/* ================ idDeclParticle::RebuildTextSource ================ */ bool idDeclParticle::RebuildTextSource() { idFile_Memory f; f.WriteFloatString( "\n\n/*\n" "\tGenerated by the Particle Editor.\n" "\tTo use the particle editor, launch the game and type 'editParticles' on the console.\n" "*/\n" ); f.WriteFloatString( "particle %s {\n", GetName() ); if( depthHack ) { f.WriteFloatString( "\tdepthHack\t%f\n", depthHack ); } for( int i = 0; i < stages.Num(); i++ ) { WriteStage( &f, stages[i] ); } f.WriteFloatString( "}" ); SetText( f.GetDataPtr() ); return true; }
/** * Writes the internal dictionary data to the standard format. */ const char* MaterialDoc::GenerateSourceText() { idFile_Memory f; f.WriteFloatString("\n\n/*\n" "\tGenerated by the Material Editor.\n" "\tType 'materialeditor' at the console to launch the material editor.\n" "*/\n" ); f.WriteFloatString("%s\n", name.c_str()); f.WriteFloatString( "{\n" ); WriteMaterialDef(-1, &f, MaterialDefManager::MATERIAL_DEF_MATERIAL, 1); for(int i = 0; i < editMaterial.stages.Num(); i++) { if(editMaterial.stages[i]->enabled) { WriteStage(i, &f); } } f.WriteFloatString( "}\n" ); return f.GetDataPtr(); }