コード例 #1
0
ファイル: declattr.c プロジェクト: Aliandrana/cc65
static void AddAttr (Declaration* D, DeclAttr* A)
/* Add an attribute to a declaration */
{
    /* Allocate the list if necessary, the add the attribute */
    if (D->Attributes == 0) {
        D->Attributes = NewCollection ();
    }
    CollAppend (D->Attributes, A);
}
コード例 #2
0
ファイル: IScene.hpp プロジェクト: petiaccja/Inline-Engine
EntityCollection<EntityType>& IScene::GetEntities() {
	static const std::type_index type = typeid(std::decay_t<EntityType>);

	EntityCollectionBase* entities = GetEntities(type);
	if (!entities) {
		std::unique_ptr<EntityCollectionBase> newCollection(std::make_unique<EntityCollection<EntityType>>());
		NewCollection(std::move(newCollection), type);
		entities = GetEntities(type);
		assert(entities != nullptr);
	}
	return static_cast<EntityCollection<EntityType>&>(*entities);
}
コード例 #3
0
ファイル: main.cpp プロジェクト: Miguel-J/eneboo-core
QStringList MacStyle::keys() const
{
    QString mstyle = "Macintosh";
    if(Collection c=NewCollection()) {
	GetTheme(c);
	Str255 str;
	long int s = 256;
	if(!GetCollectionItem(c, kThemeNameTag, 0, &s, &str))
	    mstyle += " (" + p2qstring(str) + ")";
    }

    QStringList list;
    list << mstyle;
    return list;
}
コード例 #4
0
ファイル: attr.c プロジェクト: PanchoManera/cc65
Collection* ParseAttrList (const char* List, const char** NameList, unsigned NameCount)
/* Parse a list containing name/value pairs into a sorted collection. Some
 * attributes may not need a name, so NameList contains these names. If there
 * were no errors, the function returns a alphabetically sorted collection
 * containing Attr entries.
 */
{
    const char* Name;

    /* Create a new collection */
    Collection* C = NewCollection ();

    /* Name/value pairs are separated by commas */
    const char* L = List;
    StrBuf B = AUTO_STRBUF_INITIALIZER;
    while (1) {
        if (*L == ',' || *L == ':' || *L == '\0') {

            /* Terminate the string */
            SB_Terminate (&B);

            /* Determine the default name */
            if (CollCount (C) >= NameCount) {
                Name = 0;
            } else {
                Name = NameList[CollCount (C)];
            }

            /* Split and add this attribute/value pair */
            SplitAddAttr (C, SB_GetConstBuf (&B), Name);

            /* Done, clear the buffer. */
            SB_Clear (&B);
            if (*L == '\0') {
                break;
            }
        } else {
            SB_AppendChar (&B, *L);
        }
        ++L;
    }

    /* Free memory */
    SB_Done (&B);

    /* Return the collection with the attributes */
    return C;
}
コード例 #5
0
bool FCollectionManager::CreateCollection(FName CollectionName, ECollectionShareType::Type ShareType)
{
	if ( !ensure(ShareType < ECollectionShareType::CST_All) )
	{
		// Bad share type
		LastError = LOCTEXT("Error_Internal", "There was an internal error.");
		return false;
	}

	// Try to add the collection
	bool bUseSCC = ShouldUseSCC(ShareType);
	FString SourceFolder = CollectionFolders[ShareType];

	FCollection NewCollection(CollectionName, SourceFolder, CollectionExtension, bUseSCC);
	FCollection* Collection = AddCollection(NewCollection, ShareType);

	if ( !Collection )
	{
		// Failed to add the collection, it already exists
		LastError = LOCTEXT("Error_AlreadyExists", "The collection already exists.");
		return false;
	}

	if ( Collection->Save(LastError) )
	{
		// Collection saved!
		CollectionCreatedEvent.Broadcast( FCollectionNameType( CollectionName, ShareType ) );
		return true;
	}
	else
	{
		// Collection failed to save, remove it from the cache
		RemoveCollection(Collection, ShareType);
		return false;
	}
}
コード例 #6
0
ファイル: swstmt.c プロジェクト: PanchoManera/cc65
void SwitchStatement (void)
/* Handle a switch statement for chars with a cmp cascade for the selector */
{
    ExprDesc    SwitchExpr;     /* Switch statement expression */
    CodeMark    CaseCodeStart;  /* Start of code marker */
    CodeMark    SwitchCodeStart;/* Start of switch code */
    CodeMark    SwitchCodeEnd;  /* End of switch code */
    unsigned    ExitLabel;      /* Exit label */
    unsigned    SwitchCodeLabel;/* Label for the switch code */
    int         HaveBreak = 0;  /* True if the last statement had a break */
    int         RCurlyBrace;    /* True if last token is right curly brace */
    SwitchCtrl* OldSwitch;      /* Pointer to old switch control data */
    SwitchCtrl  SwitchData;     /* New switch data */


    /* Eat the "switch" token */
    NextToken ();

    /* Read the switch expression and load it into the primary. It must have
     * integer type.
     */
    ConsumeLParen ();
    Expression0 (&SwitchExpr);
    if (!IsClassInt (SwitchExpr.Type))  {
        Error ("Switch quantity is not an integer");
        /* To avoid any compiler errors, make the expression a valid int */
        ED_MakeConstAbsInt (&SwitchExpr, 1);
    }
    ConsumeRParen ();

    /* Add a jump to the switch code. This jump is usually unnecessary,
     * because the switch code will moved up just behind the switch
     * expression. However, in rare cases, there's a label at the end of
     * the switch expression. This label will not get moved, so the code
     * jumps around the switch code, and after moving the switch code,
     * things look really weird. If we add a jump here, we will never have
     * a label attached to the current code position, and the jump itself
     * will get removed by the optimizer if it is unnecessary.
     */
    SwitchCodeLabel = GetLocalLabel ();
    g_jump (SwitchCodeLabel);

    /* Remember the current code position. We will move the switch code
     * to this position later.
     */
    GetCodePos (&CaseCodeStart);

    /* Setup the control structure, save the old and activate the new one */
    SwitchData.Nodes        = NewCollection ();
    SwitchData.ExprType     = UnqualifiedType (SwitchExpr.Type[0].C);
    SwitchData.Depth        = SizeOf (SwitchExpr.Type);
    SwitchData.DefaultLabel = 0;
    OldSwitch = Switch;
    Switch = &SwitchData;

    /* Get the exit label for the switch statement */
    ExitLabel = GetLocalLabel ();

    /* Create a loop so we may use break. */
    AddLoop (ExitLabel, 0);

    /* Make sure a curly brace follows */
    if (CurTok.Tok != TOK_LCURLY) {
        Error ("`{' expected");
    }

    /* Parse the following statement, which will actually be a compound
     * statement because of the curly brace at the current input position
     */
    HaveBreak = Statement (&RCurlyBrace);

    /* Check if we had any labels */
    if (CollCount (SwitchData.Nodes) == 0 && SwitchData.DefaultLabel == 0) {
        Warning ("No case labels");
    }

    /* If the last statement did not have a break, we may have an open
     * label (maybe from an if or similar). Emitting code and then moving
     * this code to the top will also move the label to the top which is
     * wrong. So if the last statement did not have a break (which would
     * carry the label), add a jump to the exit. If it is useless, the
     * optimizer will remove it later.
     */
    if (!HaveBreak) {
        g_jump (ExitLabel);
    }

    /* Remember the current position */
    GetCodePos (&SwitchCodeStart);

    /* Output the switch code label */
    g_defcodelabel (SwitchCodeLabel);

    /* Generate code */
    if (SwitchData.DefaultLabel == 0) {
        /* No default label, use switch exit */
        SwitchData.DefaultLabel = ExitLabel;
    }
    g_switch (SwitchData.Nodes, SwitchData.DefaultLabel, SwitchData.Depth);

    /* Move the code to the front */
    GetCodePos (&SwitchCodeEnd);
    MoveCode (&SwitchCodeStart, &SwitchCodeEnd, &CaseCodeStart);

    /* Define the exit label */
    g_defcodelabel (ExitLabel);

    /* Exit the loop */
    DelLoop ();

    /* Switch back to the enclosing switch statement if any */
    Switch = OldSwitch;

    /* Free the case value tree */
    FreeCaseNodeColl (SwitchData.Nodes);

    /* If the case statement was (correctly) terminated by a closing curly
     * brace, skip it now.
     */
    if (RCurlyBrace) {
        NextToken ();
    }
}
コード例 #7
0
ファイル: Collection.cpp プロジェクト: PickUpSU/UnrealEngine4
bool FCollection::DeleteFromSourceControl(FText& OutError)
{
	ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
	if ( !ISourceControlModule::Get().IsEnabled() )
	{
		OutError = LOCTEXT("Error_SCCDisabled", "Source control is not enabled. Enable source control in the preferences menu.");
		return false;
	}

	if ( !SourceControlProvider.IsAvailable() )
	{
		OutError = LOCTEXT("Error_SCCNotAvailable", "Source control is currently not available. Check your connection and try again.");
		return false;
	}

	bool bDeletedSuccessfully = false;

	const int32 DeleteProgressDenominator = 2;
	int32 DeleteProgressNumerator = 0;

	const FText CollectionNameText = FText::FromName( CollectionName );

	FFormatNamedArguments Args;
	Args.Add( TEXT("CollectionName"), CollectionNameText );
	const FText StatusUpdate = FText::Format( LOCTEXT("DeletingCollection", "Deleting Collection {CollectionName}"), Args );

	GWarn->BeginSlowTask( StatusUpdate, true );
	GWarn->UpdateProgress(DeleteProgressNumerator++, DeleteProgressDenominator);

	FString AbsoluteFilename = FPaths::ConvertRelativePathToFull(SourceFilename);
	FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(AbsoluteFilename, EStateCacheUsage::ForceUpdate);
	
	GWarn->UpdateProgress(DeleteProgressNumerator++, DeleteProgressDenominator);

	// If checked out locally for some reason, revert
	if (SourceControlState.IsValid() && (SourceControlState->IsAdded() || SourceControlState->IsCheckedOut() || SourceControlState->IsDeleted()))
	{
		if ( !RevertCollection(OutError) )
		{
			// Failed to revert, just bail out
			GWarn->EndSlowTask();
			return false;
		}

		// Make sure we get a fresh state from the server
		SourceControlState = SourceControlProvider.GetState(AbsoluteFilename, EStateCacheUsage::ForceUpdate);
	}

	// If not at the head revision, sync up
	if (SourceControlState.IsValid() && !SourceControlState->IsCurrent())
	{
		if ( SourceControlProvider.Execute(ISourceControlOperation::Create<FSync>(), AbsoluteFilename) == ECommandResult::Failed)
		{
			// Could not sync up with the head revision
			GWarn->EndSlowTask();
			OutError = FText::Format(LOCTEXT("Error_SCCSync", "Failed to sync collection '{0}' to the head revision."), FText::FromName(CollectionName));
			return false;
		}

		// Check to see if the file exists at the head revision
		if ( !IFileManager::Get().FileExists(*SourceFilename) )
		{
			// File was already deleted, consider this a success
			GWarn->EndSlowTask();
			return true;
		}
			
		FCollection NewCollection(SourceFilename, false);
		FText LoadErrorText;
		if ( !NewCollection.Load(LoadErrorText) )
		{
			// Failed to load the head revision file so it isn't safe to delete it
			GWarn->EndSlowTask();
			OutError = FText::Format(LOCTEXT("Error_SCCBadHead", "Failed to load the collection '{0}' at the head revision. {1}"), FText::FromName(CollectionName), LoadErrorText);
			return false;
		}

		// Loaded the head revision, now merge up so the files are in a consistent state
		MergeWithCollection(NewCollection);

		// Make sure we get a fresh state from the server
		SourceControlState = SourceControlProvider.GetState(AbsoluteFilename, EStateCacheUsage::ForceUpdate);
	}

	GWarn->UpdateProgress(DeleteProgressNumerator++, DeleteProgressDenominator);

	if(SourceControlState.IsValid())
	{
		if(SourceControlState->IsAdded() || SourceControlState->IsCheckedOut())
		{
			OutError = FText::Format(LOCTEXT("Error_SCCDeleteWhileCheckedOut", "Failed to delete collection '{0}' in source control because it is checked out or open for add."), FText::FromName(CollectionName));
		}
		else if(SourceControlState->CanCheckout())
		{
			if ( SourceControlProvider.Execute(ISourceControlOperation::Create<FDelete>(), AbsoluteFilename) == ECommandResult::Succeeded )
			{
				// Now check in the delete
				const FText ChangelistDesc = FText::Format( LOCTEXT("CollectionDeletedDesc", "Deleted collection: {CollectionName}"), CollectionNameText );
				TSharedRef<FCheckIn, ESPMode::ThreadSafe> CheckInOperation = ISourceControlOperation::Create<FCheckIn>();
				CheckInOperation->SetDescription(ChangelistDesc);
				if ( SourceControlProvider.Execute( CheckInOperation, AbsoluteFilename ) )
				{
					// Deleted successfully!
					bDeletedSuccessfully = true;
				}
				else
				{
					FText Unused;
					if ( !RevertCollection(Unused) )
					{
						UE_LOG(LogCollectionManager, Warning, TEXT("Failed to revert collection '%s' after failing to check in the file that was marked for delete."), *CollectionName.ToString());
					}

					OutError = FText::Format(LOCTEXT("Error_SCCCheckIn", "Failed to check in collection '{0}'."), FText::FromName(CollectionName));
				}
			}
			else
			{
				OutError = FText::Format(LOCTEXT("Error_SCCDeleteFailed", "Failed to delete collection '{0}' in source control."), FText::FromName(CollectionName));
			}
		}
		else if(!SourceControlState->IsSourceControlled())
		{
			// Not yet in the depot or deleted. We can just delete it from disk.
			bDeletedSuccessfully = IFileManager::Get().Delete(*AbsoluteFilename);
			if ( !bDeletedSuccessfully )
			{
				OutError = FText::Format(LOCTEXT("Error_DiskDeleteFailed", "Failed to delete the collection file: {0}"), FText::FromString(AbsoluteFilename));
			}
		}
		else if (!SourceControlState->IsCurrent())
		{
			OutError = FText::Format(LOCTEXT("Error_SCCNotCurrent", "Collection '{0}' is not at head revision after sync."), FText::FromName(CollectionName));
		}
		else if(SourceControlState->IsCheckedOutOther())
		{
			OutError = FText::Format(LOCTEXT("Error_SCCCheckedOutOther", "Collection '{0}' is checked out by another user."), FText::FromName(CollectionName));
		}
		else
		{
			OutError = FText::Format(LOCTEXT("Error_SCCUnknown", "Could not determine source control state for collection '{0}'"), FText::FromName(CollectionName));
		}
	}
	else
	{
		OutError = LOCTEXT("Error_SCCInvalid", "Source control state is invalid.");
	}

	GWarn->UpdateProgress(DeleteProgressNumerator++, DeleteProgressDenominator);

	GWarn->EndSlowTask();

	return bDeletedSuccessfully;
}
コード例 #8
0
ファイル: Collection.cpp プロジェクト: PickUpSU/UnrealEngine4
bool FCollection::CheckoutCollection(FText& OutError)
{
	if ( !ensure(SourceFilename.Len()) )
	{
		OutError = LOCTEXT("Error_Internal", "There was an internal error.");
		return false;
	}

	ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
	if ( !ISourceControlModule::Get().IsEnabled() )
	{
		OutError = LOCTEXT("Error_SCCDisabled", "Source control is not enabled. Enable source control in the preferences menu.");
		return false;
	}

	if ( !SourceControlProvider.IsAvailable() )
	{
		OutError = LOCTEXT("Error_SCCNotAvailable", "Source control is currently not available. Check your connection and try again.");
		return false;
	}

	const FString AbsoluteFilename = FPaths::ConvertRelativePathToFull(SourceFilename);
	FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(AbsoluteFilename, EStateCacheUsage::ForceUpdate);

	bool bSuccessfullyCheckedOut = false;

	if (SourceControlState.IsValid() && SourceControlState->IsDeleted())
	{
		// Revert our delete
		if ( !RevertCollection(OutError) )
		{
			return false;
		}

		// Make sure we get a fresh state from the server
		SourceControlState = SourceControlProvider.GetState(AbsoluteFilename, EStateCacheUsage::ForceUpdate);
	}

	// If not at the head revision, sync up
	if (SourceControlState.IsValid() && !SourceControlState->IsCurrent())
	{
		if ( SourceControlProvider.Execute(ISourceControlOperation::Create<FSync>(), AbsoluteFilename) == ECommandResult::Failed )
		{
			// Could not sync up with the head revision
			OutError = FText::Format(LOCTEXT("Error_SCCSync", "Failed to sync collection '{0}' to the head revision."), FText::FromName(CollectionName));
			return false;
		}

		// Check to see if the file exists at the head revision
		if ( IFileManager::Get().FileExists(*SourceFilename) )
		{
			// File found! Load it and merge with our local changes
			FText LoadErrorText;
			FCollection NewCollection(SourceFilename, false);
			if ( !NewCollection.Load(LoadErrorText) )
			{
				// Failed to load the head revision file so it isn't safe to delete it
				OutError = FText::Format(LOCTEXT("Error_SCCBadHead", "Failed to load the collection '{0}' at the head revision. {1}"), FText::FromName(CollectionName), LoadErrorText);
				return false;
			}

			// Loaded the head revision, now merge up so the files are in a consistent state
			MergeWithCollection(NewCollection);
		}

		// Make sure we get a fresh state from the server
		SourceControlState = SourceControlProvider.GetState(AbsoluteFilename, EStateCacheUsage::ForceUpdate);
	}

	if(SourceControlState.IsValid())
	{
		if(!SourceControlState->IsSourceControlled())
		{
			// Not yet in the depot. We'll add it when we call CheckinCollection
			bSuccessfullyCheckedOut = true;
		}
		else if(SourceControlState->IsAdded() || SourceControlState->IsCheckedOut())
		{
			// Already checked out or opened for add
			bSuccessfullyCheckedOut = true;
		}
		else if(SourceControlState->CanCheckout())
		{
			// In depot and needs to be checked out
			bSuccessfullyCheckedOut = (SourceControlProvider.Execute(ISourceControlOperation::Create<FCheckOut>(), AbsoluteFilename) == ECommandResult::Succeeded);
			if (!bSuccessfullyCheckedOut)
			{
				OutError = FText::Format(LOCTEXT("Error_SCCCheckout", "Failed to check out collection '{0}'"), FText::FromName(CollectionName));
			}
		}
		else if(!SourceControlState->IsCurrent())
		{
			OutError = FText::Format(LOCTEXT("Error_SCCNotCurrent", "Collection '{0}' is not at head revision after sync."), FText::FromName(CollectionName));
		}
		else if(SourceControlState->IsCheckedOutOther())
		{
			OutError = FText::Format(LOCTEXT("Error_SCCCheckedOutOther", "Collection '{0}' is checked out by another user."), FText::FromName(CollectionName));
		}
		else
		{
			OutError = FText::Format(LOCTEXT("Error_SCCUnknown", "Could not determine source control state for collection '{0}'"), FText::FromName(CollectionName));
		}
	}
	else
	{
		OutError = LOCTEXT("Error_SCCInvalid", "Source control state is invalid.");
	}

	return bSuccessfullyCheckedOut;
}
コード例 #9
0
ファイル: searchpath.c プロジェクト: FelipeBudinich/cc65
SearchPaths* NewSearchPath (void)
/* Create a new, empty search path list */
{
    return NewCollection ();
}
コード例 #10
0
/*!
    Returns the list of keys this factory can create styles for.

    \sa create()
*/
QStringList QStyleFactory::keys()
{
    QStringList list;
#ifndef QT_NO_COMPONENT
    if ( !instance )
	instance = new QStyleFactoryPrivate;

    list = QStyleFactoryPrivate::manager->featureList();
#endif //QT_NO_COMPONENT

#ifndef QT_NO_STYLE_WINDOWS
    if ( !list.contains( "Windows" ) )
	list << "Windows";
#endif
#ifndef QT_NO_STYLE_WINDOWSXP
    if ( !list.contains( "WindowsXP" ) && QWindowsXPStyle::resolveSymbols() )
	list << "WindowsXP";
#endif
#ifndef QT_NO_STYLE_MOTIF
    if ( !list.contains( "Motif" ) )
	list << "Motif";
#endif
#ifndef QT_NO_STYLE_CDE
    if ( !list.contains( "CDE" ) )
	list << "CDE";
#endif
#ifndef QT_NO_STYLE_MOTIFPLUS
    if ( !list.contains( "MotifPlus" ) )
	list << "MotifPlus";
#endif
#ifndef QT_NO_STYLE_PLATINUM
    if ( !list.contains( "Platinum" ) )
	list << "Platinum";
#endif
#ifndef QT_NO_STYLE_SGI
    if ( !list.contains( "SGI" ) )
	list << "SGI";
#endif
#ifndef QT_NO_STYLE_COMPACT
    if ( !list.contains( "Compact" ) )
	list << "Compact";
#endif
#ifndef QT_NO_STYLE_AQUA
    if ( !list.contains( "Aqua" ) )
	list << "Aqua";
#endif
#if !defined( QT_NO_STYLE_MAC ) && defined( Q_WS_MAC )
    QString mstyle = "Macintosh";
    Collection c = NewCollection();
    if (c) {
	GetTheme(c);
	Str255 str;
	long int s = 256;
	if(!GetCollectionItem(c, kThemeNameTag, 0, &s, &str))
	    mstyle += " (" + p2qstring(str) + ")";
    }
    if (!list.contains(mstyle))
	list << mstyle;
    DisposeCollection(c);
#endif

    return list;
}