コード例 #1
0
ファイル: TestRunnerModel.cpp プロジェクト: asir6/Colt
void 
TestRunnerModel::loadHistory()
{
  m_history.clear();
  int idx = 1;
  do
  {
    CString testName = loadHistoryEntry( idx++ );
    if ( testName.IsEmpty() )
      break;

    try
    {
      m_history.push_back( m_rootTest->findTest( toAnsiString(testName ) ) );
    }
    catch ( std::invalid_argument &)
    {
    }
  }
  while ( true );
}
コード例 #2
0
ファイル: String.cpp プロジェクト: akadjoker/waxe
String::operator std::string() const
{
    return toAnsiString();
}
コード例 #3
0
ファイル: Game.cpp プロジェクト: cwriter/SFMLGame
int Game::loadGamestate(const XMLReader& reader, const sf::String& GSname, const SFG::Pointer<GameState>& included)
{
    SFG::Pointer<GameState> GS_ptr;

    sf::String GSxmlpath = L"xml/gamestate[" + GSname + L"]";
    auto str = reader.getValue(GSxmlpath, 0);

    if (str == L"__xml_failure")
    {
        printf("[Error] Unspecified startup gamestate in %s:%d.\n", __FILE__, __LINE__);
        return -2;
    }
    else
    {

        if (str == L"#included")
        {
            //Use default
            GS_ptr.reset(included);
            if (!GS_ptr.isValid() && included.getElement() != nullptr)
            {
                printf("[Critical] Failed to allocate memory for \"%s\" in %s:%d\n",GSname.toAnsiString().c_str(), __FILE__, __LINE__);
                return -1;
            }

        }
        else
        {
            //Use specified
            //#TODO
            STILL_TO_DO(__FILE__, __LINE__);
            //We first need an instance of a DLLLoadedGameState
            GS_ptr.reset(new DLLLoadedGameState());
            //Set the name
            GS_ptr->setName(GSname);
            if (GS_ptr->getName() == "__xml_failure")
            {
                SFG::Util::printLog(SFG::Util::Error, __FILE__, __LINE__, "Failed to get Gamestate name, aborting.");
                return -1;
            }
            //Then, load the specified file
            if (GS_ptr.cast<DLLLoadedGameState>()->loadFromDll(str.toAnsiString().c_str()) != 0)
            {
                SFG::Util::printLog(SFG::Util::Error, __FILE__, __LINE__,
									"Failed to load gamestate \"%s\" from DLL", str.toAnsiString().c_str());
                return -2;
            }

            //We actually should be done


        }

        //Get all modules
        sf::String uses = reader.getValue(GSxmlpath + L"uses.");
        if (uses != L"__xml_failure")
        {
            //We have specifiers
            size_t begin = 0;
            size_t last = 0;
            //Begin needs to be checked as the last module wouldn't be counted otherwise
            while ((last = uses.find(L',', last)) != sf::String::InvalidPos || begin != sf::String::InvalidPos)
            {
                sf::String string;
                if (last == sf::String::InvalidPos)
                {
                    //If the end would otherwise exceed the string length, set it to the maximum (sf::String::end()).
                    //string = sf::String(uses.begin() + begin, uses.end());
                    string = uses.substring(begin, uses.getSize() - begin);
                }
                else
                {
                    //If a ',' was found, use its position
                    //string = sf::String(uses.begin() + begin, uses.begin() + last);
                    string = uses.substring(begin, last - begin);
                }
                //Check for module names
                if (string == L"G2D")
                {
                    SFG::Pointer<ModuleG2D> ptr(new ModuleG2D());
                    if (!ptr.isValid())
                    {
                        char buf[512];
#ifdef _WIN32
                        strerror_s(buf, errno);
#else
                        strerror_r(errno, buf, 512);
#endif // _WIN32
                        printf("[Error] Failed to create Module G2D in %s:%d: %s\n", __FILE__, __LINE__, buf);
                        return -3;
                    }
                    GS_ptr->addModule(ptr);
                }
                else
                {
                    //#TODO: Add more modules (sound etc.)
                    STILL_TO_DO(__FILE__, __LINE__);
                }
                if(last != sf::String::InvalidPos) begin = last + 1; //if a ',' was found, go search on for the next one
                else begin = last; //Meaning begin is sf::String::npos
            }
        }

        //Check for external asset list
        auto ext_assets = reader.getValue(GSxmlpath + "assets.");
        if (ext_assets != "__xml_failure")
        {
            //We found external assets, load them
        }
        auto assets = reader.getXMLGroupHandle(L"xml/assetlist[" + GSname + L"]");
        if (assets == nullptr)
        {
            printf("[Warning] No assets for Gamestate \"%s\" found. This is not encouraged and might be an error. Please check the game.xml file. In: %s:%d\n", GSname.toAnsiString().c_str(), __FILE__, __LINE__);
            //return 1;
        }
        else
        {
            auto ret = GS_ptr->loadAssets(XMLReader(*assets));
            if (ret != 0)
            {
                printf("[Error] Failed to load assets for Gamestate \"%s\" in %s:%d.\n", GSname.toAnsiString().c_str(), __FILE__, __LINE__);
            }
        }

        //Empty path to tell the gamestate to just update what it has (or do nothing if nothing has to be done)
        GS_ptr->load(L"");

        //this->g_gamestates.push_back(GS_ptr);
        this->addGamestate(GS_ptr);
    }
    return 0;
}