void ConvertFormula( std::string inputFileName, TSupportedFormats inputFormat, TSupportedFormats outputFormat, std::string outputFileName ) 
{
	shared_ptr<FormulaObj> obj(new FormulaObj(NT_MAIN));
	MathMLParser mmlparser;
	CConvertLatex latexConverter;
	shared_ptr<MathObj> latexObj;

	if (inputFormat == SF_OPENMATH) {
		ConvertFromOM(inputFileName, obj);
	}
	if (inputFormat == SF_MATHML) {
		mmlparser.Pars(inputFileName);
	}

	if (inputFormat == SF_LATEX) {
		ifstream ifs(inputFileName);
		string str((istreambuf_iterator<char>(ifs)), istreambuf_iterator<char>());
		latexObj = latexConverter.ConvertFromLatex(str);
		ifs.close();
	}
	if (outputFormat == SF_OPENMATH) {
		if (inputFormat == SF_OPENMATH) {
			ConvertToOM(outputFileName, obj);
		}
		if (inputFormat == SF_MATHML) {
			ConvertToOM(outputFileName, mmlparser.GetData());
		}

		if (inputFormat == SF_LATEX) {
			ConvertToOM(outputFileName, latexObj);
		}
	}
	if (outputFormat == SF_MATHML) {
		if (inputFormat == SF_OPENMATH) {
			mmlparser.SetData(obj);
			mmlparser.Save(outputFileName);
		}
		if (inputFormat == SF_MATHML)
			mmlparser.Save(outputFileName);

		if (inputFormat == SF_LATEX) {
			mmlparser.SetData(latexObj);
			mmlparser.Save(outputFileName);
		}
	}
	if (outputFormat == SF_LATEX) {
		string outStr;
		if (inputFormat == SF_LATEX) {
			latexConverter.ConvertToLatex(latexObj, outStr);
		} else if (inputFormat == SF_OPENMATH) {
			latexConverter.ConvertToLatex(obj, outStr);
		} else if (inputFormat == SF_MATHML) {
			latexConverter.ConvertToLatex(mmlparser.GetData(), outStr);
		}
		ofstream ofs(outputFileName, ios::out);
		ofs << outStr;
		ofs.close();
	}
}
Beispiel #2
0
void Application::Run()
{
	double T1 = glfwGetTime();
	bool RunLoop = true;

	if (RunMode == MODE_PLAY)
	{
		Game = new ScreenMainMenu(NULL);
		((ScreenMainMenu*)Game)->Init();

	}else if (RunMode == MODE_VSRGPREVIEW)
	{
		Game = new ScreenGameplay7K();
		VSRG::Song* Sng = LoadSong7KFromFilename(InFile.path(), InFile.ParentDirectory().path(), NULL);
		((ScreenGameplay7K*)Game)->Init (Sng, difIndex, Upscroll);
	}else if (RunMode == MODE_CONVERT)
	{
		VSRG::Song* Sng = LoadSong7KFromFilename(InFile.Filename().path(), InFile.ParentDirectory().path(), NULL);

		if (Sng) 
		{
		// if (ConvertMode == CONV_OM) // for now this is the default
			ConvertToOM (Sng, OutFile.path(), Author);
		}

		RunLoop = false;
	}else if (RunMode == MODE_GENCACHE)
	{
		std::vector<VSRG::Song*> Songs;

		GameState::Printf("Generating cache...\n");

		std::vector<String> Directories;
		Configuration::GetConfigListS("SongDirectories", Directories);

		for (std::vector<String>::iterator i = Directories.begin(); 
			i != Directories.end();
			i++)
		{
			FileManager::GetSongList7K(Songs, *i);
		}

		for (std::vector<VSRG::Song*>::iterator i = Songs.begin(); i != Songs.end(); i++)
			delete *i;

		RunLoop = false;
	}

	GameState::Printf("Time: %fs\n", glfwGetTime() - T1);

	if (!RunLoop)
		return;

	while (Game->IsScreenRunning() && !WindowFrame.ShouldCloseWindow())
	{
		double newTime = glfwGetTime();
		double delta = newTime - oldTime;
		ImageLoader::UpdateTextures();

		WindowFrame.ClearWindow();

		Game->Run(delta);

		MixerUpdate();
		WindowFrame.SwapBuffers();
		oldTime = newTime;
	}
}