本文整理汇总了C++中settings::Manager::getString方法的典型用法代码示例。如果您正苦于以下问题:C++ Manager::getString方法的具体用法?C++ Manager::getString怎么用?C++ Manager::getString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类settings::Manager
的用法示例。
在下文中一共展示了Manager::getString方法的4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: StateManager
void OMW::Engine::prepareEngine (Settings::Manager & settings)
{
mEnvironment.setStateManager (
new MWState::StateManager (mCfgMgr.getUserDataPath() / "saves", mContentFiles.at (0)));
Nif::NIFFile::CacheLock cachelock;
std::string renderSystem = settings.getString("render system", "Video");
if (renderSystem == "")
{
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
renderSystem = "Direct3D9 Rendering Subsystem";
#else
renderSystem = "OpenGL Rendering Subsystem";
#endif
}
mOgre = new OEngine::Render::OgreRenderer;
mOgre->configure(
mCfgMgr.getLogPath().string(),
renderSystem,
Settings::Manager::getString("opengl rtt mode", "Video"));
// This has to be added BEFORE MyGUI is initialized, as it needs
// to find core.xml here.
//addResourcesDirectory(mResDir);
addResourcesDirectory(mCfgMgr.getCachePath ().string());
addResourcesDirectory(mResDir / "mygui");
addResourcesDirectory(mResDir / "water");
addResourcesDirectory(mResDir / "shadows");
OEngine::Render::WindowSettings windowSettings;
windowSettings.fullscreen = settings.getBool("fullscreen", "Video");
windowSettings.window_x = settings.getInt("resolution x", "Video");
windowSettings.window_y = settings.getInt("resolution y", "Video");
windowSettings.screen = settings.getInt("screen", "Video");
windowSettings.vsync = settings.getBool("vsync", "Video");
windowSettings.icon = "openmw.png";
std::string aa = settings.getString("antialiasing", "Video");
windowSettings.fsaa = (aa.substr(0, 4) == "MSAA") ? aa.substr(5, aa.size()-5) : "0";
SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS,
settings.getBool("minimize on focus loss", "Video") ? "1" : "0");
mOgre->createWindow("OpenMW", windowSettings);
Bsa::registerResources (mFileCollections, mArchives, true, mFSStrict);
// Create input and UI first to set up a bootstrapping environment for
// showing a loading screen and keeping the window responsive while doing so
std::string keybinderUser = (mCfgMgr.getUserConfigPath() / "input_v1.xml").string();
bool keybinderUserExists = boost::filesystem::exists(keybinderUser);
MWInput::InputManager* input = new MWInput::InputManager (*mOgre, *this, keybinderUser, keybinderUserExists, mGrab);
mEnvironment.setInputManager (input);
MWGui::WindowManager* window = new MWGui::WindowManager(
mExtensions, mFpsLevel, mOgre, mCfgMgr.getLogPath().string() + std::string("/"),
mCfgMgr.getCachePath ().string(), mScriptConsoleMode, mTranslationDataStorage, mEncoding, mExportFonts);
mEnvironment.setWindowManager (window);
// Create sound system
mEnvironment.setSoundManager (new MWSound::SoundManager(mUseSound));
if (!mSkipMenu)
{
std::string logo = mFallbackMap["Movies_Company_Logo"];
if (!logo.empty())
window->playVideo(logo, 1);
}
// Create the world
mEnvironment.setWorld( new MWWorld::World (*mOgre, mFileCollections, mContentFiles,
mResDir, mCfgMgr.getCachePath(), mEncoder, mFallbackMap,
mActivationDistanceOverride, mCellName, mStartupScript));
MWBase::Environment::get().getWorld()->setupPlayer();
input->setPlayer(&mEnvironment.getWorld()->getPlayer());
window->initUI();
window->renderWorldMap();
//Load translation data
mTranslationDataStorage.setEncoder(mEncoder);
for (size_t i = 0; i < mContentFiles.size(); i++)
mTranslationDataStorage.loadTranslationData(mFileCollections, mContentFiles[i]);
Compiler::registerExtensions (mExtensions);
// Create script system
mScriptContext = new MWScript::CompilerContext (MWScript::CompilerContext::Type_Full);
mScriptContext->setExtensions (&mExtensions);
mEnvironment.setScriptManager (new MWScript::ScriptManager (MWBase::Environment::get().getWorld()->getStore(),
mVerboseScripts, *mScriptContext, mWarningsMode,
mScriptBlacklistUse ? mScriptBlacklist : std::vector<std::string>()));
//.........这里部分代码省略.........
示例2: StateManager
void OMW::Engine::prepareEngine (Settings::Manager & settings)
{
mEnvironment.setStateManager (
new MWState::StateManager (mCfgMgr.getUserDataPath() / "saves", mContentFiles.at (0)));
Nif::NIFFile::CacheLock cachelock;
std::string renderSystem = settings.getString("render system", "Video");
if (renderSystem == "")
{
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
renderSystem = "Direct3D9 Rendering Subsystem";
#else
renderSystem = "OpenGL Rendering Subsystem";
#endif
}
mOgre = new OEngine::Render::OgreRenderer;
mOgre->configure(
mCfgMgr.getLogPath().string(),
renderSystem,
Settings::Manager::getString("opengl rtt mode", "Video"));
// This has to be added BEFORE MyGUI is initialized, as it needs
// to find core.xml here.
//addResourcesDirectory(mResDir);
addResourcesDirectory(mCfgMgr.getCachePath ().string());
addResourcesDirectory(mResDir / "mygui");
addResourcesDirectory(mResDir / "water");
addResourcesDirectory(mResDir / "shadows");
OEngine::Render::WindowSettings windowSettings;
windowSettings.fullscreen = settings.getBool("fullscreen", "Video");
windowSettings.window_x = settings.getInt("resolution x", "Video");
windowSettings.window_y = settings.getInt("resolution y", "Video");
windowSettings.screen = settings.getInt("screen", "Video");
windowSettings.vsync = settings.getBool("vsync", "Video");
windowSettings.icon = "openmw.png";
std::string aa = settings.getString("antialiasing", "Video");
windowSettings.fsaa = (aa.substr(0, 4) == "MSAA") ? aa.substr(5, aa.size()-5) : "0";
mOgre->createWindow("OpenMW", windowSettings);
loadBSA();
// Create input and UI first to set up a bootstrapping environment for
// showing a loading screen and keeping the window responsive while doing so
std::string keybinderUser = (mCfgMgr.getUserConfigPath() / "input.xml").string();
bool keybinderUserExists = boost::filesystem::exists(keybinderUser);
MWInput::InputManager* input = new MWInput::InputManager (*mOgre, *this, keybinderUser, keybinderUserExists, mGrab);
mEnvironment.setInputManager (input);
MWGui::WindowManager* window = new MWGui::WindowManager(
mExtensions, mFpsLevel, mOgre, mCfgMgr.getLogPath().string() + std::string("/"),
mCfgMgr.getCachePath ().string(), mScriptConsoleMode, mTranslationDataStorage, mEncoding);
mEnvironment.setWindowManager (window);
// Create the world
mEnvironment.setWorld( new MWWorld::World (*mOgre, mFileCollections, mContentFiles,
mResDir, mCfgMgr.getCachePath(), mEncoder, mFallbackMap,
mActivationDistanceOverride));
MWBase::Environment::get().getWorld()->setupPlayer();
input->setPlayer(&mEnvironment.getWorld()->getPlayer());
window->initUI();
window->renderWorldMap();
//Load translation data
mTranslationDataStorage.setEncoder(mEncoder);
for (size_t i = 0; i < mContentFiles.size(); i++)
mTranslationDataStorage.loadTranslationData(mFileCollections, mContentFiles[i]);
Compiler::registerExtensions (mExtensions);
// Create sound system
mEnvironment.setSoundManager (new MWSound::SoundManager(mUseSound));
// Create script system
mScriptContext = new MWScript::CompilerContext (MWScript::CompilerContext::Type_Full);
mScriptContext->setExtensions (&mExtensions);
mEnvironment.setScriptManager (new MWScript::ScriptManager (MWBase::Environment::get().getWorld()->getStore(),
mVerboseScripts, *mScriptContext));
// Create game mechanics system
MWMechanics::MechanicsManager* mechanics = new MWMechanics::MechanicsManager;
mEnvironment.setMechanicsManager (mechanics);
// Create dialog system
mEnvironment.setJournal (new MWDialogue::Journal);
mEnvironment.setDialogueManager (new MWDialogue::DialogueManager (mExtensions, mVerboseScripts, mTranslationDataStorage));
mEnvironment.getWorld()->renderPlayer();
mechanics->buildPlayer();
//.........这里部分代码省略.........
示例3: if
void OMW::Engine::go()
{
assert (!mCellName.empty());
assert (!mMaster.empty());
assert (!mOgre);
mOgre = new OEngine::Render::OgreRenderer;
// Create the settings manager and load default settings file
Settings::Manager settings;
const std::string localdefault = mCfgMgr.getLocalPath().string() + "/settings-default.cfg";
const std::string globaldefault = mCfgMgr.getGlobalPath().string() + "/settings-default.cfg";
// prefer local
if (boost::filesystem::exists(localdefault))
settings.loadDefault(localdefault);
else if (boost::filesystem::exists(globaldefault))
settings.loadDefault(globaldefault);
else
throw std::runtime_error ("No default settings file found! Make sure the file \"settings-default.cfg\" was properly installed.");
// load user settings if they exist, otherwise just load the default settings as user settings
const std::string settingspath = mCfgMgr.getUserPath().string() + "/settings.cfg";
if (boost::filesystem::exists(settingspath))
settings.loadUser(settingspath);
else if (boost::filesystem::exists(localdefault))
settings.loadUser(localdefault);
else if (boost::filesystem::exists(globaldefault))
settings.loadUser(globaldefault);
// Get the path for the keybinder xml file
std::string keybinderUser = (mCfgMgr.getUserPath() / "input.xml").string();
bool keybinderUserExists = boost::filesystem::exists(keybinderUser);
mFpsLevel = settings.getInt("fps", "HUD");
// load nif overrides
NifOverrides::Overrides nifOverrides;
if (boost::filesystem::exists(mCfgMgr.getLocalPath().string() + "/transparency-overrides.cfg"))
nifOverrides.loadTransparencyOverrides(mCfgMgr.getLocalPath().string() + "/transparency-overrides.cfg");
else if (boost::filesystem::exists(mCfgMgr.getGlobalPath().string() + "/transparency-overrides.cfg"))
nifOverrides.loadTransparencyOverrides(mCfgMgr.getGlobalPath().string() + "/transparency-overrides.cfg");
std::string renderSystem = settings.getString("render system", "Video");
if (renderSystem == "")
{
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
renderSystem = "Direct3D9 Rendering Subsystem";
#else
renderSystem = "OpenGL Rendering Subsystem";
#endif
}
mOgre->configure(
mCfgMgr.getLogPath().string(),
renderSystem,
Settings::Manager::getString("opengl rtt mode", "Video"),
false);
// This has to be added BEFORE MyGUI is initialized, as it needs
// to find core.xml here.
//addResourcesDirectory(mResDir);
addResourcesDirectory(mCfgMgr.getCachePath ().string());
addResourcesDirectory(mResDir / "mygui");
addResourcesDirectory(mResDir / "water");
addResourcesDirectory(mResDir / "gbuffer");
addResourcesDirectory(mResDir / "shadows");
addZipResource(mResDir / "mygui" / "Obliviontt.zip");
// Create the window
OEngine::Render::WindowSettings windowSettings;
windowSettings.fullscreen = settings.getBool("fullscreen", "Video");
windowSettings.window_x = settings.getInt("resolution x", "Video");
windowSettings.window_y = settings.getInt("resolution y", "Video");
windowSettings.vsync = settings.getBool("vsync", "Video");
std::string aa = settings.getString("antialiasing", "Video");
windowSettings.fsaa = (aa.substr(0, 4) == "MSAA") ? aa.substr(5, aa.size()-5) : "0";
mOgre->createWindow("OpenMW", windowSettings);
loadBSA();
// cursor replacer (converts the cursor from the bsa so they can be used by mygui)
MWGui::CursorReplace replacer;
// Create the world
mEnvironment.setWorld (new MWWorld::World (*mOgre, mFileCollections, mMaster,
mResDir, mCfgMgr.getCachePath(), mNewGame, mEncoding, mFallbackMap));
//Load translation data
mTranslationDataStorage.loadTranslationData(mFileCollections, mMaster);
// Create window manager - this manages all the MW-specific GUI windows
MWScript::registerExtensions (mExtensions);
mEnvironment.setWindowManager (new MWGui::WindowManager(
mExtensions, mFpsLevel, mNewGame, mOgre, mCfgMgr.getLogPath().string() + std::string("/"),
mCfgMgr.getCachePath ().string(), mScriptConsoleMode, mTranslationDataStorage));
//.........这里部分代码省略.........
示例4: addResourcesDirectory
void OMW::Engine::prepareEngine (Settings::Manager & settings)
{
Nif::NIFFile::CacheLock cachelock;
std::string renderSystem = settings.getString("render system", "Video");
if (renderSystem == "")
{
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
renderSystem = "Direct3D9 Rendering Subsystem";
#else
renderSystem = "OpenGL Rendering Subsystem";
#endif
}
mOgre = new OEngine::Render::OgreRenderer;
mOgre->configure(
mCfgMgr.getLogPath().string(),
renderSystem,
Settings::Manager::getString("opengl rtt mode", "Video"),
false);
// This has to be added BEFORE MyGUI is initialized, as it needs
// to find core.xml here.
//addResourcesDirectory(mResDir);
addResourcesDirectory(mCfgMgr.getCachePath ().string());
addResourcesDirectory(mResDir / "mygui");
addResourcesDirectory(mResDir / "water");
addResourcesDirectory(mResDir / "gbuffer");
addResourcesDirectory(mResDir / "shadows");
addZipResource(mResDir / "mygui" / "Obliviontt.zip");
// Create the window
OEngine::Render::WindowSettings windowSettings;
windowSettings.fullscreen = settings.getBool("fullscreen", "Video");
windowSettings.window_x = settings.getInt("resolution x", "Video");
windowSettings.window_y = settings.getInt("resolution y", "Video");
windowSettings.vsync = settings.getBool("vsync", "Video");
std::string aa = settings.getString("antialiasing", "Video");
windowSettings.fsaa = (aa.substr(0, 4) == "MSAA") ? aa.substr(5, aa.size()-5) : "0";
mOgre->createWindow("OpenMW", windowSettings);
loadBSA();
// cursor replacer (converts the cursor from the bsa so they can be used by mygui)
MWGui::CursorReplace replacer;
// Create the world
mEnvironment.setWorld (new MWWorld::World (*mOgre, mFileCollections, mMaster,
mResDir, mCfgMgr.getCachePath(), mNewGame, mEncoder, mFallbackMap,
mActivationDistanceOverride));
//Load translation data
mTranslationDataStorage.setEncoder(mEncoder);
mTranslationDataStorage.loadTranslationData(mFileCollections, mMaster);
// Create window manager - this manages all the MW-specific GUI windows
MWScript::registerExtensions (mExtensions);
mEnvironment.setWindowManager (new MWGui::WindowManager(
mExtensions, mFpsLevel, mNewGame, mOgre, mCfgMgr.getLogPath().string() + std::string("/"),
mCfgMgr.getCachePath ().string(), mScriptConsoleMode, mTranslationDataStorage));
// Create sound system
mEnvironment.setSoundManager (new MWSound::SoundManager(mUseSound));
// Create script system
mScriptContext = new MWScript::CompilerContext (MWScript::CompilerContext::Type_Full);
mScriptContext->setExtensions (&mExtensions);
mEnvironment.setScriptManager (new MWScript::ScriptManager (MWBase::Environment::get().getWorld()->getStore(),
mVerboseScripts, *mScriptContext));
// Create game mechanics system
mEnvironment.setMechanicsManager (new MWMechanics::MechanicsManager);
// Create dialog system
mEnvironment.setJournal (new MWDialogue::Journal);
mEnvironment.setDialogueManager (new MWDialogue::DialogueManager (mExtensions, mVerboseScripts, mTranslationDataStorage));
// Sets up the input system
// Get the path for the keybinder xml file
std::string keybinderUser = (mCfgMgr.getUserPath() / "input.xml").string();
bool keybinderUserExists = boost::filesystem::exists(keybinderUser);
mEnvironment.setInputManager (new MWInput::InputManager (*mOgre,
MWBase::Environment::get().getWorld()->getPlayer(),
*MWBase::Environment::get().getWindowManager(), mDebug, *this, keybinderUser, keybinderUserExists));
// load cell
ESM::Position pos;
pos.rot[0] = pos.rot[1] = pos.rot[2] = 0;
pos.pos[2] = 0;
mEnvironment.getWorld()->renderPlayer();
//.........这里部分代码省略.........