void VLocalizationGroupHandler::SetAttribute(const VString& inName, const VString& inValue) { if (fGroupBag == NULL) fGroupBag = new VValueBag; if (inName.EqualToUSASCIICString( "id")) { sLONG idValue = inValue.GetLong(); if (idValue != 0) fGroupID = idValue; //else //DebugMsg( "VLocalizationGroupHandler::Non-valid group id Value : %S\n", &inValue); } else if (inName.EqualToUSASCIICString( "resname")) { if (!inValue.IsEmpty()) { fGroupResnamesStack.top() = inValue; } } else if (inName.EqualToUSASCIICString( "restype")) { xbox_assert( fGroupRestype.IsEmpty() ); // no nested group fGroupRestype = inValue; } if (fGroupBag != NULL) fGroupBag->SetAttribute( inName, inValue); }
void VLocalizationTransUnitHandler::SetAttribute( const VString& inName, const VString& inValue) { if (fTransUnitBag != NULL) { fTransUnitBag->SetString( inName, inValue); } if (inName.EqualToUSASCIICString( "id")) { sLONG idValue = inValue.GetLong(); if (idValue > 0) fStringID = (uLONG)idValue; //else //DebugMsg("VLocalizationTransUnitHandler::Non-valid trans-unit id Value : %S\n", &inValue); } else if (inName.EqualToUSASCIICString( "resname")) { fResName = inValue; } else if (inName.EqualToUSASCIICString( "d4:excludeIf")) { CheckPlatformTag( inValue, false, &fExcluded); } else if (inName.EqualToUSASCIICString( "d4:includeIf")) { CheckPlatformTag( inValue, true, &fExcluded); } }
/* IMPORTANT: the build version is created on the compilation machine. It requires that (1) perl is installed and (2) an external file contains the number. That's why if you compile 4D on your computer, you'll probably always get a build version of 0 (if the external file is not found, "00000" is used) */ sLONG VProcess::GetChangeListNumber() const { sLONG changeListNumber = 0; VString s; GetBuildNumber( s); VIndex pos = s.FindUniChar( '.', s.GetLength(), true); if (pos > 0) { s.SubString( pos + 1, s.GetLength() - pos); changeListNumber = s.GetLong(); } return changeListNumber; }
void VSpanHandler::SetHTMLAttribute(const VString& inName, const VString& inValue) { //here we need to parse only mandatory font attributes if (inName.EqualToString("face")) SetFont(inValue); else if (inName.EqualToString("color")) SetColor( inValue); else if (inName.EqualToString("bgcolor")) SetBackgroundColor( inValue); else if (inName.EqualToString("size")) { //HTML font size is a number from 1 to 7; default is 3 sLONG size = inValue.GetLong(); if (size >= 1 && size <= 7) { size = size*12/3; //convert to point VString fontSize; fontSize.FromLong(size); SetFontSize( fontSize, 72.0f); } } }