本文整理汇总了C++中CFile::Delete方法的典型用法代码示例。如果您正苦于以下问题:C++ CFile::Delete方法的具体用法?C++ CFile::Delete怎么用?C++ CFile::Delete使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CFile
的用法示例。
在下文中一共展示了CFile::Delete方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: CopyPigFileFromCD
//------------------------------------------------------------------------------
//copies a pigfile from the CD to the current dir
//retuns file handle of new pig
int CopyPigFileFromCD (CFile& cf, char *filename)
{
return cf.Open (filename, gameFolders.szDataDir, "rb", 0);
#if 0
char name [80];
FFS ffs;
int ret;
messageBox.Show ("Copying bitmap data from CD...");
paletteManager.LoadEffect (); //I don't think this line is really needed
//First, delete all PIG files currently in the directory
if (!FFF ("*.pig", &ffs, 0)) {
do {
cf.Delete (ffs.name, "");
} while (!FFN (&ffs, 0));
FFC (&ffs);
}
//Now, copy over new pig
redbook.Stop (); //so we can read off the cd
//new code to unarj file
strcpy (name, CDROM_dir);
strcat (name, "descent2.sow");
do {
// ret = unarj_specific_file (name,filename,filename);
// DPH:FIXME
ret = !EXIT_SUCCESS;
if (ret != EXIT_SUCCESS) {
//delete file, so we don't leave partial file
cf.Delete (filename, "");
if (RequestCD () == -1)
//NOTE LINK TO ABOVE IF
Error ("Cannot load file <%s> from CD", filename);
}
} while (ret != EXIT_SUCCESS);
mb.Clear ();
return cfPiggy [gameStates.app.bD1Data].Open (filename, gameFolders.szDataDir, "rb", 0);
#endif
}
示例2: Save
void Save() const {
CFile *pFile = new CFile(GetConfigPath());
if (!pFile->Open(O_WRONLY | O_CREAT | O_TRUNC, 0600)) {
DEBUG("ignore: Failed to save `" + GetConfigPath() + "` `" + CString(strerror(errno)) + "`");
delete pFile;
return;
}
for (vector<CIgnore>::const_iterator it = m_vIgnores.begin(); it != m_vIgnores.end(); ++it) {
CIgnore Ignore = *it;
pFile->Write(Ignore.ToString());
}
pFile->Sync();
if (pFile->HadError()) {
DEBUG("ignore: Failed to save `" + GetConfigPath() + "` `" + CString(strerror(errno)) + "`");
pFile->Delete();
}
delete pFile;
}
示例3: Load
bool CTriMeshBuilder::Load (int nLevel, bool bForce)
{
CFile cf;
tMeshDataHeader mdh;
int nSize;
bool bOk;
char szFilename [FILENAME_LEN];
char *ioBuffer = NULL, *bufP;
if (!(gameStates.render.bTriangleMesh && (gameStates.app.bCacheMeshes || bForce)))
return false;
if (!cf.Open (DataFilename (szFilename, nLevel), gameFolders.szCacheDir, "rb", 0))
return false;
bOk = (cf.Read (&mdh, sizeof (mdh), 1) == 1);
if (bOk)
bOk = (mdh.nVersion == MESH_DATA_VERSION) &&
(mdh.nSegments == gameData.segs.nSegments) &&
(mdh.nFaces == gameData.segs.nFaces);
uint nTriVerts = mdh.nTris * 3;
if (bOk)
nSize =
(sizeof (gameData.segs.vertices [0]) + sizeof (gameData.segs.fVertices [0])) * mdh.nVertices +
sizeof (FACES.faces [0]) * mdh.nFaces +
sizeof (FACES.tris [0]) * mdh.nTris +
(sizeof (FACES.vertices [0]) + sizeof (FACES.normals [0]) + sizeof (FACES.texCoord [0]) +
sizeof (FACES.ovlTexCoord [0]) + sizeof (FACES.color [0]) + sizeof (FACES.lMapTexCoord [0])) * nTriVerts +
sizeof (FACES.faceVerts [0]) * mdh.nFaceVerts;
if (bOk)
bOk = ((ioBuffer = new char [nSize]) != NULL);
if (bOk)
bOk = cf.Read (ioBuffer, nSize, 1) == 1;
if (bOk) {
bufP = ioBuffer;
FACES.Destroy ();
gameData.segs.vertices.Create (mdh.nVertices);
memcpy (gameData.segs.vertices.Buffer (), bufP, nSize = sizeof (gameData.segs.vertices [0]) * mdh.nVertices);
bufP += nSize;
gameData.segs.fVertices.Create (mdh.nVertices);
memcpy (gameData.segs.fVertices.Buffer (), bufP, nSize = sizeof (gameData.segs.fVertices [0]) * mdh.nVertices);
bufP += nSize;
FACES.faces.Create (mdh.nFaces);
memcpy (FACES.faces.Buffer (), bufP, nSize = sizeof (FACES.faces [0]) * mdh.nFaces);
bufP += nSize;
FACES.tris.Create (mdh.nTris);
memcpy (FACES.tris.Buffer (), bufP, nSize = sizeof (FACES.tris [0]) * mdh.nTris);
bufP += nSize;
FACES.vertices.Create (nTriVerts);
memcpy (FACES.vertices.Buffer (), bufP, nSize = sizeof (FACES.vertices [0]) * nTriVerts);
bufP += nSize;
FACES.normals.Create (nTriVerts);
memcpy (FACES.normals.Buffer (), bufP, nSize = sizeof (FACES.normals [0]) * nTriVerts);
bufP += nSize;
FACES.texCoord.Create (nTriVerts);
memcpy (FACES.texCoord.Buffer (), bufP, nSize = sizeof (FACES.texCoord [0]) * nTriVerts);
bufP += nSize;
FACES.ovlTexCoord.Create (nTriVerts);
memcpy (FACES.ovlTexCoord.Buffer (), bufP, nSize = sizeof (FACES.ovlTexCoord [0]) * nTriVerts);
bufP += nSize;
FACES.color.Create (nTriVerts);
memcpy (FACES.color.Buffer (), bufP, nSize = sizeof (FACES.color [0]) * nTriVerts);
bufP += nSize;
FACES.lMapTexCoord.Create (nTriVerts);
memcpy (FACES.lMapTexCoord.Buffer (), bufP, nSize = sizeof (FACES.lMapTexCoord [0]) * nTriVerts);
bufP += nSize;
FACES.faceVerts.Create (mdh.nFaceVerts);
memcpy (FACES.faceVerts.Buffer (), bufP, nSize = sizeof (FACES.faceVerts [0]) * mdh.nFaceVerts);
gameData.segs.points.Resize (mdh.nVertices);
}
if (ioBuffer) {
delete[] ioBuffer;
ioBuffer = NULL;
}
if (bOk) {
gameData.segs.nVertices = mdh.nVertices;
gameData.segs.nTris = mdh.nTris;
SetupVertexNormals ();
}
cf.Close ();
if (!gameStates.app.bCacheMeshes)
cf.Delete (DataFilename (szFilename, nLevel), gameFolders.szCacheDir);
CreateSegFaceList ();
CreateFaceVertLists ();
return bOk;
}