void MainWindow::sParse() { // On recupere le template de base QFile tpl(":/runWindow/Ressources/template.tpl"); tpl.open(QIODevice::ReadOnly | QIODevice::Text); QTextStream fluxR(&tpl); QString tplContent = fluxR.readAll(); QString content = editor->toPlainText(); content.replace("\n", "<br />"); ZCode code(content); content = code.encode(); tplContent.replace("TITRE_NEWS", nTitle->text()); tplContent.replace("CONTENU_NEWS", content); QDir dir = QDesktopServices::storageLocation(QDesktopServices::TempLocation); dir.mkdir(QString("~cache/")); QFile file(dir.absolutePath() + "/~cache/index.htm"); if (file.open(QFile::WriteOnly)) { QTextStream out(&file); out << tplContent; } else { QMessageBox::information(this, "Erreur", "Impossible d'accéder en écriture au fichier :" + dir.absolutePath() + "/~cache/index.htm"); } QDir tmp(dir.absolutePath() + "/~cache/css"); if(!tmp.exists()) { CopyDir(getRessourcePath() + "znews/", dir.absolutePath() + "/~cache"); } view->load(QUrl(dir.absolutePath() + "/~cache/index.htm")); }
void init_game_configuration() { #ifdef __APPLE__ INIT_PARAM_STRING( data_dir, strdup(getRessourcePath()), "# The location of the Tux Racer data files" ); # else INIT_PARAM_STRING( data_dir,DATA_DIR, "# The location of the Tux Racer data files" ); #endif INIT_PARAM_BOOL( draw_tux_shadow, False, "# Set this to true to display Tux's shadow. Note that this is a \n" "# hack and is quite expensive in terms of framerate.\n" "# [EXPERT] This looks better if your card has a stencil buffer; \n" "# if compiling use the --enable-stencil-buffer configure option \n" "# to enable the use of the stencil buffer" ); INIT_PARAM_BOOL( draw_particles, False, "# Controls the drawing of snow particles that are kicked up as Tux\n" "# turns and brakes. Setting this to false should help improve \n" "# performance." ); INIT_PARAM_INT( tux_sphere_divisions, 8, "# [EXPERT] Higher values result in a more finely subdivided mesh \n" "# for Tux, and vice versa. If you're experiencing low framerates,\n" "# try lowering this value." ); INIT_PARAM_INT( tux_shadow_sphere_divisions, 3, "# [EXPERT] The level of subdivision of Tux's shadow." ); INIT_PARAM_BOOL( nice_fog, True, "# [EXPERT] If true, then the GL_NICEST hint will be used when\n" "# rendering fog. On some cards, setting this to false may improve\n" "# performance."); INIT_PARAM_BOOL( use_sphere_display_list, False, "# [EXPERT] Mesa 3.1 sometimes renders Tux strangely when display \n" "# lists are used. Setting this to false should solve the problem \n" "# at the cost of a few Hz." ); INIT_PARAM_BOOL( display_fps, False, "# Set this to true to display the current framerate in Hz." ); INIT_PARAM_INT( x_resolution, 320, "# The horizontal size of the Tux Racer window" ); INIT_PARAM_INT( y_resolution, 480, "# The vertical size of the Tux Racer window" ); INIT_PARAM_BOOL( capture_mouse, False, "# If true, then the mouse will not be able to leave the \n" "# Tux Racer window.\n" "# If you lose keyboard focus while running Tux Racer, try setting\n" "# this to true." ); INIT_PARAM_BOOL( do_intro_animation, True, "# If false, then the introductory animation sequence will be skipped." ); INIT_PARAM_INT( mipmap_type, 3, "# [EXPERT] Allows you to control which type of texture\n" "# interpolation/mipmapping is used when rendering textures. The\n" "# values correspond to the following OpenGL settings:\n" "#\n" "# 0: GL_NEAREST\n" "# 1: GL_LINEAR\n" "# 2: GL_NEAREST_MIPMAP_NEAREST\n" "# 3: GL_LINEAR_MIPMAP_NEAREST\n" "# 4: GL_NEAREST_MIPMAP_LINEAR\n" "# 5: GL_LINEAR_MIPMAP_LINEAR\n" "#\n" "# On some cards, you may be able to improve performance by\n" "# decreasing this number, at the cost of lower image quality." ); INIT_PARAM_BOOL( fullscreen, True, "# If true then the game will run in full-screen mode." ); INIT_PARAM_INT( bpp_mode, 0, "# Controls how many bits per pixel are used in the game.\n" "# Valid values are:\n" "#\n" "# 0: Use current bpp setting of operating system\n" "# 1: 16 bpp\n" "# 2: 32 bpp\n" "# Note that some cards (e.g., Voodoo1, Voodoo2, Voodoo3) only support\n" "# 16 bits per pixel." ); INIT_PARAM_BOOL( force_window_position, False , "# If true, then the Tux Racer window will automatically be\n" "# placed at (0,0)" ); INIT_PARAM_INT( ode_solver, 1 , "# Selects the ODE (ordinary differential equation) solver. \n" "# Possible values are:\n" "#\n" "# 0: Modified Euler (fastest but least accurate)\n" "# 1: Runge-Kutta (2,3)\n" "# 2: Runge-Kutta (4,5) (slowest but most accurate)" ); INIT_PARAM_STRING( quit_key, "q escape" , "# Key binding for quitting a race" ); INIT_PARAM_STRING( turn_left_key, "j left" , "# Key binding for turning left" ); INIT_PARAM_STRING( turn_right_key, "l right" , "# Key binding for turning right" ); INIT_PARAM_STRING( trick_modifier_key, "d" , "# Key binding for doing tricks" ); INIT_PARAM_STRING( brake_key, "k space down" , "# Key binding for braking" ); INIT_PARAM_STRING( paddle_key, "i up" , "# Key binding for paddling (on the ground) and flapping (in the air)" ); INIT_PARAM_STRING( follow_view_key, "1" , "# Key binding for the \"Follow\" camera mode" ); INIT_PARAM_STRING( behind_view_key, "2" , "# Key binding for the \"Behind\" camera mode" ); INIT_PARAM_STRING( above_view_key, "3" , "# Key binding for the \"Above\" camera mode" ); INIT_PARAM_INT( view_mode, 1, "# Default view mode. Possible values are\n" "#\n" "# 0: Behind\n" "# 1: Follow\n" "# 2: Above\n" "# 3: Tux eyes" ); INIT_PARAM_STRING( screenshot_key, "=" , "# Key binding for taking a screenshot" ); INIT_PARAM_STRING( pause_key, "p" , "# Key binding for pausing the game" ); INIT_PARAM_STRING( reset_key, "backspace" , "# Key binding for resetting the player position" ); INIT_PARAM_STRING( jump_key, "e" , "# Key binding for jumping" ); INIT_PARAM_INT( joystick_paddle_button, 0 , "# Joystick button for paddling (numbering starts at 0).\n" "# Set to -1 to disable." ); INIT_PARAM_INT( joystick_brake_button, 2 , "# Joystick button for braking (numbering starts at 0).\n" "# Set to -1 to disable." ); INIT_PARAM_INT( joystick_jump_button, 3 , "# Joystick button for jumping (numbering starts at 0)" ); INIT_PARAM_INT( joystick_trick_button, 1 , "# Joystick button for doing tricks (numbering starts at 0)" ); INIT_PARAM_INT( joystick_continue_button, 0 , "# Joystick button for moving past intro, paused, and \n" "# game over screens (numbering starts at 0)" ); INIT_PARAM_INT( joystick_x_axis, 0 , "# Joystick axis to use for turning (numbering starts at 0)" ); INIT_PARAM_INT( joystick_y_axis, 1 , "# Joystick axis to use for paddling/braking (numbering starts at 0)" ); INIT_PARAM_INT( fov, 70 , "# [EXPERT] Sets the camera field-of-view" ); INIT_PARAM_STRING( debug, "" , "# [EXPERT] Controls the Tux Racer debugging modes" ); INIT_PARAM_INT( warning_level, 100 , "# [EXPERT] Controls the Tux Racer warning messages" ); INIT_PARAM_INT( forward_clip_distance, 40 , "# Controls how far ahead of the camera the course\n" "# is rendered. Larger values mean that more of the course is\n" "# rendered, resulting in slower performance. Decreasing this \n" "# value is an effective way to improve framerates." ); INIT_PARAM_INT( backward_clip_distance, 5, "# [EXPERT] Some objects aren't yet clipped to the view frustum, \n" "# so this value is used to control how far up the course these \n" "# objects are drawn." ); INIT_PARAM_INT( tree_detail_distance, 5 , "# [EXPERT] Controls the distance at which trees are drawn with \n" "# two rectangles instead of one." ); INIT_PARAM_BOOL( terrain_blending, True , "# Controls the blending of the terrain textures. Setting this\n" "# to false will help improve performance." ); INIT_PARAM_BOOL( perfect_terrain_blending, False, "# [EXPERT] If true, then terrain triangles with three different\n" "# terrain types at the vertices will be blended correctly\n" "# (instead of using a faster but imperfect approximation)." ); INIT_PARAM_BOOL( terrain_envmap, False, "# If true, then the ice will be drawn with an \"environment map\",\n" "# which gives the ice a shiny appearance. Setting this to false\n" "# will help improve performance." ); INIT_PARAM_BOOL( disable_fog, False , "# If true, then fog will be turned off. Some Linux drivers for the\n" "# ATI Rage128 seem to have a bug in their fog implementation which\n" "# makes the screen nearly pure white when racing; if you experience\n" "# this problem then set this variable to true." ); INIT_PARAM_BOOL( use_cva, True , "# [EXPERT] If true, then compiled vertex arrays will be used when\n" "# drawing the terrain. Whether or not this helps performance\n" "# is driver- and card-dependent." ); INIT_PARAM_BOOL( cva_hack, True , "# Some card/driver combinations render the terrrain incorrectly\n" "# when using compiled vertex arrays. This activates a hack \n" "# to work around that problem." ); INIT_PARAM_INT( course_detail_level, 10 , "# [EXPERT] This controls how accurately the course terrain is \n" "# rendered. A high value results in greater accuracy at the cost of \n" "# performance, and vice versa. This value can be decreased and \n" "# increased in 10% increments at runtime using the F9 and F10 keys.\n" "# To better see the effect, activate wireframe mode using the F11 \n" "# key (this is a toggle)." ); INIT_PARAM_BOOL( no_audio, False , "# If True, then audio in the game is completely disabled." ); INIT_PARAM_BOOL( sound_enabled, True , "# Use this to turn sound effects on and off." ); INIT_PARAM_BOOL( music_enabled, True , "# Use this to turn music on and off." ); INIT_PARAM_INT( sound_volume, 127 , "# This controls the sound volume (valid range is 0-127)." ); INIT_PARAM_INT( music_volume, 64 , "# This controls the music volume (valid range is 0-127)." ); INIT_PARAM_INT( audio_freq_mode, 1 , "# The controls the frequency of the audio. Valid values are:\n" "# \n" "# 0: 11025 Hz\n" "# 1: 22050 Hz\n" "# 2: 44100 Hz" ); INIT_PARAM_INT( audio_format_mode, 1 , "# This controls the number of bits per sample for the audio.\n" "# Valid values are:\n" "#\n" "# 0: 8 bits\n" "# 1: 16 bits" ); INIT_PARAM_BOOL( audio_stereo, True , "# Audio will be played in stereo of true, and mono if false" ); INIT_PARAM_INT( audio_buffer_size, 2048 , "# [EXPERT] Controls the size of the audio buffer. \n" "# Increase the buffer size if you experience choppy audio\n" "# (at the cost of greater audio latency)" ); INIT_PARAM_BOOL( track_marks, False , "# If true, then the players will leave track marks in the snow." ); INIT_PARAM_BOOL( ui_snow, True , "# If true, then the ui screens will have falling snow." ); INIT_PARAM_BOOL( #ifdef TR_DEBUG_MODE write_diagnostic_log, True, #else write_diagnostic_log, False, #endif "# If true, then a file called diagnostic_log.txt will be generated\n" "# which you should attach to any bug reports you make.\n" "# To generate the file, set this variable to \"true\", and\n" "# then run the game so that you reproduce the bug, if possible." ); }