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C++ stringw::c_str方法代码示例

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


在下文中一共展示了stringw::c_str方法的14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: showDialogQuestion

//Display a ingame question
bool GUIGame::showDialogQuestion(stringw text, std::string sound )
{

	IGUIStaticText* txt_dialog=(IGUIStaticText*)GUIManager::getInstance()->getGUIElement(GUIManager::TXT_ID_DIALOG);
	IGUIButton* guiBtDialogCancel=(IGUIButton*)GUIManager::getInstance()->getGUIElement(GUIManager::BT_ID_DIALOG_CANCEL);
	//Pause the player during the dialog opening
	DynamicObjectsManager::getInstance()->getPlayer()->setAnimation("idle");

	//stringw text2 = (stringw)text.c_str();
	txt_dialog->setText(text.c_str());
	if(!guiBtDialogCancel->isVisible())
		guiBtDialogCancel->setVisible(true);

	GUIManager::getInstance()->setWindowVisible(GUIManager::GCW_DIALOG,true);
	App::getInstance()->setAppState(App::APP_WAIT_DIALOG);

	//Play dialog sound (yes you can record voices!)
    dialogSound = NULL;

	if (sound.size()>0)
    //if((sound.c_str() != "") | (sound.c_str() != NULL))
    {
        stringc soundName = "../media/sound/";
        soundName += sound.c_str();
        dialogSound = SoundManager::getInstance()->playSound2D(soundName.c_str());
    }

	return true;
}
开发者ID:kcuzner,项目名称:irrrpgbuilder,代码行数:30,代码来源:CUIGame.cpp

示例2: addIcon

	/*
		Add another icon which the user can click and select as cursor later on.
	*/
	void addIcon(const stringw& name, const SCursorSprite &sprite, bool addCursor=true)
	{
		// Sprites are just icons - not yet cursors. They can be displayed by Irrlicht sprite functions and be used to create cursors.
		SpriteBox->addItem(name.c_str(), sprite.SpriteId);
		Sprites.push_back(sprite);

		// create the cursor together with the icon?
		if ( addCursor )
		{
			/* Here we create a hardware cursor from a sprite */
			Device->getCursorControl()->addIcon(sprite);

			// ... and add it to the cursors selection listbox to the other system cursors.
			CursorBox->addItem(name.c_str());
		}
	}
开发者ID:u-engine,项目名称:chihuahua,代码行数:19,代码来源:main.cpp

示例3: setLabel

// -----------------------------------------------------------------------------
void IconButtonWidget::setLabel(const stringw& new_label)
{
    if (m_label == NULL) return;

    m_label->setText( new_label.c_str() );
    setLabelFont();
}
开发者ID:Cav098,项目名称:stk-code-fix_1797,代码行数:8,代码来源:icon_button_widget.cpp

示例4: onNewPlayerWithName

void OptionsScreenPlayers::onNewPlayerWithName(const stringw& newName)
{
    ListWidget* players = this->getWidget<ListWidget>("players");
    if (players != NULL)
    {
        core::stringc newNameC(newName.c_str());
        players->addItem( newNameC.c_str(), translations->fribidize(newName) );
    }
}
开发者ID:PalashBansal,项目名称:stk-code,代码行数:9,代码来源:options_screen_players.cpp

示例5: setLabel

// -----------------------------------------------------------------------------
void IconButtonWidget::setLabel(stringw new_label)
{
    if (m_label == NULL) return;
    
    m_label->setText( new_label.c_str() );
    
    const bool word_wrap = (m_properties[PROP_WORD_WRAP] == "true");
    const int max_w = m_label->getAbsolutePosition().getWidth();
    
    if (!word_wrap &&
        (int)GUIEngine::getFont()->getDimension(new_label.c_str()).Width > max_w + 4) // arbitrarily allow for 4 pixels
    {
        m_label->setOverrideFont( GUIEngine::getSmallFont() );
    }
    else
    {
        m_label->setOverrideFont( NULL );
    }
}
开发者ID:kiennguyen1994,项目名称:game-programming-cse-hcmut-2012,代码行数:20,代码来源:icon_button_widget.cpp

示例6: updateProgressBar

void Game::updateProgressBar(int newValue, stringw msg) {
    progBar->setVisible(false);
    progBar = env->addImage(rect<int>(0, (cfg_settings.WindowSize.Height-68), (cfg_settings.WindowSize.Width*newValue)/100, (cfg_settings.WindowSize.Height-20)));
    progBar->setImage(driver->getTexture("textures/bars/progressbar_bar_720.png"));
        progBar->setUseAlphaChannel(true);
    progText->setText(msg.c_str());
    driver->beginScene(true, true, SColor(0, 0, 0, 0));
    env->drawAll();
    driver->endScene();

    }
开发者ID:selujtje,项目名称:mygame,代码行数:11,代码来源:resourceloader.cpp

示例7: onNewPlayerWithName

void StoryModeLobbyScreen::onNewPlayerWithName(const stringw& newName)
{
    bool slot_found = false;
    
    PtrVector<PlayerProfile>& players = UserConfigParams::m_all_players;
    for (int n=0; n<players.size(); n++)
    {
        if (players[n].getName() == newName)
        {
            unlock_manager->setCurrentSlot(players[n].getUniqueID());
            unlock_manager->updateActiveChallengeList();
            slot_found = true;
            break;
        }
    }
    
    if (!slot_found)
    {
        fprintf(stderr, "[StoryModeLobbyScreen] ERROR: cannot find player corresponding to slot '%s'\n",
                core::stringc(newName.c_str()).c_str());
    }
    
    StateManager::get()->resetAndGoToScreen(MainMenuScreen::getInstance());
}
开发者ID:kiennguyen1994,项目名称:game-programming-cse-hcmut-2012,代码行数:24,代码来源:story_mode_lobby.cpp

示例8: showInputQuestion

//Need to be reworked: BAD. Render loop is done here!
stringc GUIGame::showInputQuestion(stringw text)
{
    std::string newtxt = "";

    bool mouseExit = false;

	
    while(!App::getInstance()->isKeyPressed(KEY_RETURN) && mouseExit==false && App::getInstance()->getDevice()->run())
    {
		u32 timercheck = App::getInstance()->getDevice()->getTimer()->getRealTime();
        App::getInstance()->getDevice()->getVideoDriver()->beginScene(true, true, SColor(0,200,200,200));
        App::getInstance()->getDevice()->getSceneManager()->drawAll();
        //guienv->drawAll();

        App::getInstance()->getDevice()->getVideoDriver()->draw2DRectangle(SColor(150,0,0,0), rect<s32>(10,
                                                                                                        App::getInstance()->getDevice()->getVideoDriver()->getScreenSize().Height - 200,
                                                                                                        App::getInstance()->getDevice()->getVideoDriver()->getScreenSize().Width - 10,
                                                                                                        App::getInstance()->getDevice()->getVideoDriver()->getScreenSize().Height - 10));

        rect<s32> textRect = rect<s32>(10,  App::getInstance()->getDevice()->getVideoDriver()->getScreenSize().Height - 180,
                                            App::getInstance()->getDevice()->getVideoDriver()->getScreenSize().Width - 10,
                                            App::getInstance()->getDevice()->getVideoDriver()->getScreenSize().Height - 10);

        stringw realTxt = stringw(text.c_str());
        realTxt += stringw(newtxt.c_str());
		// Flashing cursor, flash at 1/4 second interval (based on realtime)
	    if((timercheck-timer2>250))
		{
			realTxt += L'_';
			if (timercheck-timer2>500)
				timer2=timercheck;
		}

		GUIManager::getInstance()->guiFontDialog->draw(realTxt.c_str(),textRect,SColor(255,255,255,255),false,false,&textRect);


        //draw YES GREEN button
        position2di buttonYesPosition = position2di(App::getInstance()->getDevice()->getVideoDriver()->getScreenSize().Width - 58,
                    App::getInstance()->getDevice()->getVideoDriver()->getScreenSize().Height - 58);

        App::getInstance()->getDevice()->getVideoDriver()->draw2DImage(guiDialogImgYes,buttonYesPosition,
                                                                   rect<s32>(0,0,48,48),0,SColor(255,255,255,255),true);

        //check mouse click on OK button
        position2di mousePos = App::getInstance()->getDevice()->getCursorControl()->getPosition();
		if(mousePos.getDistanceFrom(buttonYesPosition+position2di(16,16)) < 16 && App::getInstance()->isMousePressed(0)) mouseExit = true;


        //verify pressed chars and add it to the string

        if(timercheck-timer > 160)
        {
            //process all keycodes [0-9] and [A-Z]
            for(int i=0x30;i<0x5B;i++)
            {
				if(App::getInstance()->isKeyPressed(i))
                {
                    newtxt += i;
                    timer = timercheck;
                }
            }

            //process delete and backspace (same behavior for both of them -> remove the last char)
            if(App::getInstance()->isKeyPressed(KEY_BACK) || App::getInstance()->isKeyPressed(KEY_DELETE))
            {
                newtxt = newtxt.substr(0,newtxt.size()-1);
				timer = timercheck;
            }
        }
        App::getInstance()->getDevice()->getVideoDriver()->endScene();
    }

    //EventReceiver::getInstance()->flushKeys();
    //EventReceiver::getInstance()->flushMouse();
	GUIManager::getInstance()->flush();

    return stringc(newtxt.c_str());
}
开发者ID:kcuzner,项目名称:irrrpgbuilder,代码行数:79,代码来源:CUIGame.cpp

示例9: createTank

void CRaycastTankExample::createTank(const stringw file, const stringw collFile, const vector3df &pos, const f32 mass)
{
    IAnimatedMeshSceneNode *Node = device->getSceneManager()->addAnimatedMeshSceneNode(
        device->getSceneManager()->getMesh(file.c_str()));
	Node->setPosition(pos);
	//Node->setRotation(vector3df(-40,90,0));
	Node->setMaterialFlag(video::EMF_LIGHTING, true);
	//Node->setScale(vector3df(2,2,4));



	IGImpactMeshShape *shape = new IGImpactMeshShape(Node, device->getSceneManager()->getMesh(collFile.c_str()), mass);


	tank = world->addRigidBody(shape);

    // When using a raycast vehicle, we don't want this rigid body to deactivate.
	tank->setActivationState(EAS_DISABLE_DEACTIVATION);

    // Set some damping on the rigid body because the raycast vehicles tend to bounce a lot without a lot of tweaking.
    // (cheap fix for the example only)
	tank->setDamping(0.4, 0.4);

    // We create our vehicle, passing our newly created rigid body as a parameter.
	vehicle = world->addRaycastVehicle(tank);


    // Set up our wheel construction info. These values can be changed for each wheel,
    // and the values that you want to keep will stay the same, that way
    // all parameters for each wheel can stay the same for what needs to remain equal,
    // such as directions and suspension rest length.
    SWheelInfoConstructionInfo wheel;
    wheel.chassisConnectionPointCS = vector3df(0.0,-0.88,4.0);
    wheel.wheelDirectionCS = vector3df(0.0,-0.1,0.0);
    wheel.wheelAxleCS = vector3df(-0.5,0.0,0.0);
    wheel.suspensionRestLength = 0.6;
    wheel.wheelRadius = 8.0;
    wheel.isFrontWheel = true;

    // The bones are in the center of the mesh on the X axis, so we just set the width ourselves.
    // Do the left row of wheels.
    for(u32 i=0; i < Node->getJointCount(); i++)
    {
        // The bones that we need in this mesh are all named "RoadWheels" with a numerical suffix.
        // So we do a quick check to make sure that no unwanted bones get through as wheels.
        if(Node->getJointNode(i)->getName()[0] == 'R')
        {
            wheel.chassisConnectionPointCS = vector3df(-4, Node->getJointNode(i)->getPosition().Y,Node->getJointNode(i)->getPosition().Z);
            vehicle->addWheel(wheel);
        }
    }

    wheel.wheelAxleCS = vector3df(0.5,0.0,0.0);

    // Do the right row of wheels.
    for(u32 i=0; i < Node->getJointCount(); i++)
    {
        if(Node->getJointNode(i)->getName()[0] == 'R')
        {
            wheel.chassisConnectionPointCS = vector3df(4, Node->getJointNode(i)->getPosition().Y,Node->getJointNode(i)->getPosition().Z);
            vehicle->addWheel(wheel);
        }
    }


	for (u32 i=0;i<vehicle->getNumWheels();i++)
    {
        SWheelInfo &info = vehicle->getWheelInfo(i);

        info.suspensionStiffness = 0.08f;
        info.wheelDampingRelaxation = 20.0f;
        info.wheelDampingCompression = 20.0f;
        info.frictionSlip = 1000;
        info.rollInfluence = 0.1f;


        // We call updateWheel, which takes SWheelInfo as the first parameter,
        // and the ID of the wheel to apply that info to. This must
        // be called after any changes in order for the changes to actually take effect.
        vehicle->updateWheelInfo(i);
    }
}
开发者ID:pdpdds,项目名称:Win32OpenSourceSample,代码行数:82,代码来源:raycasttankexample.cpp

示例10: logWindowMessage

			// TODO: Make private?  (Game needs to reach it, currently, in addAgent().)
			void logWindowMessage( const stringw text )
			{	logWindow->addItem( text.c_str() ); }// logMessage()
开发者ID:Angeliqe,项目名称:huisclos,代码行数:3,代码来源:GameGUI.hpp

示例11: setWindowTitle

void PhysicsSim::setWindowTitle(stringw windowTitle)
{
	dvc->setWindowCaption(windowTitle.c_str());
}
开发者ID:mikeiasNS,项目名称:SnowHero-irrlich-Game-,代码行数:4,代码来源:PhysicsSim.cpp

示例12: btDbvtBroadphase

PhysicsSim::PhysicsSim(stringw windowTitle, uint width, uint height, bool render)
{
    broadphase = new btDbvtBroadphase();

    collisionConfiguration = new btDefaultCollisionConfiguration();
    dispatcher = new btCollisionDispatcher(collisionConfiguration);

	btGImpactCollisionAlgorithm::registerAlgorithm(dispatcher);

    solver = new btSequentialImpulseConstraintSolver;

    dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,collisionConfiguration);

    setGravity(9.8);

	SIrrlichtCreationParameters params = SIrrlichtCreationParameters();
	params.EventReceiver = this;
	#ifndef NO_GRAPHICS
	if(render)
	{
	    params.Vsync = true;
		params.DriverType = video::EDT_OPENGL;
		params.WindowSize = core::dimension2d<u32>(width, height);
		params.Fullscreen = true;
		params.AntiAlias = 4;
		params.Stencilbuffer = false;
	}
	else
		params.DriverType = video::EDT_NULL;
	#else
	params.DriverType = video::EDT_NULL;
	#endif

	dvc = createDeviceEx(params);

	dvc->getLogger()->setLogLevel(ELL_INFORMATION);

	dvc->setWindowCaption(windowTitle.c_str());
	dvc->getCursorControl()->setVisible(false);

    driver = dvc->getVideoDriver();

	smgr = dvc->getSceneManager();

	env = dvc->getGUIEnvironment();
	pipImage = env->addImage(recti(10,10,200,200));
	pipImage->setScaleImage(true);
	pipImage->setUseAlphaChannel(false);
	pipImage->setVisible(false);

	for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
		KeyIsDown[i] = false;

	lasttick = 0;

	paused = false;

	testSphere = NULL;
	terrain = NULL;

	mediaDirectory = L"./";

	srand(time(NULL));
}
开发者ID:mikeiasNS,项目名称:SnowHero-irrlich-Game-,代码行数:64,代码来源:PhysicsSim.cpp

示例13: c_str

 const wchar_t* c_str() const { return m_value.c_str(); }
开发者ID:langresser,项目名称:stk,代码行数:1,代码来源:user_config.hpp

示例14: main


//.........这里部分代码省略.........
					playerPosition.Y = KAT_Y[HEDEFKAT];
					player->setPosition(playerPosition);
					BULUNDUGUM_KAT = HEDEFKAT;
					str = L"DEVAM'A BASIN";
					
				}
			}
			if(HEDEFKAT == 0)
				Current	= BASLANGIC0;
			if(HEDEFKAT == 1)
				Current	= BASLANGIC1;
			if(HEDEFKAT == 2)
				Current	= BASLANGIC2;

		}

		if(playerPosition.Z > 1350){
			str = L"KAT:";
			str += BULUNDUGUM_KAT; 
			str += L" > DOGU KORIDORU";

			char a[2];
			sprintf(a,"%d",BULUNDUGUM_KAT);
			StringDATA[0]= '\0';
			strcat(StringDATA,"KAT:");
			strcat(StringDATA,a);
			strcat(StringDATA," > DOGU KORIDORU");
		}
		if(playerPosition.Z < -860){
			str = L"KAT:";
			str += BULUNDUGUM_KAT; 
			str += L" > BATI KORIDORU"; 

			char a[2];
			sprintf(a,"%d",BULUNDUGUM_KAT);
			StringDATA[0]= '\0';
			strcat(StringDATA,"KAT:");
			strcat(StringDATA,a);
			strcat(StringDATA," > BATI KORIDORU");

		}
		if(playerPosition.Z > -860 && playerPosition.Z < 1350 && playerPosition.X < -480){
			str = L"KAT:";
			str += BULUNDUGUM_KAT; 
			str += L" > KUZEY KORIDORU"; 

			char a[2];
			sprintf(a,"%d",BULUNDUGUM_KAT);
			StringDATA[0]= '\0';
			strcat(StringDATA,"KAT:");
			strcat(StringDATA,a);
			strcat(StringDATA," > KUZEY KORIDORU");
		}
		if(playerPosition.Z > -860 && playerPosition.Z < 1350 && playerPosition.X > 780){
			str = L"KAT:";
			str += BULUNDUGUM_KAT; 
			str += L" > GUNEY KORIDORU"; 

			char a[2];
			sprintf(a,"%d",BULUNDUGUM_KAT);
			StringDATA[0]= '\0';
			strcat(StringDATA,"KAT:");
			strcat(StringDATA,a);
			strcat(StringDATA," > GUNEY KORIDORU");
		}
		
		myTextBox->setText(str.c_str());


		if(receiver.IsKeyDown(irr::KEY_KEY_W)){
				XPos_Positive = (1 * MetreBUYUTME);
		}

		if(receiver.IsKeyDown(irr::KEY_KEY_S)){
				XPos_Negative = (1 * MetreBUYUTME);
		}

		if(receiver.IsKeyDown(irr::KEY_KEY_A)){
				ZPos_Positive = (1 * MetreBUYUTME);
		}

		if(receiver.IsKeyDown(irr::KEY_KEY_D)){
				ZPos_Negative = (1 * MetreBUYUTME);
		}

		if(receiver.IsKeyDown(irr::KEY_KEY_K)){
				BPlaniPanik = 1;
		}

		if(receiver.IsKeyDown(irr::KEY_KEY_L)){
				BPlaniPanik = 0;
		}
		

	}

	device->drop();

	return 0;
}
开发者ID:brkakkaya,项目名称:ismr,代码行数:101,代码来源:mainGUI.cpp


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