) ? AL_TRUE : AL_FALSE);
			// the other SCALE flags have no equivalent in efx
		} else {
			src.ReadTokenOnLine( &token );
			src.Error( "idEFXFile::ReadEffect: Invalid parameter in reverb definition" );
		}
	} while ( 1 );

//.........这里部分代码省略.........
开发者ID:Salamek,项目名称:Shadow-of-Dust,代码行数:101,代码来源:snd_efxfile.cpp

示例4: ReadEffect

/*
===============
idEFXFile::ReadEffect
===============
*/
bool idEFXFile::ReadEffect( idLexer &src, idSoundEffect *effect )
{
    idToken name, token;

    if ( !src.ReadToken( &token ) )
        return false;

    // reverb effect
    if ( token == "reverb" )
    {
        EAXREVERBPROPERTIES *reverb = ( EAXREVERBPROPERTIES * )Mem_Alloc( sizeof( EAXREVERBPROPERTIES ) );
        if ( reverb )
        {
            src.ReadTokenOnLine( &token );
            name = token;

            if ( !src.ReadToken( &token ) )
            {
                Mem_Free( reverb );
                return false;
            }

            if ( token != "{" )
            {
                src.Error( "idEFXFile::ReadEffect: { not found, found %s", token.c_str() );
                Mem_Free( reverb );
                return false;
            }

            do
            {
                if ( !src.ReadToken( &token ) )
                {
                    src.Error( "idEFXFile::ReadEffect: EOF without closing brace" );
                    Mem_Free( reverb );
                    return false;
                }

                if ( token == "}" )
                {
                    effect->name = name;
                    effect->data = ( void * )reverb;
                    effect->datasize = sizeof( EAXREVERBPROPERTIES );
                    break;
                }

                if ( token == "environment" )
                {
                    src.ReadTokenOnLine( &token );
                    reverb->ulEnvironment = token.GetUnsignedIntValue();
                }
                else if ( token == "environment size" )
                {
                    reverb->flEnvironmentSize = src.ParseFloat();
                }
                else if ( token == "environment diffusion" )
                {
                    reverb->flEnvironmentDiffusion = src.ParseFloat();
                }
                else if ( token == "room" )
                {
                    reverb->lRoom = src.ParseInt();
                }
                else if ( token == "room hf" )
                {
                    reverb->lRoomHF = src.ParseInt();
                }
                else if ( token == "room lf" )
                {
                    reverb->lRoomLF = src.ParseInt();
                }
                else if ( token == "decay time" )
                {
                    reverb->flDecayTime = src.ParseFloat();
                }
                else if ( token == "decay hf ratio" )
                {
                    reverb->flDecayHFRatio = src.ParseFloat();
                }
                else if ( token == "decay lf ratio" )
                {
                    reverb->flDecayLFRatio = src.ParseFloat();
                }
                else if ( token == "reflections" )
                {
                    reverb->lReflections = src.ParseInt();
                }
                else if ( token == "reflections delay" )
                {
                    reverb->flReflectionsDelay = src.ParseFloat();
                }
                else if ( token == "reflections pan" )
                {
                    reverb->vReflectionsPan.x = src.ParseFloat();
                    reverb->vReflectionsPan.y = src.ParseFloat();
//.........这里部分代码省略.........
开发者ID:revelator,项目名称:Revelator-Doom3,代码行数:101,代码来源:snd_efxfile.cpp

示例5: ParseShader

/*
===============
idSoundShader::ParseShader
===============
*/
bool idSoundShader::ParseShader( idLexer &src ) {
	idToken		token;

	parms.minDistance = 1;
	parms.maxDistance = 10;
	parms.volume = 1;
	parms.shakes = 0;
	parms.soundShaderFlags = 0;
	parms.soundClass = 0;

	speakerMask = 0;
	altSound = NULL;

	entries.Clear();

	while ( 1 ) {
		if ( !src.ExpectAnyToken( &token ) ) {
			return false;
		}
		// end of definition
		else if ( token == "}" ) {
			break;
		}
		// minimum number of sounds
		else if ( !token.Icmp( "minSamples" ) ) {
			src.ParseInt();
		}
		// description
		else if ( !token.Icmp( "description" ) ) {
			src.ReadTokenOnLine( &token );
		}
		// mindistance
		else if ( !token.Icmp( "mindistance" ) ) {
			parms.minDistance = src.ParseFloat();
		}
		// maxdistance
		else if ( !token.Icmp( "maxdistance" ) ) {
			parms.maxDistance = src.ParseFloat();
		}
		// shakes screen
		else if ( !token.Icmp( "shakes" ) ) {
			src.ExpectAnyToken( &token );
			if ( token.type == TT_NUMBER ) {
				parms.shakes = token.GetFloatValue();
			} else {
				src.UnreadToken( &token );
				parms.shakes = 1.0f;
			}
		}
		// reverb
		else if ( !token.Icmp( "reverb" ) ) {
			src.ParseFloat();
			if ( !src.ExpectTokenString( "," ) ) {
				src.FreeSource();
				return false;
			}
			src.ParseFloat();
			// no longer supported
		}
		// volume
		else if ( !token.Icmp( "volume" ) ) {
			parms.volume = src.ParseFloat();
		}
		// leadinVolume is used to allow light breaking leadin sounds to be much louder than the broken loop
		else if ( !token.Icmp( "leadinVolume" ) ) {
			leadinVolume = src.ParseFloat();
			leadin = true;
		}
		// speaker mask
		else if ( !token.Icmp( "mask_center" ) ) {
			speakerMask |= 1<<SPEAKER_CENTER;
		}
		// speaker mask
		else if ( !token.Icmp( "mask_left" ) ) {
			speakerMask |= 1<<SPEAKER_LEFT;
		}
		// speaker mask
		else if ( !token.Icmp( "mask_right" ) ) {
			speakerMask |= 1<<SPEAKER_RIGHT;
		}
		// speaker mask
		else if ( !token.Icmp( "mask_backright" ) ) {
			speakerMask |= 1<<SPEAKER_BACKRIGHT;
		}
		// speaker mask
		else if ( !token.Icmp( "mask_backleft" ) ) {
			speakerMask |= 1<<SPEAKER_BACKLEFT;
		}
		// speaker mask
		else if ( !token.Icmp( "mask_lfe" ) ) {
			speakerMask |= 1<<SPEAKER_LFE;
		}
		// soundClass
		else if ( !token.Icmp( "soundClass" ) ) {
			parms.soundClass = src.ParseInt();
//.........这里部分代码省略.........
开发者ID:Deepfreeze32,项目名称:taken,代码行数:101,代码来源:snd_shader.cpp


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