/* ======================== updateWindowTitle ======================== */ void CBaseEditWindow::updateWindowTitle( void ) { CSourceEdit* doc = activeDocument(); if( doc != NULL ) { // get the base file name QString title = extractFileNameFromPath( doc->fileName() ); if( title.length() == 0 ) // source not assigned to a file title = QString( CONFIG_STRING_FILE_UNTITLED ); // add 'modified' flag if( doc->document()->isModified() ) { title += tr( "*" ); } // lookup the shader type name QString shType = QString( " (%1) " ). arg( IShader::getShaderTypeName( doc->shaderType() ) ); // add app title title += shType; // show shader type in the window title title += QString( " - " CONFIG_STRING_APPLICATION_TITLE ); setWindowTitle( title ); } else // no active document { setWindowTitle( CONFIG_STRING_APPLICATION_TITLE ); } }
SimpleString CodeMemoryReportFormatter::createVariableNameFromFileLineInfo(const char *file, int line) { SimpleString fileNameOnly = extractFileNameFromPath(file); fileNameOnly.replace(".", "_"); for (int i = 1; i < 100000; i++) { SimpleString variableName = StringFromFormat("%s_%d_%d", fileNameOnly.asCharString(), line, i); if (!variableExists(variableName)) return variableName; } return ""; }
/* ======================== loadMesh brings up a load file dialog and then loads the selected model file. ======================== */ void CSceneWidget::loadMesh( bool ) { if( m_meshModel == NULL ) return; // setup initial directory QString initialDir = m_meshFileName; if( initialDir.isEmpty() ) initialDir = QString( CONFIG_MODEL_DIRECTORY ); // // select a file name // QString fileName = QFileDialog::getOpenFileName( this, QString( "Open .OBJ model" ), initialDir, QString( "Wavefront Objects (*.obj);;All Files (*)" ) ); if( !fileName.isEmpty() ) { // try to load the model. if( !m_meshModel->loadObjModel( fileName ) ) { QMessageBox::warning( this, CONFIG_STRING_ERRORDLG_TITLE, QString( "Failed to load mesh file %1." ).arg( fileName ) ); } // loading succeeded, save the file name. else { m_meshFileName = fileName; m_btnLoadMesh->setText( extractFileNameFromPath( fileName ) ); // make the mesh active if( m_meshModelIndex != -1 ) { m_activeModel->setCurrentIndex( m_meshModelIndex ); } } } }