Example #1
0
  Comparator3( const char* file0,
	      const char* dir0,
	      const char* file1,
	      const char* dir1, 
              const char* file2,
              const char* dir2 ) :

    rebin_(-1), xMin_(0), xMax_(0), resetAxis_(false), 
    s0_(0), s1_(0), s2_(0), legend_(0,0,1,1) {
    
    SetDirs( file0, dir0, file1, dir1, file2, dir2);
  }
Example #2
0
bool MANFrame::SearchManPage(const wxString &dirs, const wxString &keyword)
{
    SetDirs(dirs);

    if (keyword.IsEmpty())
    {
        if (m_dirsVect.empty())
        {
            SetPage(NoSearchDirsSet);
        }

        return false;
    }

    std::vector<wxString> files_found;

    GetMatches(keyword, &files_found);
    m_entry->SetValue(keyword);

    if (files_found.empty())
    {
        SetPage(ManPageNotFound);
        return false;
    }

    if (files_found.size() == 1)
    {
        wxString filename = files_found.front();
        wxString man_page = GetManPage(filename);

        if (man_page.IsEmpty())
        {
            SetPage(ManPageNotFound);
            return false;
        }

        SetPage(cbC2U(man2html_buffer(cbU2C(man_page))));
        return true;
    }

    SetPage(CreateLinksPage(files_found));

    return true;
}
Example #3
0
int main(int argc,char *argv[])
{
  char *t;

  if(timeBeginPeriod(1)!=TIMERR_NOERROR)
  {
   AddLogText("Error setting timer granularity to 1ms.",1);
  }

  if(!FCEUI_Initialize())
   goto doexito;

  srand(GetTickCount());        // rand() is used for some GUI sillyness.

  fceu_hInstance=GetModuleHandle(0);

  GetBaseDirectory();

  sprintf(TempArray,"%s\\fceu98.cfg",BaseDirectory);
  LoadConfig(TempArray);

  t=ParseArgies(argc,argv);
  /* Bleh, need to find a better place for this. */
  {
        palyo&=1;
        FCEUI_SetVidSystem(palyo);
        genie&=1;
        FCEUI_SetGameGenie(genie);
        fullscreen&=1;
        soundo&=1;
        FCEUI_SetSoundVolume(soundvolume);
        FCEUI_SetSoundQuality(soundquality);

  }
  ParseGIInput(NULL);      /* Since a game doesn't have to be
                     loaded before the GUI can be used, make
                     sure the temporary input type variables
                     are set.
                  */

  CreateDirs();
  SetDirs();

  DoVideoConfigFix();
  DoTimingConfigFix();

  if(eoptions&EO_CPALETTE)
   FCEUI_SetPaletteArray(cpalette);

  if(!t) fullscreen=0;

  CreateMainWindow();

  if(!InitDInput())
   goto doexito;

  if(!DriverInitialize())
   goto doexito;

  InitSpeedThrottle();
  UpdateMenu();

  if(t)
   ALoad(t);
  else if(eoptions&EO_FOAFTERSTART)
   LoadNewGamey(hAppWnd, 0);

  doloopy:
  UpdateFCEUWindow();
  if(GI)
  {
   while(GI)
   {
         uint8 *gfx;
         int32 *sound;
         int32 ssize;

         FCEUI_Emulate(&gfx, &sound, &ssize, 0);
         xbsave = gfx;
         FCEUD_Update(gfx, sound, ssize);
   }
   xbsave = NULL;
   RedrawWindow(hAppWnd,0,0,RDW_ERASE|RDW_INVALIDATE);
   StopSound();
  }
  Sleep(50);
  if(!exiting)
   goto doloopy;

  doexito:
  DriverKill();
  timeEndPeriod(1);
  FCEUI_Kill();
  return(0);
}