📄 sys.h
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/* miscellaneous * Template CS game * (C)2001 Mat Sutcliffe. See license.txt for license info (GPL) */#ifndef __SYS_H__#define __SYS_H__#include <csutil/ref.h>#include <iutil/objreg.h>#include <iutil/plugin.h>#include <ivaria/conout.h>#include <ivaria/reporter.h>#define SYS_BUG CS_REPORTER_SEVERITY_BUG#define SYS_ERROR CS_REPORTER_SEVERITY_ERROR#define SYS_WARNING CS_REPORTER_SEVERITY_WARNING#define SYS_NOTIFY CS_REPORTER_SEVERITY_NOTIFY#define SYS_DEBUG CS_REPORTER_SEVERITY_DEBUGstruct gamedata_t;class System { private: csRef<iConsoleOutput> conout; csRef<iPluginManager> plugmgr; public: System(iObjectRegistry *); ~System(); static void report(const char *desc, int severity = SYS_WARNING); /* Report using the CS standard reporter. * severity==SYS_ERROR will cause an exit. */ static void conprint(const char *text); /* Print text on the console. */ static void require(bool state, const char *desc); /* Like assert(); Exits with appropriate error if !state * Shouldn't be used in your game except for debugging. */ static bool savegame(const char *file, gamedata_t *data, size_t size); /* Save a gamedata_t struct. Call with address-of your data. * size is sizeof(gamedata_t) * Savegames are currently not guaranteed to work on a different * platform from that which they have been saved on. */ static gamedata_t* loadgame(const char *file, size_t size); /* Load a gamedata_t struct. Dereference returned pointer and * assign to your data object. size is sizeof(gamedata_t) */ static csPtr<iStrVector> listsaves(); /* List savegames. DecRef the iStrVector when done. */ static bool deletesave(const char *file); /* Delete a savegame. */};#endif#ifndef GAME# define GAME "Game" // GUI title bar title and common config option prefix#endif
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