コード例 #1
0
void CVFSHandler::FindArchives(const string& pattern, const string& path)
{
	fs::path fn(path);
	std::vector<fs::path> found = find_files(fn,pattern, false);
	for (std::vector<fs::path>::iterator it = found.begin(); it != found.end(); it++)
		AddArchive(it->string().c_str(),false);
}
コード例 #2
0
void SelectionWidget::UpdateAvailableScripts()
{
	//FIXME: lua ai's should be handled in AIScriptHandler.cpp, too respecting the selected game and map
	// maybe also merge it with StartScriptGen.cpp

	availableScripts.clear();
	// load selected archives to get lua ais
	AddArchive(userMod);
	AddArchive(userMap);

	std::vector< std::vector<InfoItem> > luaAIInfos = luaAIImplHandler.LoadInfos();
	for(int i=0; i<luaAIInfos.size(); i++) {
		for (int j=0; j<luaAIInfos[i].size(); j++) {
			if (luaAIInfos[i][j].key==SKIRMISH_AI_PROPERTY_SHORT_NAME)
				availableScripts.push_back(info_getValueAsString(&luaAIInfos[i][j]));
		}
	}

	// close archives
	RemoveArchive(userMap);
	RemoveArchive(userMod);

	// add sandbox script to list
	availableScripts.push_back(SandboxAI);

	// add native ai's to the list, too (but second, lua ai's are prefered)
	CAIScriptHandler::ScriptList scriptList = CAIScriptHandler::Instance().GetScriptList();
	for (CAIScriptHandler::ScriptList::iterator it = scriptList.begin(); it != scriptList.end(); ++it) {
		availableScripts.push_back(*it);
	}
	
	for (std::string &scriptName: availableScripts) {
		if (scriptName == userScript) {
			return;
		}
	}
	SelectScript(SelectionWidget::NoScriptSelect);
}
コード例 #3
0
ファイル: aiContext.cpp プロジェクト: 22Turn/AlembicImporter
    static bool RegisterContext(int uid, aiContext *ctx)
    {
        ContextMap::iterator it = ms_instance.m_contexts.find(uid);
        
        if (it != ms_instance.m_contexts.end())
        {
            return false;
        }
        else
        {
            aiLogger::Info("Register context for gameObject with ID %d", uid);

            ms_instance.m_contexts[uid] = ctx;

            if (!RefArchive(ctx->getPath()))
            {
                AddArchive(ctx->getPath(), ctx->getArchive());
            }

            return true;
        }
    }
コード例 #4
0
ファイル: javabind.cpp プロジェクト: Gepard/spring
	/*
	* Class:     aflobby_CUnitSyncJNIBindings
	* Method:    AddArchive
	* Signature: (Ljava/lang/String;)V
	*/
	JNIEXPORT void JNICALL Java_aflobby_CUnitSyncJNIBindings_AddArchive
		(JNIEnv *env, jclass myobject, jstring name){
			const char* c = env->GetStringUTFChars(name,0);
			AddArchive(c);
			env->ReleaseStringUTFChars(name,c);
		}