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hub / github.com/BohemiaInteractive/CWR / ParseAutoScreenshots

Function ParseAutoScreenshots

apps/cwr/Game/GameApplication.cpp:519–536  ·  view source on GitHub ↗

Parse --auto-screenshot ("trigger:path,...").

Source from the content-addressed store, hash-verified

517
518// Parse --auto-screenshot ("trigger:path,...").
519static std::vector<AutoScreenshotSpec> ParseAutoScreenshots(const std::string& spec)
520{
521 std::vector<AutoScreenshotSpec> out;
522 if (spec.empty())
523 return out;
524 std::istringstream ss(spec);
525 std::string token;
526 while (std::getline(ss, token, ','))
527 {
528 auto colon = token.find(':');
529 if (colon == std::string::npos)
530 continue;
531 out.push_back({ParseTriggerTime(token, colon), token.substr(colon + 1)});
532 }
533 if (!out.empty())
534 LOG_INFO(Core, "Auto-screenshot: {} captures scheduled", out.size());
535 return out;
536}
537
538// Build the harness server for PoseidonGame. Consolidates the full setup —
539// bind, VoN callback wiring, command + event catalogue — so both the Windows

Callers 1

RunMainLoopMethod · 0.85

Calls 3

ParseTriggerTimeFunction · 0.85
sizeMethod · 0.80
emptyMethod · 0.45

Tested by

no test coverage detected