本文整理汇总了C++中DirectoryIterator::IsDone方法的典型用法代码示例。如果您正苦于以下问题:C++ DirectoryIterator::IsDone方法的具体用法?C++ DirectoryIterator::IsDone怎么用?C++ DirectoryIterator::IsDone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DirectoryIterator
的用法示例。
在下文中一共展示了DirectoryIterator::IsDone方法的1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: OnInit
///////////////////////////////////////////////////////////////////////////////
// Called after OnInitCmdLine. The base class handles the /help command line
// switch and exits. If we get this far, we need to parse the command line
// and determine what mode to launch the app in.
//
bool App::OnInit()
{
SetVendorName( HELIUM_APP_NAME );
#if !HELIUM_RELEASE && !HELIUM_PROFILE
HELIUM_TRACE_SET_LEVEL( TraceLevels::Debug );
Helium::InitializeSymbols();
#endif
// Initialize sibling dynamically loaded modules.
Helium::FilePath path ( Helium::GetProcessPath() );
for ( DirectoryIterator itr ( FilePath( path.Directory() ) ); !itr.IsDone(); itr.Next() )
{
std::string ext = itr.GetItem().m_Path.Extension();
if ( ext == HELIUM_MODULE_EXTENSION )
{
ModuleHandle module = LoadModule( itr.GetItem().m_Path.c_str() );
HELIUM_ASSERT( module != HELIUM_INVALID_MODULE );
}
}
// don't spend a lot of time updating idle events for windows that don't need it
wxUpdateUIEvent::SetMode( wxUPDATE_UI_PROCESS_SPECIFIED );
wxIdleEvent::SetMode( wxIDLE_PROCESS_SPECIFIED );
Helium::FilePath exePath( GetProcessPath() );
Helium::FilePath iconFolder( exePath.Directory() + TXT( "Icons/" ) );
wxInitAllImageHandlers();
wxImageHandler* curHandler = wxImage::FindHandler( wxBITMAP_TYPE_CUR );
if ( curHandler )
{
// Force the cursor handler to the end of the list so that it doesn't try to
// open TGA files.
wxImage::RemoveHandler( curHandler->GetName() );
curHandler = NULL;
wxImage::AddHandler( new wxCURHandler );
}
ArtProvider* artProvider = new ArtProvider();
wxArtProvider::Push( artProvider );
wxSimpleHelpProvider* helpProvider = new wxSimpleHelpProvider();
wxHelpProvider::Set( helpProvider );
// Make sure various module-specific heaps are initialized from the main thread before use.
InitEngineJobsDefaultHeap();
InitGraphicsJobsDefaultHeap();
// Register shutdown for general systems.
m_InitializerStack.Push( FileLocations::Shutdown );
m_InitializerStack.Push( Name::Shutdown );
m_InitializerStack.Push( AssetPath::Shutdown );
// Async I/O.
AsyncLoader& asyncLoader = AsyncLoader::GetStaticInstance();
HELIUM_VERIFY( asyncLoader.Initialize() );
m_InitializerStack.Push( AsyncLoader::DestroyStaticInstance );
// Asset cache management.
FilePath baseDirectory;
if ( !FileLocations::GetBaseDirectory( baseDirectory ) )
{
HELIUM_TRACE( TraceLevels::Error, TXT( "Could not get base directory." ) );
return false;
}
HELIUM_VERIFY( CacheManager::InitializeStaticInstance( baseDirectory ) );
m_InitializerStack.Push( CacheManager::DestroyStaticInstance );
// libs
Editor::PerforceWaitDialog::EnableWaitDialog( true );
m_InitializerStack.Push( Perforce::Initialize, Perforce::Cleanup );
m_InitializerStack.Push( Reflect::ObjectRefCountSupport::Shutdown );
m_InitializerStack.Push( Asset::Shutdown );
m_InitializerStack.Push( AssetType::Shutdown );
m_InitializerStack.Push( Reflect::Initialize, Reflect::Cleanup );
m_InitializerStack.Push( Editor::Initialize, Editor::Cleanup );
// Asset loader and preprocessor.
HELIUM_VERIFY( LooseAssetLoader::InitializeStaticInstance() );
m_InitializerStack.Push( LooseAssetLoader::DestroyStaticInstance );
AssetLoader* pAssetLoader = AssetLoader::GetStaticInstance();
HELIUM_ASSERT( pAssetLoader );
AssetPreprocessor* pAssetPreprocessor = AssetPreprocessor::CreateStaticInstance();
HELIUM_ASSERT( pAssetPreprocessor );
PlatformPreprocessor* pPlatformPreprocessor = new PcPreprocessor;
HELIUM_ASSERT( pPlatformPreprocessor );
pAssetPreprocessor->SetPlatformPreprocessor( Cache::PLATFORM_PC, pPlatformPreprocessor );
m_InitializerStack.Push( AssetPreprocessor::DestroyStaticInstance );
m_InitializerStack.Push( ThreadSafeAssetTrackerListener::DestroyStaticInstance );
m_InitializerStack.Push( AssetTracker::DestroyStaticInstance );
//.........这里部分代码省略.........