本文整理汇总了C++中FileSystem::CreateDirs方法的典型用法代码示例。如果您正苦于以下问题:C++ FileSystem::CreateDirs方法的具体用法?C++ FileSystem::CreateDirs怎么用?C++ FileSystem::CreateDirs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FileSystem
的用法示例。
在下文中一共展示了FileSystem::CreateDirs方法的2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: InitPaths
bool CubemapGenerator::InitPaths()
{
String scenePath = sceneEditor_->GetFullPath();
String pathName;
String fileName;
String ext;
SplitPath(scenePath, pathName, fileName, ext);
outputPathAbsolute_ = pathName + "Cubemaps/" + fileName + "/";
FileSystem* fileSystem = GetSubsystem<FileSystem>();
if (!fileSystem->DirExists(outputPathAbsolute_))
{
if (!fileSystem->CreateDirs(pathName, "Cubemaps/" + fileName + "/"))
{
LOGERRORF("CubemapGenerator::InitRender - Unable to create path: %s", outputPathAbsolute_.CString());
return false;
}
}
// TODO: There should be a better way of getting the resource path
ToolSystem* tsystem = GetSubsystem<ToolSystem>();
Project* project = tsystem->GetProject();
resourcePath_ = outputPathAbsolute_;
resourcePath_.Replace(project->GetResourcePath(), "");
resourcePath_ = AddTrailingSlash(resourcePath_);
return true;
}
示例2: Import
bool TextureImporter::Import()
{
AssetDatabase* db = GetSubsystem<AssetDatabase>();
ResourceCache* cache = GetSubsystem<ResourceCache>();
String cachePath = db->GetCachePath();
FileSystem* fileSystem = GetSubsystem<FileSystem>();
String compressedPath = cachePath + "DDS/" + asset_->GetRelativePath() + ".dds";
if (fileSystem->FileExists(compressedPath))
fileSystem->Delete(compressedPath);
SharedPtr<Image> image = cache->GetTempResource<Image>(asset_->GetPath());
if (image.Null())
return false;
if (compressTextures_ &&
!image->IsCompressed())
{
fileSystem->CreateDirs(cachePath, "DDS/" + Atomic::GetPath(asset_->GetRelativePath()));
float resizefactor;
float width = image->GetWidth();
float height = image->GetHeight();
if (width > compressedSize_ || height > compressedSize_)
{
if (width >= height)
{
resizefactor = compressedSize_ / width;
}
else
{
resizefactor = compressedSize_ / height;
}
image->Resize(width*resizefactor, height*resizefactor);
}
if (image->SaveDDS(compressedPath))
{
Renderer * renderer = GetSubsystem<Renderer>();
renderer->ReloadTextures();
}
}
// todo, proper proportions
image->Resize(64, 64);
// not sure entirely what we want to do here, though if the cache file doesn't exist
// will reimport
image->SavePNG(cachePath + asset_->GetGUID());
// save thumbnail
image->SavePNG(cachePath + asset_->GetGUID() + "_thumbnail.png");
return true;
}