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cube_formatting.hpp File Reference
#include "inexor/shared/cube_tools.hpp"
#include <cstdarg>
#include <cstdio>
#include <stdarg.h>

Go to the source code of this file.

Macros

#define PRINTFARGS(fmt, args)
 
#define defformatstring(d,...)   char d[260]; formatstring(d, __VA_ARGS__)
 
#define defvformatstring(d, last, fmt)   char d[260]; { va_list ap; va_start(ap, last); vformatstring(d, fmt, ap); va_end(ap); }
 

Functions

void vformatstring (char *d, const char *fmt, va_list v, int len)
 Internal: format string using variable parameter lists (va_list) More...
 
template<size_t N>
void vformatstring (char(&d)[N], const char *fmt, va_list v)
 
char * concatstring (char *d, const char *s, size_t len)
 
template<size_t N>
char * concatstring (char(&d)[N], const char *s)
 
char * prependstring (char *d, const char *s, size_t len)
 
template<size_t N>
char * prependstring (char(&d)[N], const char *s)
 
void nformatstring (char *d, int len, const char *fmt,...) PRINTFARGS(3
 
char * tempformatstring (const char *fmt,...) PRINTFARGS(1
 formatstring using some static globals, faster but less safe. More...
 
template<size_t N>
char void formatstring (char(&d)[N], const char *fmt,...) PRINTFARGS(2
 
template<size_t N>
char void void formatstring (char(&d)[N], const char *fmt,...)
 
template<size_t N>
void concformatstring (char(&d)[N], const char *fmt,...) PRINTFARGS(2
 
template<size_t N>
void void concformatstring (char(&d)[N], const char *fmt,...)
 

Macro Definition Documentation

#define defformatstring (   d,
  ... 
)    char d[260]; formatstring(d, __VA_ARGS__)

Referenced by Shader::allocparams(), server::change_mastermode(), cubemapload(), game::damageeffect(), server::bombservermode::died(), server::hideandseekservermode::died(), entities::doleveltrigger(), game::hideandseekclientmode::drawhud(), game::bombclientmode::drawhud(), game::drawhudmodel(), dumplms(), gendds(), gendynlightvariant(), gengenericvariant(), genshadowmapvariant(), genuniformdefs(), genwatervariant(), skelmodel::skeleton::getblendoffset(), guicolor(), initidents(), inexor::sound::initmumble(), listdir(), md3::load(), obj::load(), md2::load(), iqm::load(), md5::load(), smd::load(), loadcaustics(), md3::loaddefaultparts(), obj::loaddefaultparts(), iqm::loaddefaultparts(), md5::loaddefaultparts(), smd::loaddefaultparts(), loadmodel(), vertcommands< MDL >::loadpart(), skelcommands< MDL >::loadpart(), loadprefab(), animmodel::skin::loadshader(), loadskin(), loadsky(), Slot::loadthumbnail(), makeparticles(), makerelpath(), mapcfgname(), modelcommands< MDL, struct MDL::vertmesh >::modelcommand(), game::parsemessages(), server::parsepacket(), game::receivefile(), reloadshaders(), ai::render(), rendercommand(), game::rendergame(), resolverwait(), saveprefab(), game::ctfclientmode::scoreflag(), game::sendmap(), skelcommands< MDL >::setanim(), setblurshader(), aiman::setbotbalance(), aiman::setbotlimit(), server::setmaster(), skelcommands< MDL >::setpitchtarget(), game::setradartex(), game::captureclientmode::setscore(), game::captureclientmode::setup(), server::setupdemoplayback(), shader(), show_calclight_progress(), show_genpvs_progress(), entities::trypickup(), server::bombservermode::updatelimbo(), variantshader(), and writeobj().

#define defvformatstring (   d,
  last,
  fmt 
)    char d[260]; { va_list ap; va_start(ap, last); vformatstring(d, fmt, ap); va_end(ap); }
#define PRINTFARGS (   fmt,
  args 
)

Function Documentation

char* concatstring ( char *  d,
const char *  s,
size_t  len 
)
inline
template<size_t N>
char* concatstring ( char(&)  d[N],
const char *  s 
)
inline

References concatstring(), and hmap::d.

template<size_t N>
void concformatstring ( char(&)  d[N],
const char *  fmt,
  ... 
)
inline

Referenced by partrenderer::debuginfo().

template<size_t N>
void void concformatstring ( char(&)  d[N],
const char *  fmt,
  ... 
)
inline

References hmap::d, and vformatstring().

template<size_t N>
char void formatstring ( char(&)  d[N],
const char *  fmt,
  ... 
)
inline
template<size_t N>
char void void formatstring ( char(&)  d[N],
const char *  fmt,
  ... 
)
inline

References hmap::d, and vformatstring().

void void nformatstring ( char *  d,
int  len,
const char *  fmt,
  ... 
)
inline
char* prependstring ( char *  d,
const char *  s,
size_t  len 
)
inline

References hmap::d, and inexor::rpc::min().

Referenced by complete(), and prependstring().

template<size_t N>
char* prependstring ( char(&)  d[N],
const char *  s 
)
inline

References hmap::d, and prependstring().

char * tempformatstring ( const char *  fmt,
  ... 
)

formatstring using some static globals, faster but less safe.

Referenced by game::colorname(), loadcrosshair(), game::setbliptex(), and game::teamcolor().

void vformatstring ( char *  d,
const char *  fmt,
va_list  v,
int  len 
)
inline

Internal: format string using variable parameter lists (va_list)

References _vsnprintf.

Referenced by concformatstring(), formatstring(), editline::if(), nformatstring(), tempformatstring(), and vformatstring().

template<size_t N>
void vformatstring ( char(&)  d[N],
const char *  fmt,
va_list  v 
)
inline

References hmap::d, and vformatstring().