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C++ FileName::append方法代码示例

本文整理汇总了C++中FileName::append方法的典型用法代码示例。如果您正苦于以下问题:C++ FileName::append方法的具体用法?C++ FileName::append怎么用?C++ FileName::append使用的例子?那么恭喜您, 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FileName的用法示例。


在下文中一共展示了FileName::append方法的5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: addExtension

// Add at the end ..........................................................
FileName FileName::addExtension(const String &ext) const
{
    if (ext == "")
        return *this;
    else
    {
        FileName retval = *this;
        retval = retval.append((String) "." + ext);
        return retval;
    }
}
开发者ID:I2PC,项目名称:scipion,代码行数:12,代码来源:xmipp_filename.cpp

示例2: itos

vector<KeyFrame> ModelLoaderMD3::buildKeyFrame(Surface * surfaces,
  const FileName &fileName,
  const FileName &skinName,
  const Header &header,
  TextureFactory &textureFactory) {
	vector<KeyFrame> keyFrames;
	
	const FileName directory = fileName.getPath();
	
	/*
	Only the first frame loads texture files.
	The other frames use a copy of the handles and that copy is stored in here.
	*/
	Material md3Material;
	
	// Take the all the surfaces and push each frame into the mesh manager
	for (int i=0; i<surfaces[0].header.numFrames; ++i) {
		string name = fileName.str() + "#" + itos(i);
		
		// Create a mesh from the surface
		Mesh *mesh = surfaces[0].getObject(i);
		
		// Load a material for the first mesh in the first model.
		// First model only! Ignored for subsequent models
		if (i==0) {
			if (header.numSurfaces > 0) {
				mesh->material.clear();
				
#if 0
				if (surfaces[0].header.numShaders > 0) {
					const char *shaderName=(char*)surfaces[0].shaders[0].name;
					FileName skin = directory.append(FileName(shaderName));
					mesh->material.setTexture(textureFactory.load(skin));
				} else {
					mesh->material.setTexture(textureFactory.load(skinName));
				}
#else
				mesh->material.setTexture(textureFactory.load(skinName));
#endif
				// Keep a copy of the material to propagate to the subsequent frames
				md3Material = mesh->material;
			}
		} else {
			mesh->material = md3Material; // shallow copy
		}
		
		keyFrames.push_back(KeyFrame(mesh));
	}
	
	return keyFrames;
}
开发者ID:,项目名称:,代码行数:51,代码来源:

示例3: buildLists

/*! Injects the info gathered by the XML parser into the Entry tree.
 *  This tree contains the information extracted from the input in a 
 *  "unrelated" form.
 */
void TagFileParser::buildLists(Entry *root)
{
  // build class list
  TagClassInfo *tci = m_tagFileClasses.first();
  while (tci)
  {
    Entry *ce = new Entry;
    ce->section = Entry::CLASS_SEC;
    switch (tci->kind)
    {
      case TagClassInfo::Class:     break;
      case TagClassInfo::Struct:    ce->spec = Entry::Struct;    break;
      case TagClassInfo::Union:     ce->spec = Entry::Union;     break;
      case TagClassInfo::Interface: ce->spec = Entry::Interface; break;
      case TagClassInfo::Exception: ce->spec = Entry::Exception; break;
      case TagClassInfo::Protocol:  ce->spec = Entry::Protocol;  break;
      case TagClassInfo::Category:  ce->spec = Entry::Category;  break;
    }
    ce->name     = tci->name;
    if (tci->kind==TagClassInfo::Protocol) 
    {
      ce->name+="-p";
    }
    addDocAnchors(ce,tci->docAnchors);
    TagInfo *ti  = new TagInfo;
    ti->tagName  = m_tagName;
    ti->fileName = tci->filename;
    ce->tagInfo = ti;
    ce->lang = tci->isObjC ? SrcLangExt_ObjC : SrcLangExt_Unknown;
    // transfer base class list
    if (tci->bases)
    {
      delete ce->extends;
      ce->extends = tci->bases; tci->bases = 0;
    }
    if (tci->templateArguments)
    {
      if (ce->tArgLists==0) 
      {
        ce->tArgLists = new QList<ArgumentList>;
        ce->tArgLists->setAutoDelete(TRUE);
      }
      ArgumentList *al = new ArgumentList;
      ce->tArgLists->append(al);
      
      QListIterator<QCString> sli(*tci->templateArguments);
      QCString *argName;
      for (;(argName=sli.current());++sli)
      {
        Argument *a = new Argument;
        a->type = "class";
        a->name = *argName;
        al->append(a);
      }
    }

    buildMemberList(ce,tci->members);
    root->addSubEntry(ce);
    tci = m_tagFileClasses.next();
  }

  // build file list
  TagFileInfo *tfi = m_tagFileFiles.first();
  while (tfi)
  {
    Entry *fe = new Entry;
    fe->section = guessSection(tfi->name);
    fe->name     = tfi->name;
    addDocAnchors(fe,tfi->docAnchors);
    TagInfo *ti  = new TagInfo;
    ti->tagName  = m_tagName;
    ti->fileName = tfi->filename;
    fe->tagInfo  = ti;
    
    QCString fullName = m_tagName+":"+tfi->path+stripPath(tfi->name);
    fe->fileName = fullName;
    //printf("new FileDef() filename=%s\n",tfi->filename.data());
    FileDef *fd = new FileDef(m_tagName+":"+tfi->path,
                              tfi->name,m_tagName,
                              tfi->filename
                             );
    FileName *mn;
    if ((mn=Doxygen::inputNameDict->find(tfi->name)))
    {
      mn->append(fd);
    }
    else
    {
      mn = new FileName(fullName,tfi->name);
      mn->append(fd);
      Doxygen::inputNameList->inSort(mn);
      Doxygen::inputNameDict->insert(tfi->name,mn);
    }
    buildMemberList(fe,tfi->members);
    root->addSubEntry(fe);
    tfi = m_tagFileFiles.next();
//.........这里部分代码省略.........
开发者ID:kaos,项目名称:doxygen,代码行数:101,代码来源:tagreader.cpp

示例4: animationSequence

AnimationController*
ModelLoaderSingle::loadFromFile(const FileName &fileName,
							    TextureFactory &textureFactory) const
{
	PropertyBag xml = PropertyBag::fromFile(fileName);

	const FileName directory = fileName.getPath();

	// Winding of polygons, either "CCW" or "CW"
	string polygonWinding = "CW";
	xml.get("polygonWinding", polygonWinding);

	// Allocate a blank animation controller
	AnimationController *controller = new AnimationController();

	// Get key frames from the first source
	PropertyBag fileBag = xml.getBag("model", 0);
	const FileName file = directory.append(fileBag.getFileName("file"));
	FileName skinName;
	if(fileBag.get("skin", skinName))
	{
		skinName = directory.append(skinName);
	}
	vector<KeyFrame> keyFrames = loadKeyFrames(file, skinName, textureFactory);

	// Get the rest of the key frames
	for(size_t i = 1, numMD3 = xml.getNumInstances("model"); i<numMD3; ++i)
	{
		PropertyBag fileBag = xml.getBag("model", i);
		const FileName file = directory.append(fileBag.getFileName("file"));
		FileName skinName;
		if(fileBag.get("skin", skinName))
		{
			skinName = directory.append(skinName);
		}

		vector<KeyFrame> k = loadKeyFrames(file, skinName, textureFactory);

		for(size_t i=0; i<k.size(); ++i)
		{
			KeyFrame &keyFrame = keyFrames[i];

			keyFrame.merge(k[i]);

			// set polygon windings according to data file
			setPolygonWinding(keyFrame, polygonWinding);
		}
	}

	// Build the animations from these keyframes
	for(size_t i = 0, numAnimations = xml.getNumInstances("animation");
		i<numAnimations;
		++i)
	{
		PropertyBag animation;
		string name;
		bool looping=false;
		int start=0;
		float priority=0;
		int length=0;
		float fps=0;

		xml.get("animation", animation, i);
		animation.get("name", name);
		animation.get("priority", priority);
		animation.get("looping", looping);
		animation.get("start", start);
		animation.get("length", length);
		animation.get("fps", fps);

		// Add it to the controller
		AnimationSequence animationSequence(keyFrames,
		                                    name,
											priority,
											looping,
											start,
											length,
											fps);
		controller->addAnimation(animationSequence);
	}

	return controller;
}
开发者ID:foxostro,项目名称:heroman,代码行数:83,代码来源:ModelLoaderSingle.cpp

示例5: insertBeforeExtension

// Insert before extension .................................................
FileName FileName::insertBeforeExtension(const String &str) const
{
    FileName retval = *this;
    size_t pos = find_last_of('.');
    return  pos != npos ? retval.insert(pos, str) : retval.append(str);
}
开发者ID:I2PC,项目名称:scipion,代码行数:7,代码来源:xmipp_filename.cpp


注:本文中的FileName::append方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。