本文整理汇总了C++中common::Error::getCode方法的典型用法代码示例。如果您正苦于以下问题:C++ Error::getCode方法的具体用法?C++ Error::getCode怎么用?C++ Error::getCode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common::Error
的用法示例。
在下文中一共展示了Error::getCode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: save
void MainMenuDialog::save() {
int slot = _saveDialog->runModalWithCurrentTarget();
#if defined(__PLAYSTATION2__) && defined(DYNAMIC_MODULES)
char pokeme[32];
snprintf(pokeme,32,"hack");
#endif
if (slot >= 0) {
Common::String result(_saveDialog->getResultString());
if (result.empty()) {
// If the user was lazy and entered no save name, come up with a default name.
result = _saveDialog->createDefaultSaveDescription(slot);
}
Common::Error status = _engine->saveGameState(slot, result);
if (status.getCode() != Common::kNoError) {
Common::String failMessage = Common::String::format(_("Gamestate save failed (%s)! "
"Please consult the README for basic information, and for "
"instructions on how to obtain further assistance."), status.getDesc().c_str());
GUI::MessageDialog dialog(failMessage);
dialog.runModal();
}
close();
}
}
示例2: openMainMenuDialog
void Engine::openMainMenuDialog() {
if (!_mainMenuDialog)
_mainMenuDialog = new MainMenuDialog(this);
setGameToLoadSlot(-1);
runDialog(*_mainMenuDialog);
// Load savegame after main menu execution
// (not from inside the menu loop to avoid
// mouse cursor glitches and simliar bugs,
// e.g. #2822778).
if (_saveSlotToLoad >= 0) {
Common::Error status = loadGameState(_saveSlotToLoad);
if (status.getCode() != Common::kNoError) {
Common::String failMessage = Common::String::format(_("Gamestate load failed (%s)! "
"Please consult the README for basic information, and for "
"instructions on how to obtain further assistance."), status.getDesc().c_str());
GUI::MessageDialog dialog(failMessage);
dialog.runModal();
}
}
syncSoundSettings();
}
示例3: loadGameStateAndDisplayError
void MohawkEngine_Riven::loadGameStateAndDisplayError(int slot) {
assert(slot >= 0);
Common::Error loadError = loadGameState(slot);
if (loadError.getCode() != Common::kNoError) {
GUI::MessageDialog dialog(loadError.getDesc());
dialog.runModal();
}
}
示例4: init
Common::Error Pink::PinkEngine::run() {
Common::Error error = init();
if (error.getCode() != Common::kNoError)
return error;
while (!shouldQuit()) {
Common::Event event;
while (_eventMan->pollEvent(event)) {
if (_director->processEvent(event))
continue;
switch (event.type) {
case Common::EVENT_QUIT:
case Common::EVENT_RTL:
return Common::kNoError;
case Common::EVENT_MOUSEMOVE:
_actor->onMouseMove(event.mouse);
break;
case Common::EVENT_LBUTTONDOWN:
_actor->onLeftButtonClick(event.mouse);
break;
case Common::EVENT_LBUTTONUP:
_actor->onLeftButtonUp();
break;
case Common::EVENT_RBUTTONDOWN:
if (isPeril())
_actor->onRightButtonClick(event.mouse);
break;
case Common::EVENT_KEYDOWN:
if (event.kbd.keycode == Common::KEYCODE_d && event.kbd.hasFlags(Common::KBD_CTRL)) {
_console->attach();
_console->onFrame();
} else {
_actor->onKeyboardButtonClick(event.kbd.keycode);
}
break;
default:
break;
}
}
_actor->update();
_director->update();
_system->delayMillis(10);
}
return Common::kNoError;
}
示例5: appStart
Common::Error Sword25Engine::run() {
// Engine initialisation
Common::Error error = appStart();
if (error.getCode() != Common::kNoError) {
appEnd();
return error;
}
// Run the game
bool runSuccess = appMain();
// Engine de-initialisation
bool deinitSuccess = appEnd();
return (runSuccess && deinitSuccess) ? Common::kNoError : Common::kUnknownError;
}
示例6: testErrorMessages
TestExitStatus SaveGametests::testErrorMessages() {
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
saveFileMan->clearError();
// Try opening a non existing file
readAndVerifyData("tBedSomeNonExistentSaveFile.0", "File doesn't exists!");
Common::Error err = saveFileMan->getError();
if (err.getCode() == Common::kNoError) {
// blunder! how come?
Testsuite::logDetailedPrintf("SaveFileMan.getError() failed\n");
return kTestFailed;
}
// Can't actually predict whether which error, kInvalidPath or kPathDoesNotExist or some other?
// So just return kTestPassed if some error
Testsuite::logDetailedPrintf("getError returned : %s\n", saveFileMan->getErrorDesc().c_str());
return kTestPassed;
}
示例7: init
Common::Error DarkMoonEngine::init() {
Common::Error err = EoBCoreEngine::init();
if (err.getCode() != Common::kNoError)
return err;
initStaticResource();
_monsterProps = new EoBMonsterProperty[10];
if (_configRenderMode == Common::kRenderEGA) {
Palette pal(16);
_screen->loadPalette(_egaDefaultPalette, pal, 16);
_screen->setScreenPalette(pal);
}
_screen->loadPalette("PALETTE.COL", _screen->getPalette(0));
_screen->setScreenPalette(_screen->getPalette(0));
return Common::kNoError;
}
示例8: testListingSavefile
TestExitStatus SaveGametests::testListingSavefile() {
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
saveFileMan->clearError();
// create some savefiles
const char *savefileName[] = {"tBedSavefileToList.0", "tBedSavefileToList.1", "tBedSavefileToList.2"};
writeDataToFile("tBedSavefileToList.0", "Save me!");
writeDataToFile("tBedSavefileToList.1", "Save me!");
writeDataToFile("tBedSavefileToList.2", "Save me!");
Common::Error err = saveFileMan->getError();
if (err.getCode() != Common::kNoError) {
// Abort. Some Error in writing files
Testsuite::logDetailedPrintf("Error while creating savefiles: %s\n", err.getDesc().c_str());
return kTestFailed;
}
Common::StringArray savefileList = saveFileMan->listSavefiles("tBedSavefileToList.?");
if (savefileList.size() == ARRAYSIZE(savefileName)) {
// Match them exactly
// As the order of savefileList may be platform specific, match them exhaustively
for (uint i = 0; i < ARRAYSIZE(savefileName); i++) {
for (uint j = 0; j < savefileList.size(); j++) {
if (savefileList[j].equals(savefileName[i])) {
break;
}
if (savefileList.size() == j) {
// A match for this name not found
Testsuite::logDetailedPrintf("Listed Names don't match\n");
return kTestFailed;
}
}
}
return kTestPassed;
}
Testsuite::logDetailedPrintf("listing Savefiles failed!\n");
return kTestFailed;
}
示例9: switchMode
bool EventRecorder::switchMode() {
const Common::String gameId = ConfMan.get("gameid");
const EnginePlugin *plugin = 0;
EngineMan.findGame(gameId, &plugin);
bool metaInfoSupport = (*plugin)->hasFeature(MetaEngine::kSavesSupportMetaInfo);
bool featuresSupport = metaInfoSupport &&
g_engine->canSaveGameStateCurrently() &&
(*plugin)->hasFeature(MetaEngine::kSupportsListSaves) &&
(*plugin)->hasFeature(MetaEngine::kSupportsDeleteSave);
if (!featuresSupport) {
return false;
}
int emptySlot = 1;
SaveStateList saveList = (*plugin)->listSaves(gameId.c_str());
for (SaveStateList::const_iterator x = saveList.begin(); x != saveList.end(); ++x) {
int saveSlot = x->getSaveSlot();
if (saveSlot == 0) {
continue;
}
if (emptySlot != saveSlot) {
break;
}
emptySlot++;
}
Common::String saveName;
if (emptySlot >= 0) {
saveName = Common::String::format("Save %d", emptySlot + 1);
Common::Error status = g_engine->saveGameState(emptySlot, saveName);
if (status.getCode() == Common::kNoError) {
Common::Event eventRTL;
eventRTL.type = Common::EVENT_RTL;
g_system->getEventManager()->pushEvent(eventRTL);
}
}
ConfMan.set("record_mode", "", Common::ConfigManager::kTransientDomain);
ConfMan.setInt("save_slot", emptySlot, Common::ConfigManager::kTransientDomain);
_needcontinueGame = true;
return true;
}
示例10: run
Common::Error GagEngine::run()
{
Init();
Common::Error status;
do
{
// do periodic processing
uint32 time_start = _system->getMillis();
status = Update();
uint32 time_end = _system->getMillis();
// wrap around check
uint32 time_spent = time_end >= time_start ? time_end - time_start : std::numeric_limits<uint32>::max() - time_start + time_end + 1;
// sleep remaining frame time
uint time_for_frame = 1000 / _SCREEN_FPS;
_system->delayMillis(time_spent < time_for_frame ? time_for_frame - time_spent : 0);
}
while(status.getCode() == Common::kNoError && !shouldQuit());
return status;
}
示例11: dir
// TODO: specify the possible return values here
static Common::Error runGame(const EnginePlugin *plugin, OSystem &system, const Common::String &edebuglevels) {
// Determine the game data path, for validation and error messages
Common::FSNode dir(ConfMan.get("path"));
Common::Error err = Common::kNoError;
Engine *engine = 0;
// Verify that the game path refers to an actual directory
if (!(dir.exists() && dir.isDirectory()))
err = Common::kPathNotDirectory;
// Create the game engine
if (err.getCode() == Common::kNoError)
err = (*plugin)->createInstance(&system, &engine);
// Check for errors
if (!engine || err.getCode() != Common::kNoError) {
// Print a warning; note that scummvm_main will also
// display an error dialog, so we don't have to do this here.
warning("%s failed to instantiate engine: %s (target '%s', path '%s')",
plugin->getName(),
err.getDesc().c_str(),
ConfMan.getActiveDomainName().c_str(),
dir.getPath().c_str()
);
// Autoadded is set only when no path was provided and
// the game is run from command line.
//
// Thus, we remove this garbage entry
//
// Fixes bug #1544799
if (ConfMan.hasKey("autoadded")) {
ConfMan.removeGameDomain(ConfMan.getActiveDomainName().c_str());
}
return err;
}
// Set the window caption to the game name
Common::String caption(ConfMan.get("description"));
if (caption.empty()) {
caption = EngineMan.findGame(ConfMan.get("gameid")).description();
}
if (caption.empty())
caption = ConfMan.getActiveDomainName(); // Use the domain (=target) name
if (!caption.empty()) {
system.setWindowCaption(caption.c_str());
}
//
// Setup various paths in the SearchManager
//
// Add the game path to the directory search list
SearchMan.addDirectory(dir.getPath(), dir, 0, 4);
// Add extrapath (if any) to the directory search list
if (ConfMan.hasKey("extrapath")) {
dir = Common::FSNode(ConfMan.get("extrapath"));
SearchMan.addDirectory(dir.getPath(), dir);
}
// If a second extrapath is specified on the app domain level, add that as well.
if (ConfMan.hasKey("extrapath", Common::ConfigManager::kApplicationDomain)) {
dir = Common::FSNode(ConfMan.get("extrapath", Common::ConfigManager::kApplicationDomain));
SearchMan.addDirectory(dir.getPath(), dir);
}
// On creation the engine should have set up all debug levels so we can use
// the command line arugments here
Common::StringTokenizer tokenizer(edebuglevels, " ,");
while (!tokenizer.empty()) {
Common::String token = tokenizer.nextToken();
if (!DebugMan.enableDebugChannel(token))
warning(_("Engine does not support debug level '%s'"), token.c_str());
}
// Inform backend that the engine is about to be run
system.engineInit();
// Run the engine
Common::Error result = engine->run();
// Inform backend that the engine finished
system.engineDone();
// Free up memory
delete engine;
// We clear all debug levels again even though the engine should do it
DebugMan.clearAllDebugChannels();
// Reset the file/directory mappings
SearchMan.clear();
// Return result (== 0 means no error)
return result;
//.........这里部分代码省略.........
示例12: if
extern "C" int scummvm_main(int argc, const char * const argv[]) {
Common::String specialDebug;
Common::String command;
// Verify that the backend has been initialized (i.e. g_system has been set).
assert(g_system);
OSystem &system = *g_system;
// Register config manager defaults
Base::registerDefaults();
// Parse the command line
Common::StringMap settings;
command = Base::parseCommandLine(settings, argc, argv);
// Load the config file (possibly overridden via command line):
if (settings.contains("config")) {
ConfMan.loadConfigFile(settings["config"]);
settings.erase("config");
} else {
ConfMan.loadDefaultConfigFile();
}
// Update the config file
ConfMan.set("versioninfo", gScummVMVersion, Common::ConfigManager::kApplicationDomain);
// Load and setup the debuglevel and the debug flags. We do this at the
// soonest possible moment to ensure debug output starts early on, if
// requested.
if (settings.contains("debuglevel")) {
gDebugLevel = (int)strtol(settings["debuglevel"].c_str(), 0, 10);
printf("Debuglevel (from command line): %d\n", gDebugLevel);
settings.erase("debuglevel"); // This option should not be passed to ConfMan.
} else if (ConfMan.hasKey("debuglevel"))
gDebugLevel = ConfMan.getInt("debuglevel");
if (settings.contains("debugflags")) {
specialDebug = settings["debugflags"];
settings.erase("debugflags");
}
PluginManager::instance().init();
PluginManager::instance().loadAllPlugins(); // load plugins for cached plugin manager
// If we received an invalid music parameter via command line we check this here.
// We can't check this before loading the music plugins.
// On the other hand we cannot load the plugins before we know the file paths (in case of external plugins).
if (settings.contains("music-driver")) {
if (MidiDriver::getMusicType(MidiDriver::getDeviceHandle(settings["music-driver"])) == MT_INVALID) {
warning("Unrecognized music driver '%s'. Switching to default device", settings["music-driver"].c_str());
settings["music-driver"] = "auto";
}
}
// Process the remaining command line settings. Must be done after the
// config file and the plugins have been loaded.
Common::Error res;
// TODO: deal with settings that require plugins to be loaded
res = Base::processSettings(command, settings);
if (res.getCode() != Common::kArgumentNotProcessed) {
warning("%s", res.getDesc().c_str());
return res.getCode();
}
// Init the backend. Must take place after all config data (including
// the command line params) was read.
system.initBackend();
// If we received an invalid graphics mode parameter via command line
// we check this here. We can't do it until after the backend is inited,
// or there won't be a graphics manager to ask for the supported modes.
if (settings.contains("gfx-mode")) {
const OSystem::GraphicsMode *gm = g_system->getSupportedGraphicsModes();
Common::String option = settings["gfx-mode"];
bool isValid = false;
while (gm->name && !isValid) {
isValid = !scumm_stricmp(gm->name, option.c_str());
gm++;
}
if (!isValid) {
warning("Unrecognized graphics mode '%s'. Switching to default mode", option.c_str());
settings["gfx-mode"] = "default";
}
}
setupGraphics(system);
// Init the different managers that are used by the engines.
// Do it here to prevent fragmentation later
system.getAudioCDManager();
MusicManager::instance();
Common::DebugManager::instance();
// Init the event manager. As the virtual keyboard is loaded here, it must
// take place after the backend is initiated and the screen has been setup
system.getEventManager()->init();
//.........这里部分代码省略.........
示例13: run
Common::Error MohawkEngine_Riven::run() {
MohawkEngine::run();
// Let's try to open the installer file (it holds extras.mhk)
// Though, we set a low priority to prefer the extracted version
if (_installerArchive.open("arcriven.z"))
SearchMan.add("arcriven.z", &_installerArchive, 0, false);
_gfx = new RivenGraphics(this);
_video = new RivenVideoManager(this);
_sound = new RivenSoundManager(this);
_console = new RivenConsole(this);
_saveLoad = new RivenSaveLoad(this, _saveFileMan);
_optionsDialog = new RivenOptionsDialog(this);
_scriptMan = new RivenScriptManager(this);
_inventory = new RivenInventory(this);
_rnd = new Common::RandomSource("riven");
// Create the cursor manager
if (Common::File::exists("rivendmo.exe"))
_cursor = new PECursorManager("rivendmo.exe");
else if (Common::File::exists("riven.exe"))
_cursor = new PECursorManager("riven.exe");
else // last resort: try the Mac executable
_cursor = new MacCursorManager("Riven");
initVars();
// Check the user has copied all the required datafiles
if (!checkDatafiles()) {
return Common::kNoGameDataFoundError;
}
// We need to have a cursor source, or the game won't work
if (!_cursor->hasSource()) {
Common::String message = _("You're missing a Riven executable. The Windows executable is 'riven.exe' or 'rivendmo.exe'. ");
message += _("Using the 'arcriven.z' installer file also works. In addition, you can use the Mac 'Riven' executable.");
GUIErrorMessage(message);
warning("%s", message.c_str());
return Common::kNoGameDataFoundError;
}
// Open extras.mhk for common images
_extrasFile = new MohawkArchive();
// We need extras.mhk for inventory images, marble images, and credits images
if (!_extrasFile->openFile("extras.mhk")) {
Common::String message = _("You're missing 'extras.mhk'. Using the 'arcriven.z' installer file also works.");
GUIErrorMessage(message);
warning("%s", message.c_str());
return Common::kNoGameDataFoundError;
}
// Set the transition speed
_gfx->setTransitionMode((RivenTransitionMode) _vars["transitionmode"]);
// Start at main cursor
_cursor->setCursor(kRivenMainCursor);
_cursor->showCursor();
// Let's begin, shall we?
if (getFeatures() & GF_DEMO) {
// Start the demo off with the videos
changeToStack(kStackAspit);
changeToCard(6);
} else if (ConfMan.hasKey("save_slot")) {
// Load game from launcher/command line if requested
int gameToLoad = ConfMan.getInt("save_slot");
// Attempt to load the game.
Common::Error loadError = _saveLoad->loadGame(gameToLoad);
if (loadError.getCode() != Common::kNoError) {
return loadError;
}
} else {
// Otherwise, start us off at aspit's card 1 (the main menu)
changeToStack(kStackAspit);
changeToCard(1);
}
while (!hasGameEnded())
doFrame();
return Common::kNoError;
}
示例14: checkError
void SaveLoadMenuScreen::checkError(Common::Error error) {
if (error.getCode() != Common::kNoError) {
GUI::MessageDialog dialog(error.getDesc());
dialog.runModal();
}
}
示例15: dir
// TODO: specify the possible return values here
static Common::Error runGame(const EnginePlugin *plugin, OSystem &system, const Common::String &edebuglevels) {
// Determine the game data path, for validation and error messages
Common::FSNode dir(ConfMan.get("path"));
Common::Error err = Common::kNoError;
Engine *engine = 0;
#if defined(SDL_BACKEND) && defined(USE_OPENGL) && defined(USE_RGB_COLOR)
// HACK: We set up the requested graphics mode setting here to allow the
// backend to switch from Surface SDL to OpenGL if necessary. This is
// needed because otherwise the g_system->getSupportedFormats might return
// bad values.
g_system->beginGFXTransaction();
g_system->setGraphicsMode(ConfMan.get("gfx_mode").c_str());
if (g_system->endGFXTransaction() != OSystem::kTransactionSuccess) {
warning("Switching graphics mode to '%s' failed", ConfMan.get("gfx_mode").c_str());
return Common::kUnknownError;
}
#endif
// Verify that the game path refers to an actual directory
if (!dir.exists()) {
err = Common::kPathDoesNotExist;
} else if (!dir.isDirectory()) {
err = Common::kPathNotDirectory;
}
// Create the game engine
if (err.getCode() == Common::kNoError) {
// Set default values for all of the custom engine options
// Appareantly some engines query them in their constructor, thus we
// need to set this up before instance creation.
const ExtraGuiOptions engineOptions = (*plugin)->getExtraGuiOptions(Common::String());
for (uint i = 0; i < engineOptions.size(); i++) {
ConfMan.registerDefault(engineOptions[i].configOption, engineOptions[i].defaultState);
}
err = (*plugin)->createInstance(&system, &engine);
}
// Check for errors
if (!engine || err.getCode() != Common::kNoError) {
// Print a warning; note that scummvm_main will also
// display an error dialog, so we don't have to do this here.
warning("%s failed to instantiate engine: %s (target '%s', path '%s')",
plugin->getName(),
err.getDesc().c_str(),
ConfMan.getActiveDomainName().c_str(),
dir.getPath().c_str()
);
// Autoadded is set only when no path was provided and
// the game is run from command line.
//
// Thus, we remove this garbage entry
//
// Fixes bug #1544799
if (ConfMan.hasKey("autoadded")) {
ConfMan.removeGameDomain(ConfMan.getActiveDomainName().c_str());
}
return err;
}
// Set the window caption to the game name
Common::String caption(ConfMan.get("description"));
if (caption.empty()) {
caption = EngineMan.findGame(ConfMan.get("gameid")).description();
}
if (caption.empty())
caption = ConfMan.getActiveDomainName(); // Use the domain (=target) name
if (!caption.empty()) {
system.setWindowCaption(caption.c_str());
}
//
// Setup various paths in the SearchManager
//
// Add the game path to the directory search list
engine->initializePath(dir);
// Add extrapath (if any) to the directory search list
if (ConfMan.hasKey("extrapath")) {
dir = Common::FSNode(ConfMan.get("extrapath"));
SearchMan.addDirectory(dir.getPath(), dir);
}
// If a second extrapath is specified on the app domain level, add that as well.
// However, since the default hasKey() and get() check the app domain level,
// verify that it's not already there before adding it. The search manager will
// check for that too, so this check is mostly to avoid a warning message.
if (ConfMan.hasKey("extrapath", Common::ConfigManager::kApplicationDomain)) {
Common::String extraPath = ConfMan.get("extrapath", Common::ConfigManager::kApplicationDomain);
if (!SearchMan.hasArchive(extraPath)) {
dir = Common::FSNode(extraPath);
SearchMan.addDirectory(dir.getPath(), dir);
}
//.........这里部分代码省略.........