コード例 #1
0
ファイル: edit.c プロジェクト: SylvestreG/bitrig
/*
 * Edit a message by writing the message into a funnily-named file
 * (which should not exist) and forking an editor on it.
 * We get the editor from the stuff above.
 */
int
edit1(int *msgvec, int type)
{
	int c, i;
	FILE *fp;
	struct sigaction oact;
	sigset_t oset;
	struct message *mp;
	off_t size;

	/*
	 * Deal with each message to be edited . . .
	 */
	for (i = 0; msgvec[i] && i < msgCount; i++) {
		if (i > 0) {
			char buf[100];
			char *p;

			printf("Edit message %d [ynq]? ", msgvec[i]);
			if (fgets(buf, sizeof(buf), stdin) == NULL)
				break;
			for (p = buf; *p == ' ' || *p == '\t'; p++)
				;
			if (*p == 'q')
				break;
			if (*p == 'n')
				continue;
		}
		dot = mp = &message[msgvec[i] - 1];
		touch(mp);
		(void)ignoresig(SIGINT, &oact, &oset);
		fp = run_editor(setinput(mp), (off_t)mp->m_size, type, readonly);
		if (fp != NULL) {
			(void)fseek(otf, 0L, SEEK_END);
			size = ftell(otf);
			mp->m_block = blockof(size);
			mp->m_offset = offsetof(size);
			mp->m_size = fsize(fp);
			mp->m_lines = 0;
			mp->m_flag |= MODIFY;
			rewind(fp);
			while ((c = getc(fp)) != EOF) {
				if (c == '\n')
					mp->m_lines++;
				if (putc(c, otf) == EOF)
					break;
			}
			if (ferror(otf))
				warn("%s", tmpdir);
			(void)Fclose(fp);
		}
		(void)sigprocmask(SIG_SETMASK, &oset, NULL);
		(void)sigaction(SIGINT, &oact, NULL);
	}
	return(0);
}
コード例 #2
0
ファイル: edit.c プロジェクト: AhmadTux/DragonFlyBSD
/*
 * Edit a message by writing the message into a funnily-named file
 * (which should not exist) and forking an editor on it.
 * We get the editor from the stuff above.
 */
int
edit1(int *msgvec, int type)
{
	int c, i;
	FILE *fp;
	struct message *mp;
	off_t size;

	/*
	 * Deal with each message to be edited . . .
	 */
	for (i = 0; msgvec[i] && i < msgCount; i++) {
		sig_t sigint;

		if (i > 0) {
			char buf[100];
			char *p;

			printf("Edit message %d [ynq]? ", msgvec[i]);
			if (fgets(buf, sizeof(buf), stdin) == 0)
				break;
			for (p = buf; *p == ' ' || *p == '\t'; p++)
				;
			if (*p == 'q')
				break;
			if (*p == 'n')
				continue;
		}
		dot = mp = &message[msgvec[i] - 1];
		touch(mp);
		sigint = signal(SIGINT, SIG_IGN);
		fp = run_editor(setinput(mp), mp->m_size, type, readonly);
		if (fp != NULL) {
			fseeko(otf, (off_t)0, SEEK_END);
			size = ftello(otf);
			mp->m_block = blockof(size);
			mp->m_offset = boffsetof(size);
			mp->m_size = (long)fsize(fp);
			mp->m_lines = 0;
			mp->m_flag |= MODIFY;
			rewind(fp);
			while ((c = getc(fp)) != EOF) {
				if (c == '\n')
					mp->m_lines++;
				if (putc(c, otf) == EOF)
					break;
			}
			if (ferror(otf))
				warnx("/tmp");
			Fclose(fp);
		}
		signal(SIGINT, sigint);
	}
	return (0);
}
コード例 #3
0
ファイル: collect.c プロジェクト: 2trill2spill/freebsd
/*
 * Edit the message being collected on fp.
 * On return, make the edit file the new temp file.
 */
void
mesedit(FILE *fp, int c)
{
	sig_t sigint = signal(SIGINT, SIG_IGN);
	FILE *nf = run_editor(fp, (off_t)-1, c, 0);

	if (nf != NULL) {
		(void)fseeko(nf, (off_t)0, SEEK_END);
		collf = nf;
		(void)Fclose(fp);
	}
	(void)signal(SIGINT, sigint);
}
コード例 #4
0
ファイル: collect.c プロジェクト: UNGLinux/Obase
/*
 * Edit the message being collected on fp.
 * On return, make the edit file the new temp file.
 */
void
mesedit(FILE *fp, int c)
{
	FILE *nf;
	struct sigaction oact;
	sigset_t oset;

	(void)ignoresig(SIGINT, &oact, &oset);
	nf = run_editor(fp, (off_t)-1, c, 0);
	if (nf != NULL) {
		fseek(nf, 0L, SEEK_END);
		collf = nf;
		(void)Fclose(fp);
	}
	(void)sigprocmask(SIG_SETMASK, &oset, NULL);
	(void)sigaction(SIGINT, &oact, NULL);
}
コード例 #5
0
ファイル: edit.c プロジェクト: ISLEcode/kornshell
/*
 * Edit a message list.
 */
static int
edit1(struct msg* msgvec, int type)
{
	register struct msg*	ip;
	register struct msg*	mp;
	FILE*			fp;
	off_t			size;
	sig_t			sigint;

	/*
	 * Deal with each message to be edited . . .
	 */
	for (ip = msgvec; ip->m_index; ip++) {
		if (ip > msgvec) {
			char	buf[100];
			char*	p;

			note(PROMPT, "Edit message %d [ynq]? ", ip->m_index);
			if (!fgets(buf, sizeof buf, stdin))
				break;
			for (p = buf; isspace(*p); p++);
			if (*p == 'q' || *p == 'Q')
				break;
			if (*p == 'n' || *p == 'N')
				continue;
		}
		state.msg.dot = mp = state.msg.list + ip->m_index - 1;
		touchmsg(mp);
		sigint = signal(SIGINT, SIG_IGN);
		if (fp = run_editor(setinput(mp), mp->m_size, NiL, type, state.readonly)) {
			if (!state.msg.op)
				settmp(NiL, 0);
			fseek(state.msg.op, (off_t)0, SEEK_END);
			size = ftell(state.msg.op);
			mp->m_block = blocknumber(size);
			mp->m_offset = blockoffset(size);
			msgflags(mp, MODIFY, 0);
			rewind(fp);
			filecopy(NiL, fp, state.tmp.dir, state.msg.op, NiL, (off_t)0, &mp->m_lines, &mp->m_size, 0);
			fileclose(fp);
		}
		signal(SIGINT, sigint);
	}
	return 0;
}
コード例 #6
0
ファイル: collect.c プロジェクト: Babar/check_multi
/*
 * Edit the message being collected on fp.
 * On return, make the edit file the new temp file.
 */
static void 
mesedit(int c, struct header *hp)
{
	sighandler_type sigint = safe_signal(SIGINT, SIG_IGN);
	FILE *nf = run_editor(collf, (off_t)-1, c, 0, hp, NULL, SEND_MBOX,
			sigint);

	if (nf != NULL) {
		if (hp) {
			rewind(nf);
			makeheader(nf, hp);
		} else {
			fseek(nf, 0L, SEEK_END);
			Fclose(collf);
			collf = nf;
		}
	}
	safe_signal(SIGINT, sigint);
}
コード例 #7
0
ファイル: mapedit.cpp プロジェクト: anttisalonen/kingdoms
int main(int argc, char** argv)
{
	int c;
	ruleset_name = "default";
	while((c = getopt(argc, argv, "r:h")) != -1) {
		switch(c) {
			case 'r':
				ruleset_name = std::string(optarg);
				break;
			case 'h':
				usage(argv[0]);
				exit(2);
				break;
			case '?':
			default:
				fprintf(stderr, "Unrecognized option: -%c\n",
						optopt);
				exit(2);
		}
	}
	if(sdl_init_all())
		exit(1);
	try {
		run_editor();
	}
	catch (boost::archive::archive_exception& e) {
		printf("boost::archive::archive_exception: %s (code %d).\n",
				e.what(), e.code);
	}
	catch (std::exception& e) {
		printf("std::exception: %s\n", e.what());
	}
	catch(...) {
		printf("Unknown exception.\n");
	}
	TTF_Quit();
	SDL_Quit();

	return 0;
}
コード例 #8
0
static gboolean
start_session(MMConversation *mmconv)
{	
	run_editor(mmconv);
	return TRUE;
}
コード例 #9
0
ファイル: g_game.c プロジェクト: Abstrusle/LCTourn
void main_game_loop(void)
{

 ALLEGRO_EVENT ev;

 int fps = 0;
 int cps = 0;
 int force_display_update = 0; // display always runs at least once each second
 int playing = 1;

 view.fps = 0;
 view.cycles_per_second = 0;


 int skip_frame = 0; // if game is running too slowly, it will skip frames to save drawing time.
// if (game.phase == GAME_PHASE_PREGAME)
//  skip_frame = 1; // display is not updated during pregame phase.

 do // main game loop
 {
//  if (game.phase != GAME_PHASE_PREGAME) // no input in pregame phase
   get_ex_control(0, (game.pause_soft == 0)); // ex_control needs to be updated even when halted (control will not be updated)

   run_input();

  	run_panels();

   run_editor();
/*
// should probably run display at the end of the loop rather than the start
//  - so that the game has run through at least once when loading game
  if (!skip_frame || force_display_update)
  {
   run_display();
   fps ++;
   force_display_update = 0;
  }
*/
  game.total_time++;

//  if (game.pause_hard == 0)
//  {


//   if (view.focus_proc != NULL
//    && view.focus_proc->exists != 1) // will be -1 if proc has just been deallocated
//   {
//    view.focus_proc = NULL;
  //  reset_proc_box_height(NULL);
//   } // need to find a better place to put this

   if (game.phase == GAME_PHASE_WORLD
				|| game.phase == GAME_PHASE_OVER) // game continues to run while over.
			{
				if (!game.pause_soft)
				{
				if (game.watching != WATCH_PAUSED_TO_WATCH)
    {

//    if (run_turns()) // returns 0 if game has left world phase (e.g. because time has run out), 1 if still in world phase
     {
     	if (game.watching == WATCH_FINISHED_AND_STOP_WATCHING
						 || game.watching == WATCH_FINISHED_BUT_STILL_WATCHING
						 || game.watching == WATCH_FINISHED_JUST_STOP_PAUSING)
						{
        w.core[bcp_state.watch_core_index].next_execution_timestamp = w.world_time;
        run_cores_and_procs(bcp_state.watch_core_index);
        w.core[bcp_state.watch_core_index].next_execution_timestamp = w.world_time + EXECUTION_COUNT;
        switch(game.watching)
        {
        	case WATCH_FINISHED_AND_STOP_WATCHING:
 									game.watching = WATCH_OFF;
									 bcp_state.watch_core_index = -1;
									 bcp_state.bcp_mode = BCP_MODE_EMPTY;
									 break;
        	case WATCH_FINISHED_BUT_STILL_WATCHING:
  								game.watching = WATCH_ON;
  								break;
        	case WATCH_FINISHED_JUST_STOP_PAUSING:
  								game.watching = WATCH_OFF;
  								break;
        }
						}
						 else
							{
        run_world(); // runs the world and also the mission, if this is a mission. Can end the game.
// should run_world be after the next three function calls? Maybe.

//      run_clouds(); clouds don't need to be run
        run_fragments();
        run_cores_and_procs(-1);
							}

						if (game.watching != WATCH_PAUSED_TO_WATCH) // this may have been set in either of the run_cores_and_procs() calls above
						{

       run_packets();

       cps ++;
       w.world_time ++;
       w.world_seconds = (w.world_time - BASE_WORLD_TIME) / 60;

       update_vision_area(); // update fog of war after w.world_time is incremented so that the vision_time timestamps are up to date

       if (game.phase != GAME_PHASE_OVER)
						 {
        if (game.type == GAME_TYPE_BASIC)
						 	 run_custom_game();
						    else
						 			 run_mission(); // for now ignore return values
						 }

       play_sound_list();

						}

     }
    } // end if (!game.pause_watch)
     else
						run_bcode_watch();
				} // end if (!game.pause_soft)
   } // end game phase test

   if (game.phase == GAME_PHASE_OVER)
			{
					game.fast_forward = 0;
     if (run_game_over())
						break; // user clicked game over button
			}

   if (game.phase == GAME_PHASE_PREGAME)
			{
					game.fast_forward = 0;
     run_pregame();
			}

//   w.total_time ++; // total_time is affected by hard pause, but unlike world_time is not affected by soft pause (so it can only be used for things that don't affect gameplay, like console line highlighting)

//   run_input(); // this derives control (available to programs) from ex_control. doesn't need to be run for user to be able to use mode buttons and interact with sysmenu/editor/templates etc (as these use ex_control directly)

   if (game.phase == GAME_PHASE_FORCE_QUIT)
				break; // can be set in run_input() if user clicks on quit in system menu

   run_commands();

   view.just_resized = 0;

// fps_queue generates an event once each second - used for calculating fps and forcing a display update at least once per second
  if (al_get_next_event(fps_queue, &ev))
  {
   view.fps = fps;
   fps = 0;
   view.cycles_per_second = cps;
   cps = 0;
//   if (game.phase != GAME_PHASE_PREGAME)
//    force_display_update = 1; // this is checked next time through this loop (see display call above)
  }

//  if (!skip_frame)
  {
//  	run_panels();

//     run_editor();
// may need to set playing to 0 here if player quits using sysmenu

/*   switch(settings.edit_window)
   {
    case EDIT_WINDOW_EDITOR:
     run_editor(); break;
    case EDIT_WINDOW_TEMPLATES:
     run_templates(); break;
    case EDIT_WINDOW_SYSMENU:
     playing = run_sysmenu(); break;
//    case EDIT_WINDOW_PROGRAMS:
//     run_programs_menu(); break;
   }*/
  }

  if (playing == 0)
   break;

  run_consoles(); // I think it's okay to call this even when halted

  skip_frame = 0;

// check for fast-forward (skip). Ignore FF if not in world, or if paused
  if (game.fast_forward > 0
   && game.phase == GAME_PHASE_WORLD // let's not allow ff in GAME_PHASE_OVER
   && game.pause_soft == 0
   && game.watching != WATCH_PAUSED_TO_WATCH)
//   && game.pause_hard == 0)
   {
    switch (game.fast_forward_type)
    {
     case FAST_FORWARD_TYPE_NO_DISPLAY:
      if (game.fast_forward == FAST_FORWARD_JUST_STARTED)
       game.fast_forward = FAST_FORWARD_ON; // don't skip this frame (to prevent a delay before "FAST FORWARD" message appears on screen)
        else
								{
/*									if (fps == 0)
									{
          fps = 1;
									}
									 else*/
           skip_frame = 1;
//           else
								}
      break;

     case FAST_FORWARD_TYPE_SMOOTH:
      game.fast_forward = FAST_FORWARD_ON;
      al_flush_event_queue(event_queue);
      break;
     case FAST_FORWARD_TYPE_SKIP:
      game.fast_forward = FAST_FORWARD_ON;
      if (w.world_time % 8 != 0)
							skip_frame = 1;
      break;
/*     case FAST_FORWARD_TYPE_8X:
      game.fast_forward = FAST_FORWARD_ON;
      if (w.world_time % 8 != 0)
							skip_frame = 1;
      break;*/
    }
   }

// now check whether the timer has expired during game processing. If it has, don't generate a display this tick (unless force_display_update==1)
  if (al_get_next_event(event_queue, &ev))
  {
//   switch(ev.type)
//   {
//    case ALLEGRO_EVENT_TIMER: this should be the only possible type.
     skip_frame = 1;
//     break;
//   }
//   al_flush_event_queue(event_queue);
  }

  if (!skip_frame || force_display_update)
  {
   run_display();
   fps ++;
   force_display_update = 0;
  }


// wait for the timer so we can go to the next tick (unless we're fast-forwarding or the timer has already expired)
  if (!skip_frame
   && (game.fast_forward == FAST_FORWARD_OFF
				|| game.pause_soft
				|| game.watching == WATCH_PAUSED_TO_WATCH)) // don't skip frames if paused, even if fast-forwarding
  {
   al_wait_for_event(event_queue, &ev);
//   al_flush_event_queue(event_queue);
  }

 } while (TRUE); // end main game loop

// if game has been finished or quit, we can end up here outside the loop

}
コード例 #10
0
ファイル: edit.c プロジェクト: WigWagCo/cadaver
/* TODO: does this work under cygwin? mkstemp() may or may not open
   the file using O_BINARY, and then we *do* upload it using O_BINARY,
   so maybe this will screw things up. Maybe we should fcntl it and
   set O_BINARY, if that is allowed under cygwin? */
void execute_edit(const char *remote)
{
    char *real_remote;
    unsigned int can_lock; /* can we LOCK it? */
    struct ne_lock *lock = NULL;
    char fname[PATH_MAX] = "/tmp/cadaver-edit-XXXXXX";
    const char *pnt;
    int fd;
    int is_checkout, is_checkin;
    
    real_remote = resolve_path(session.uri.path, remote, false);

    /* Don't let them edit a collection, since PUT to a collection is
     * bogus. Really we want to be able to fetch a "DefaultDocument"
     * property, and edit on that instead: IIS does expose such a
     * property. Would be a nice hack to add the support to mod_dav
     * too. */
    if (getrestype(real_remote) == resr_collection) {
	printf(_("You cannot edit a collection resource (%s).\n"),
	       real_remote);
	goto edit_bail;
    }

    can_lock = is_lockable(real_remote);

    /* Give the local temp file the same extension as the remote path,
     * so the editor can have a stab at the content-type. */
    pnt = strrchr(real_remote, '.');
    if (pnt != NULL && strchr(pnt, '/') == NULL) {
	strncat(fname, pnt, PATH_MAX);
	fname[PATH_MAX-1] = '\0';
    }

    fd = cad_mkstemp(fname);
    if (fd == -1) {
	printf(_("Could not create temporary file %s:\n%s\n"), fname,
	       strerror(errno));
	goto edit_bail;
    }

    /* Sanity check on the file perms. */
#ifdef HAVE_FCHMOD
    if (fchmod(fd, 0600) == -1) {
#else
    if (chmod(fname, 0600) == -1) {
#endif
	printf(_("Could not set file permissions for %s:\n%s\n"), fname,
	       strerror(errno));
	goto edit_bail;
    }
   
    if (can_lock) {
	lock = ne_lock_create();
	ne_fill_server_uri(session.sess, &lock->uri);
	lock->uri.path = ne_strdup(real_remote);
	lock->owner = getowner();
	out_start("Locking", remote);
	if (out_handle(ne_lock(session.sess, lock))) {
	    ne_lockstore_add(session.locks, lock);
	} else {
	    ne_lock_destroy(lock);
	    goto edit_close;
	}
    } else {
	/* TODO: HEAD and get the Etag/modtime */
    }

    /* Return 1: Checkin, 2: Checkout, 0: otherwise */
    is_checkin = is_vcr(real_remote);
    if (is_checkin==1) {
    	execute_checkout(real_remote);
    }
    
    output(o_download, _("Downloading `%s' to %s"), real_remote, fname);

    /* Don't puke if get fails -- perhaps we are creating a new one? */
    out_result(ne_get(session.sess, real_remote, fd));
    
    if (close(fd)) {
	output(o_finish, _("Error writing to temporary file: %s\n"), 
	       strerror(errno));
    } 
    else if (!run_editor(fname)) {
	int upload_okay = 0;

	fd = open(fname, O_RDONLY | OPEN_BINARY_FLAGS);
	if (fd < 0) {
	    output(o_finish, 
		   _("Could not re-open temporary file: %s\n"),
		   strerror(errno));
	} else {
	    do {
		output(o_upload, _("Uploading changes to `%s'"), real_remote);
		/* FIXME: conditional PUT using fetched Etag/modtime if
		 * !can_lock */
		if (out_handle(ne_put(session.sess, real_remote, fd))) {
		    upload_okay = 1;
		} else {
		    /* TODO: offer to save locally instead */
		    printf(_("Try uploading again (y/n)? "));
		    if (!yesno()) {
			upload_okay = 1;
		    }
		}
	    } while (!upload_okay);
	    close(fd);
	}
    }
    
    if (unlink(fname)) {
	printf(_("Could not delete temporary file %s:\n%s\n"), fname,
	       strerror(errno));
    }	       

    /* Return 1: Checkin, 2: Checkout, 0: otherwise */
    is_checkout = is_vcr(real_remote);
    if (is_checkout==2) {
    	execute_checkin(real_remote);
    }
    
    /* UNLOCK it again whether we succeed or failed in our mission */
    if (can_lock) {
	output(o_start, "Unlocking `%s':", remote);
	out_result(ne_unlock(session.sess, lock));
	ne_lockstore_remove(session.locks, lock);
	ne_lock_destroy(lock);
    }

    goto edit_bail;
edit_close:
    close(fd);
edit_bail:
    free(real_remote);
    return;
}
コード例 #11
0
ファイル: main.c プロジェクト: halogenandtoast/hoge
int main(int argc, char *argv[]) {
  create_editor();
  run_editor();
  free_editor();
  return EXIT_SUCCESS;
}