コード例 #1
0
ファイル: utils.cpp プロジェクト: KDE/snoretoast
bool writePipe(const std::filesystem::path &pipe, const std::wstring &data, bool wait)
{
    HANDLE hPipe = CreateFile(pipe.wstring().c_str(), GENERIC_WRITE, 0, nullptr, OPEN_EXISTING, 0,
                              nullptr);
    if (hPipe != INVALID_HANDLE_VALUE) {
        DWORD written;
        const DWORD toWrite = static_cast<DWORD>(data.size() * sizeof(wchar_t));
        WriteFile(hPipe, data.c_str(), toWrite, &written, nullptr);
        const bool success = written == toWrite;
        tLog << (success ? L"Wrote: " : L"Failed to write: ") << data << " to " << pipe;
        WriteFile(hPipe, nullptr, sizeof(wchar_t), &written, nullptr);
        CloseHandle(hPipe);
        return success;
    } else if (wait) {
        // wait and retry
        Sleep(20000);
        return writePipe(pipe, data);
    }
    tLog << L"Failed to open pipe: " << pipe << L" data: " << data;
    return false;
}
コード例 #2
0
ファイル: utils.cpp プロジェクト: KDE/snoretoast
bool startProcess(const std::filesystem::path &app)
{
    STARTUPINFO info = {};
    info.cb = sizeof(info);
    PROCESS_INFORMATION pInfo = {};
    const auto application = app.wstring();
    if (!CreateProcess(const_cast<wchar_t *>(application.c_str()),
                       const_cast<wchar_t *>(application.c_str()), nullptr, nullptr, false,
                       DETACHED_PROCESS | INHERIT_PARENT_AFFINITY | CREATE_NO_WINDOW, nullptr,
                       nullptr, &info, &pInfo)) {
        tLog << L"Failed to start: " << app;
        return false;
    }
    WaitForInputIdle(pInfo.hProcess, INFINITE);
    DWORD status;
    GetExitCodeProcess(pInfo.hProcess, &status);
    CloseHandle(pInfo.hProcess);
    CloseHandle(pInfo.hThread);
    tLog << L"Started: " << app << L" Status: "
         << (status == STILL_ACTIVE ? L"STILL_ACTIVE" : std::to_wstring(status));
    return status == STILL_ACTIVE;
}
コード例 #3
0
ファイル: BitmapFont.cpp プロジェクト: alexanderkunz/raindrop
void BitmapFont::LoadSkinFontImage(std::filesystem::path Location, Vec2 _CharSize, Vec2 _CellSize, Vec2 _RenderSize, char FontStart)
{
    LoadFontImage(GameState::GetInstance().GetSkinFile(Utility::Narrow(Location.wstring())), 
		_CharSize, _CellSize, _RenderSize, FontStart);
}