Beispiel #1
0
void MainWindow::sParse() {

    // On recupere le template de base
    QFile tpl(":/runWindow/Ressources/template.tpl");
    tpl.open(QIODevice::ReadOnly | QIODevice::Text);
    QTextStream fluxR(&tpl);
    QString tplContent = fluxR.readAll();
    QString content = editor->toPlainText();
    content.replace("\n", "<br />");

    ZCode code(content);
    content = code.encode();

    tplContent.replace("TITRE_NEWS", nTitle->text());
    tplContent.replace("CONTENU_NEWS", content);

    QDir dir = QDesktopServices::storageLocation(QDesktopServices::TempLocation);
    dir.mkdir(QString("~cache/"));
    QFile file(dir.absolutePath() + "/~cache/index.htm");
    if (file.open(QFile::WriteOnly)) {
        QTextStream out(&file);
        out << tplContent;
    } else {
        QMessageBox::information(this, "Erreur", "Impossible d'accéder en écriture au fichier :" + dir.absolutePath() + "/~cache/index.htm");
    }
    QDir tmp(dir.absolutePath() + "/~cache/css");
    if(!tmp.exists()) {
        CopyDir(getRessourcePath() + "znews/", dir.absolutePath() + "/~cache");
    }


    view->load(QUrl(dir.absolutePath() + "/~cache/index.htm"));
}
Beispiel #2
0
void init_game_configuration()
{
#ifdef __APPLE__
    INIT_PARAM_STRING( 
	data_dir, strdup(getRessourcePath()), 
	"# The location of the Tux Racer data files" );
# else
	INIT_PARAM_STRING( 
					  data_dir,DATA_DIR, 
					  "# The location of the Tux Racer data files" );

#endif
    INIT_PARAM_BOOL( 
	draw_tux_shadow, False, 
	"# Set this to true to display Tux's shadow.  Note that this is a \n"
	"# hack and is quite expensive in terms of framerate.\n"
	"# [EXPERT] This looks better if your card has a stencil buffer; \n"
	"# if compiling use the --enable-stencil-buffer configure option \n"
	"# to enable the use of the stencil buffer" );

    INIT_PARAM_BOOL( 
	draw_particles, False,
	"# Controls the drawing of snow particles that are kicked up as Tux\n"
	"# turns and brakes.  Setting this to false should help improve \n"
	"# performance." );

    INIT_PARAM_INT( 
	tux_sphere_divisions, 8,
	"# [EXPERT] Higher values result in a more finely subdivided mesh \n"
	"# for Tux, and vice versa.  If you're experiencing low framerates,\n"
	"# try lowering this value." );

    INIT_PARAM_INT( 
	tux_shadow_sphere_divisions, 3,
	"# [EXPERT] The level of subdivision of Tux's shadow." );

    INIT_PARAM_BOOL( 
	nice_fog, True,
	"# [EXPERT] If true, then the GL_NICEST hint will be used when\n"
	"# rendering fog.  On some cards, setting this to false may improve\n"
	"# performance.");

    INIT_PARAM_BOOL( 
	use_sphere_display_list, False,
	"# [EXPERT]  Mesa 3.1 sometimes renders Tux strangely when display \n"
	"# lists are used.  Setting this to false should solve the problem \n"
	"# at the cost of a few Hz." );

    INIT_PARAM_BOOL( 
	display_fps, False,
	"# Set this to true to display the current framerate in Hz." );

    INIT_PARAM_INT( 
	x_resolution, 320,
	"# The horizontal size of the Tux Racer window" );

    INIT_PARAM_INT( 
	y_resolution, 480,
	"# The vertical size of the Tux Racer window" );

    INIT_PARAM_BOOL( 
	capture_mouse, False,
	"# If true, then the mouse will not be able to leave the \n"
	"# Tux Racer window.\n"
	"# If you lose keyboard focus while running Tux Racer, try setting\n"
	"# this to true." );

    INIT_PARAM_BOOL( 
	do_intro_animation, True,
	"# If false, then the introductory animation sequence will be skipped." 
	);

    INIT_PARAM_INT( 
	mipmap_type, 3,
	"# [EXPERT] Allows you to control which type of texture\n"
	"# interpolation/mipmapping is used when rendering textures.  The\n"
	"# values correspond to the following OpenGL settings:\n"
	"#\n"
        "#  0: GL_NEAREST\n"
        "#  1: GL_LINEAR\n"
        "#  2: GL_NEAREST_MIPMAP_NEAREST\n"
	"#  3: GL_LINEAR_MIPMAP_NEAREST\n"
        "#  4: GL_NEAREST_MIPMAP_LINEAR\n"
        "#  5: GL_LINEAR_MIPMAP_LINEAR\n"
	"#\n"
	"# On some cards, you may be able to improve performance by\n"
        "# decreasing this number, at the cost of lower image quality." );

    INIT_PARAM_BOOL( 
	fullscreen, True,
	"# If true then the game will run in full-screen mode." );

    INIT_PARAM_INT( 
	bpp_mode, 0,
	"# Controls how many bits per pixel are used in the game.\n"
	"# Valid values are:\n"
	"#\n"
	"#  0: Use current bpp setting of operating system\n"
	"#  1: 16 bpp\n"
	"#  2: 32 bpp\n"
	"# Note that some cards (e.g., Voodoo1, Voodoo2, Voodoo3) only support\n"
	"# 16 bits per pixel." );

    INIT_PARAM_BOOL( 
	force_window_position, False ,
	"# If true, then the Tux Racer window will automatically be\n"
	"# placed at (0,0)" );

    INIT_PARAM_INT( 
	ode_solver, 1 ,
	"# Selects the ODE (ordinary differential equation) solver.  \n"
	"# Possible values are:\n"
	"#\n"
	"#   0: Modified Euler     (fastest but least accurate)\n"
    "#   1: Runge-Kutta (2,3)\n"
	"#   2: Runge-Kutta (4,5)  (slowest but most accurate)" );

    INIT_PARAM_STRING( 
	quit_key, "q escape" ,
	"# Key binding for quitting a race" );
    INIT_PARAM_STRING( 
	turn_left_key, "j left" ,
	"# Key binding for turning left" );
    INIT_PARAM_STRING( 
	turn_right_key, "l right" ,
	"# Key binding for turning right" );
    INIT_PARAM_STRING( 
	trick_modifier_key, "d" ,
	"# Key binding for doing tricks" );
    INIT_PARAM_STRING( 
	brake_key, "k space down" ,
	"# Key binding for braking" );
    INIT_PARAM_STRING( 
	paddle_key, "i up" ,
	"# Key binding for paddling (on the ground) and flapping (in the air)" 
	);
    INIT_PARAM_STRING( 
	follow_view_key, "1" ,
	"# Key binding for the \"Follow\" camera mode" );
    INIT_PARAM_STRING( 
	behind_view_key, "2" ,
	"# Key binding for the \"Behind\" camera mode" );
    INIT_PARAM_STRING( 
	above_view_key, "3" ,
	"# Key binding for the \"Above\" camera mode" );
    INIT_PARAM_INT( 
	view_mode, 1,
	"# Default view mode. Possible values are\n" 
	"#\n"
	"#   0: Behind\n"
	"#   1: Follow\n"
	"#   2: Above\n"
    "#   3: Tux eyes" );
    INIT_PARAM_STRING( 
	screenshot_key, "=" ,
	"# Key binding for taking a screenshot" );
    INIT_PARAM_STRING( 
	pause_key, "p" ,
	"# Key binding for pausing the game" );
    INIT_PARAM_STRING( 
	reset_key, "backspace" ,
	"# Key binding for resetting the player position" );
    INIT_PARAM_STRING( 
	jump_key, "e" ,
	"# Key binding for jumping" );

    INIT_PARAM_INT( 
	joystick_paddle_button, 0 ,
	"# Joystick button for paddling (numbering starts at 0).\n" 
	"# Set to -1 to disable." );

    INIT_PARAM_INT( 
	joystick_brake_button, 2 ,
	"# Joystick button for braking (numbering starts at 0).\n" 
	"# Set to -1 to disable." );

    INIT_PARAM_INT( 
	joystick_jump_button, 3 ,
	"# Joystick button for jumping (numbering starts at 0)" );

    INIT_PARAM_INT( 
	joystick_trick_button, 1 ,
	"# Joystick button for doing tricks (numbering starts at 0)" );

    INIT_PARAM_INT( 
	joystick_continue_button, 0 ,
	"# Joystick button for moving past intro, paused, and \n"
	"# game over screens (numbering starts at 0)" );
    
    INIT_PARAM_INT(
	joystick_x_axis, 0 ,
	"# Joystick axis to use for turning (numbering starts at 0)" );

    INIT_PARAM_INT(
	joystick_y_axis, 1 ,
	"# Joystick axis to use for paddling/braking (numbering starts at 0)" );

    INIT_PARAM_INT( 
	fov, 70 ,
	"# [EXPERT] Sets the camera field-of-view" );
    INIT_PARAM_STRING( 
	debug, "" ,
	"# [EXPERT] Controls the Tux Racer debugging modes" );
    INIT_PARAM_INT( 
	warning_level, 100 ,
	"# [EXPERT] Controls the Tux Racer warning messages" );
    INIT_PARAM_INT( 
	forward_clip_distance, 40 ,
	"# Controls how far ahead of the camera the course\n"
	"# is rendered.  Larger values mean that more of the course is\n"
	"# rendered, resulting in slower performance. Decreasing this \n"
	"# value is an effective way to improve framerates." );
    INIT_PARAM_INT( 
	backward_clip_distance, 5,
	"# [EXPERT] Some objects aren't yet clipped to the view frustum, \n"
	"# so this value is used to control how far up the course these \n"
	"# objects are drawn." );
    INIT_PARAM_INT( 
	tree_detail_distance, 5 ,
	"# [EXPERT] Controls the distance at which trees are drawn with \n"
	"# two rectangles instead of one." );
    INIT_PARAM_BOOL(
	terrain_blending, True ,
	"# Controls the blending of the terrain textures.  Setting this\n"
	"# to false will help improve performance." );
    INIT_PARAM_BOOL( 
	perfect_terrain_blending, False,
	"# [EXPERT] If true, then terrain triangles with three different\n"
	"# terrain types at the vertices will be blended correctly\n"
	"# (instead of using a faster but imperfect approximation)." );
    INIT_PARAM_BOOL( 
	terrain_envmap, False,
	"# If true, then the ice will be drawn with an \"environment map\",\n"
	"# which gives the ice a shiny appearance.  Setting this to false\n"
	"# will help improve performance." );
    INIT_PARAM_BOOL( 
	disable_fog, False ,
	"# If true, then fog will be turned off.  Some Linux drivers for the\n"
	"# ATI Rage128 seem to have a bug in their fog implementation which\n"
	"# makes the screen nearly pure white when racing; if you experience\n"
	"# this problem then set this variable to true." );
    INIT_PARAM_BOOL( 
	use_cva, True ,
	"# [EXPERT] If true, then compiled vertex arrays will be used when\n"
	"# drawing the terrain.  Whether or not this helps performance\n"
	"# is driver- and card-dependent." );
    INIT_PARAM_BOOL( 
	cva_hack, True ,
	"# Some card/driver combinations render the terrrain incorrectly\n"
	"# when using compiled vertex arrays.  This activates a hack \n"
	"# to work around that problem." );
    INIT_PARAM_INT( 
	course_detail_level, 10 ,
	"# [EXPERT] This controls how accurately the course terrain is \n"
	"# rendered. A high value results in greater accuracy at the cost of \n"
	"# performance, and vice versa.  This value can be decreased and \n"
	"# increased in 10% increments at runtime using the F9 and F10 keys.\n"
	"# To better see the effect, activate wireframe mode using the F11 \n"
	"# key (this is a toggle)." );
    INIT_PARAM_BOOL( 
	no_audio, False ,
	"# If True, then audio in the game is completely disabled." );
    INIT_PARAM_BOOL( 
	sound_enabled, True ,
	"# Use this to turn sound effects on and off." );
    INIT_PARAM_BOOL( 
	music_enabled, True ,
	"# Use this to turn music on and off." );
    INIT_PARAM_INT( 
	sound_volume, 127 ,
	"# This controls the sound volume (valid range is 0-127)." );
    INIT_PARAM_INT( 
	music_volume, 64 ,
	"# This controls the music volume (valid range is 0-127)." );
    INIT_PARAM_INT( 
	audio_freq_mode, 1 ,
	"# The controls the frequency of the audio.  Valid values are:\n"
	"# \n"
	"#   0: 11025 Hz\n"
	"#   1: 22050 Hz\n"
	"#   2: 44100 Hz" );
    INIT_PARAM_INT( 
	audio_format_mode, 1 ,
	"# This controls the number of bits per sample for the audio.\n"
	"# Valid values are:\n"
	"#\n"
	"#   0: 8 bits\n"
	"#   1: 16 bits" );
    INIT_PARAM_BOOL( 
	audio_stereo, True ,
	"# Audio will be played in stereo of true, and mono if false" );
    INIT_PARAM_INT( 
	audio_buffer_size, 2048 ,
	"# [EXPERT] Controls the size of the audio buffer.  \n"
	"# Increase the buffer size if you experience choppy audio\n" 
	"# (at the cost of greater audio latency)" );
    INIT_PARAM_BOOL( 
	track_marks, False ,
	"# If true, then the players will leave track marks in the snow." );
    INIT_PARAM_BOOL( 
	ui_snow, True ,
	"# If true, then the ui screens will have falling snow." );

    INIT_PARAM_BOOL( 
#ifdef TR_DEBUG_MODE
	write_diagnostic_log, True,
#else
	write_diagnostic_log, False,
#endif
	"# If true, then a file called diagnostic_log.txt will be generated\n" 
	"# which you should attach to any bug reports you make.\n"
	"# To generate the file, set this variable to \"true\", and\n"
	"# then run the game so that you reproduce the bug, if possible."
	);
}