- cleanup of some manpage output (try to keep max width of 80 characters)

This commit is contained in:
Mark Vejvoda
2011-12-19 23:29:33 +00:00
parent cfa508b0cb
commit 50021e7789
2 changed files with 193 additions and 86 deletions

View File

@@ -156,8 +156,10 @@ void printParameterHelp(const char *argv0, bool foundInvalidArgs) {
printf("\n");
}
// "================================================================================"
printf("\n%s %s, [Using %s] usage:\n",argv0,g3dviewerVersionString.c_str(),(const char *)wxConvCurrent->cWX2MB(wxVERSION_STRING));
printf("================================================================================\n");
printf("\n%s [G3D FILE]\n\n",argv0);
printf("Displays glest 3D-models and unit/projectile/splash particle systems.\n");
printf("rotate with left mouse button, zoom with right mouse button or mousewheel.\n");
@@ -169,49 +171,88 @@ void printParameterHelp(const char *argv0, bool foundInvalidArgs) {
printf("\n----------------------\t\t------------");
printf("\n%s\t\t\t\tdisplays this help text.",(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_HELP]));
printf("\n%s=x\t\t\tAuto load the unit / skill information specified in path/filename x",(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_UNIT]));
printf("\n \t\tWhere x is a g3d filename to load separated with a comma and one or more skill names to try loading:");
printf("\n \t\texample: %s %s=techs/megapack/factions/tech/units/battle_machine,attack_skill,stop_skill",argv0,(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_UNIT]));
// "================================================================================"
printf("\n%s=x",(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_UNIT]));
printf("\n \t\tAuto load the unit / skill information specified");
printf("\n \t\tin path/filename x");
printf("\n \t\tWhere x is a g3d filename to load separated with a");
printf("\n \t\tcomma and one or more skill names to try loading:");
printf("\n \t\texample:");
printf("\n %s %s=techs/megapack/factions/tech/units/battle_machine,attack_skill,stop_skill",argv0,(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_UNIT]));
printf("\n%s=x\t\t\tAuto load the model specified in path/filename x",(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_MODEL]));
printf("\n \t\tWhere x is a g3d filename to load:");
printf("\n \t\texample: %s %s=techs/megapack/factions/tech/units/battle_machine/models/battle_machine_dying.g3d",argv0,(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_MODEL]));
printf("\n%s=x\t\tAnimation value when loading a model",(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_MODEL_ANIMATION_VALUE]));
printf("\n \t\texample:");
printf("\n %s %s=techs/megapack/factions/tech/units/battle_machine/models/battle_machine_dying.g3d",argv0,(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_MODEL]));
printf("\n%s=x\tAnimation value when loading a model",(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_MODEL_ANIMATION_VALUE]));
printf("\n \t\tWhere x is a decimal value from -1.0 to 1.0:");
printf("\n \t\texample: %s %s=0.5",argv0,(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_MODEL_ANIMATION_VALUE]));
printf("\n%s=x\t\tAutomatically takes a screenshot of the items you are loading.",(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_AUTO_SCREENSHOT]));
printf("\n \t\tWhere x is a comma-delimited list of one or more of the optional settings:");
printf("\n \t\ttransparent, enable_grid, enable_wireframe, enable_normals,");
printf("\n \t\tdisable_grid, disable_wireframe, disable_normals, saveas-<filename>");
printf("\n \t\texample: %s %s=transparent,disable_grid,saveas-test.png %s=techs/megapack/factions/tech/units/battle_machine/models/battle_machine_dying.g3d",argv0,(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_AUTO_SCREENSHOT]),(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_MODEL]));
printf("\n%s=x\t\tAuto load the particle specified in path/filename x",(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE]));
printf("\n \t\tWhere x is a Particle Definition XML filename to load:");
printf("\n \t\texample: %s %s=techs/megapack/factions/persian/units/genie/glow_particles.xml",argv0,(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE]));
printf("\n%s=x\tAuto load the projectile particle specified in path/filename x",(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE_PROJECTILE]));
printf("\n \t\tWhere x is a Projectile Particle Definition XML filename to load:");
printf("\n \t\texample: %s %s=techs/megapack/factions/persian/units/genie/particle_proj.xml",argv0,(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE_PROJECTILE]));
printf("\n%s=x\tAuto load the splash particle specified in path/filename x",(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE_SPLASH]));
printf("\n \t\tWhere x is a Splash Particle Definition XML filename to load:");
printf("\n \t\texample: %s %s=techs/megapack/factions/persian/units/genie/particle_splash.xml",argv0,(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE_SPLASH]));
printf("\n%s=x\tParticle loop value when loading one or more particles",(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE_LOOP_VALUE]));
printf("\n \t\texample:");
printf("\n %s %s=0.5",argv0,(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_MODEL_ANIMATION_VALUE]));
// "================================================================================"
printf("\n%s=x",(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_AUTO_SCREENSHOT]));
printf("\n \t\tAutomatically takes a screenshot of the items you");
printf("\n \t\tare loading.");
printf("\n \t\tWhere x is a comma-delimited list of one or more");
printf("\n \t\t of the optional settings:");
printf("\n \t\ttransparent, enable_grid, enable_wireframe,");
printf("\n \t\tenable_normals, disable_grid, disable_wireframe,");
printf("\n \t\tdisable_normals, saveas-<filename>");
printf("\n \t\texample:");
printf("\n %s %s=transparent,disable_grid,saveas-test.png %s=techs/megapack/factions/tech/units/battle_machine/models/battle_machine_dying.g3d",argv0,(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_AUTO_SCREENSHOT]),(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_MODEL]));
// "================================================================================"
printf("\n%s=x",(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE]));
printf("\n \t\tAuto load the particle specified in path/filename x");
printf("\n \t\tWhere x is a Particle XML filename to load:");
printf("\n \t\texample:");
printf("\n %s %s=techs/megapack/factions/persian/units/genie/glow_particles.xml",argv0,(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE]));
printf("\n%s=x",(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE_PROJECTILE]));
printf("\n \t\tAuto load the projectile particle specified in");
printf("\n \t\tpath/filename x");
printf("\n \t\tWhere x is a Projectile Particle Definition XML");
printf("\n \t\t filename to load:");
printf("\n \t\texample:");
printf("\n %s %s=techs/megapack/factions/persian/units/genie/particle_proj.xml",argv0,(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE_PROJECTILE]));
printf("\n%s=x",(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE_SPLASH]));
printf("\n \t\tAuto load the splash particle specified in");
printf("\n \t\tpath/filename x");
printf("\n \t\tWhere x is a Splash Particle Definition XML");
printf("\n \t\t filename to load:");
printf("\n \t\texample:");
printf("\n %s %s=techs/megapack/factions/persian/units/genie/particle_splash.xml",argv0,(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE_SPLASH]));
printf("\n%s=x",(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE_LOOP_VALUE]));
printf("\n \t\tParticle loop value when loading one or more");
printf("\n \t\tparticles");
printf("\n \t\tWhere x is an integer value from 1 to particle count:");
printf("\n \t\texample: %s %s=25",argv0,(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE_LOOP_VALUE]));
printf("\n \t\texample:");
printf("\n %s %s=25",argv0,(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_LOAD_PARTICLE_LOOP_VALUE]));
printf("\n%s=x\t\t\tZoom value when loading a model",(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_ZOOM_VALUE]));
printf("\n \t\tWhere x is a decimal value from 0.1 to 10.0:");
printf("\n \t\texample: %s %s=4.2",argv0,(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_ZOOM_VALUE]));
printf("\n \t\texample:");
printf("\n %s %s=4.2",argv0,(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_ZOOM_VALUE]));
printf("\n%s=x\t\tX Coordinate Rotation value when loading a model",(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_ROTATE_X_VALUE]));
printf("\n \t\tWhere x is a decimal value from -10.0 to 10.0:");
printf("\n \t\texample: %s %s=2.2",argv0,(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_ROTATE_X_VALUE]));
printf("\n \t\texample:");
printf("\n %s %s=2.2",argv0,(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_ROTATE_X_VALUE]));
printf("\n%s=x\t\tY Coordinate Rotation value when loading a model",(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_ROTATE_Y_VALUE]));
printf("\n \t\tWhere x is a decimal value from -10.0 to 10.0:");
printf("\n \t\texample: %s %s=2.2",argv0,(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_ROTATE_Y_VALUE]));
printf("\n \t\texample:");
printf("\n %s %s=2.2",argv0,(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_ROTATE_Y_VALUE]));
printf("\n%s=x\t\tSpecify which image format to use for screenshots.",(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_SCREENSHOT_FORMAT]));
printf("\n \t\tWhere x is one of the following supported formats");
printf("\n \t\tpng,jpg,tga,bmp");
printf("\n \t\t*NOTE: png is the default (and supports transparency)");
printf("\n \t\texample: %s %s=jpg",argv0,(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_SCREENSHOT_FORMAT]));
printf("\n \t\texample:");
printf("\n %s %s=jpg",argv0,(const char *)wxConvCurrent->cWX2MB(GAME_ARGS[GAME_ARG_SCREENSHOT_FORMAT]));
printf("\n\n");
}