当前位置: 首页>>代码示例>>C++>>正文


C++ FileSystem::GetProgramDir方法代码示例

本文整理汇总了C++中FileSystem::GetProgramDir方法的典型用法代码示例。如果您正苦于以下问题:C++ FileSystem::GetProgramDir方法的具体用法?C++ FileSystem::GetProgramDir怎么用?C++ FileSystem::GetProgramDir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FileSystem的用法示例。


在下文中一共展示了FileSystem::GetProgramDir方法的15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: Build

void BuildIOS::Build(const String& buildPath)
{
    buildPath_ = buildPath + "/IOS-Build";

    Initialize();

    FileSystem* fileSystem = GetSubsystem<FileSystem>();
    if (fileSystem->DirExists(buildPath_))
        fileSystem->RemoveDir(buildPath_, true);


 #ifdef ATOMIC_PLATFORM_WINDOWS
    String buildSourceDir = fileSystem->GetProgramDir();
 #else
    String buildSourceDir = fileSystem->GetAppBundleResourceFolder();
 #endif

    String buildAppSourceDir = buildSourceDir + "Deployment/IOS/AtomicPlayer.app";

    fileSystem->CreateDir(buildPath_);

    String buildDestDist = buildPath_ + "/AtomicPlayer.app";

    fileSystem->CreateDir(buildDestDist);

    String resourcePackagePath = buildDestDist + "/AtomicResources.pak";
    GenerateResourcePackage(resourcePackagePath);

    fileSystem->Copy(buildAppSourceDir + "/AtomicPlayer", buildDestDist + "/AtomicPlayer");
    fileSystem->Copy(buildAppSourceDir + "/PkgInfo", buildDestDist + "/PkgInfo");

    BuildSystem* buildSystem = GetSubsystem<BuildSystem>();

    IOSBuildSettings settings = buildSystem->GetBuildSettings()->GetIOSSettings();

    fileSystem->Copy(settings.provisionFile, buildDestDist + "/embedded.mobileprovision");

    String entitlements = GenerateEntitlements();
    String plist = GenerateInfoPlist();

    File file(context_, buildPath_ + "/AtomicPlayer.app.xcent", FILE_WRITE);

    if (file.IsOpen())
    {
        file.Write(entitlements.CString(), entitlements.Length());
        file.Close();
    }

    File pfile(context_, buildDestDist + "/Info.plist", FILE_WRITE);

    if (pfile.IsOpen())
    {
        pfile.Write(plist.CString(), plist.Length());
        pfile.Close();
    }

    RunConvertPList();

}
开发者ID:AliAkbarMontazeri,项目名称:AtomicGameEngine,代码行数:59,代码来源:BuildIOS.cpp

示例2: Object

	EditorData::EditorData(Context* context, Editor* editor) : Object(context),
		editor_(editor)
	{
		FileSystem* fileSystem = GetSubsystem<FileSystem>();

		uiSceneFilters.Push("*.xml");
		uiSceneFilters.Push("*.bin");
		uiSceneFilters.Push("*.*");
		uiElementFilters.Push("*.xml");
		uiAllFilters.Push("*.*");
		uiScriptFilters.Push("*.*");
		uiScriptFilters.Push("*.as");
		uiScriptFilters.Push("*.lua");
		uiParticleFilters.Push("*.xml");
		uiRenderPathFilters.Push("*.xml");
		uiSceneFilter = 0;
		uiElementFilter = 0;
		uiNodeFilter = 0;
		uiImportFilter = 0;
		uiScriptFilter = 0;
		uiParticleFilter = 0;
		uiRenderPathFilter = 0;
		uiScenePath = fileSystem->GetProgramDir() + "Data/Scenes";
		uiElementPath = fileSystem->GetProgramDir() + "Data/UI";
		uiNodePath = fileSystem->GetProgramDir() + "Data/Objects";
		uiScriptPath = fileSystem->GetProgramDir() + "Data/Scripts";
		uiParticlePath = fileSystem->GetProgramDir() + "Data/Particles";
		uiRenderPathPath = fileSystem->GetProgramDir() + "CoreData/RenderPaths";
		screenshotDir = fileSystem->GetProgramDir() + "Screenshots";
	}
开发者ID:gamobink,项目名称:Urho3DIDE,代码行数:30,代码来源:EditorData.cpp

示例3: ReadEngineConfig

    void NETAtomicPlayer::ReadEngineConfig()
    {
        FileSystem* fileSystem = GetSubsystem<FileSystem>();

#ifdef ATOMIC_PLATFORM_OSX
        String filename = fileSystem->GetProgramDir() + "../Resources/Settings/Engine.json";
#else
        String filename = fileSystem->GetProgramDir() + "Settings/Engine.json";
#endif

        if (!fileSystem->FileExists(filename))
            return;

        if (EngineConfig::LoadFromFile(context_, filename))
        {
            EngineConfig::ApplyConfig(engineParameters_, true);
        }
    }
开发者ID:LumaDigital,项目名称:AtomicGameEngine,代码行数:18,代码来源:NETAtomicPlayer.cpp

示例4: Setup

void AEEditorApp::Setup()
{
    context_->SetEditorContext(true);

    ToolEnvironment* env = new ToolEnvironment(context_);
    context_->RegisterSubsystem(env);

    ToolSystem* system = new ToolSystem(context_);
    context_->RegisterSubsystem(system);

#ifdef ATOMIC_DEV_BUILD

    if (!env->InitFromJSON())
    {
        ErrorExit(ToString("Unable to initialize tool environment from %s", env->GetDevConfigFilename().CString()));
        return;
    }
#else

    env->InitFromPackage();

#endif

    engineParameters_["WindowTitle"] = "AtomicEditor";
    engineParameters_["WindowResizable"] = true;
    engineParameters_["FullScreen"] = false;
    engineParameters_["LogLevel"] = LOG_DEBUG;

    FileSystem* filesystem = GetSubsystem<FileSystem>();
    engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicEditor", "Logs") + "AtomicEditor.log";

#ifdef ATOMIC_PLATFORM_OSX
    engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
#endif

#ifdef ATOMIC_DEV_BUILD
    engineParameters_["ResourcePrefixPath"] = "";
    String ScriptPath = env->GetRootSourceDir() + "Script";
    String resourcePaths = env->GetCoreDataDir() + ";" +  env->GetEditorDataDir() + ";" + ScriptPath;
    engineParameters_["ResourcePaths"] = resourcePaths;
#else

#ifdef ATOMIC_PLATFORM_OSX
    engineParameters_["ResourcePrefixPath"] = "../Resources";
    
#else
	engineParameters_["ResourcePrefixPath"] = filesystem->GetProgramDir() + "Resources";
#endif

	engineParameters_["ResourcePaths"] = "CoreData;EditorData;Script";

#endif // ATOMIC_DEV_BUILD


}
开发者ID:WorldofOpenDev,项目名称:AtomicGameEngine,代码行数:55,代码来源:AEEditorApp.cpp

示例5: SplashStatInit

void GameEconomicGameClientStateSplash::SplashStatInit(void)
{
/// Get Needed SubSystems
    ResourceCache* cache = GetSubsystem<ResourceCache>();
    Renderer* renderer = GetSubsystem<Renderer>();
    Graphics* graphics = GetSubsystem<Graphics>();
    UI* ui = GetSubsystem<UI>();

    FileSystem * filesystem = GetSubsystem<FileSystem>();

    /// Create variables (urho3d)
    String InputDataFile;

    InputDataFile.Append(filesystem->GetProgramDir().CString());
    InputDataFile.Append("Resources/Scenes/");
    InputDataFile.Append("Login1.xml");

    bool success;
    /// Check if the input data file exist
    if(filesystem->FileExists(InputDataFile))
    {
        /// Open file as a Urho3d Datafile
        dataFile = new File(context_, InputDataFile, FILE_READ);

        if (dataFile -> IsOpen())
        {

            /// Get File Extension
            String extension = GetExtension(InputDataFile);


            /// Determine file extension
            if (extension != ".xml")
            {
                ///success= Existence-> scene_ -> Load(dataFile);
                success = Existence-> scene_ -> LoadAsync(dataFile);
            }
            else
            {
                success= Existence-> scene_ ->LoadAsyncXML(dataFile);
            }
        }
        else
        {
            /// set is error
            success=false;
        }

    }

    /// on update
    SubscribeToEvent(E_UPDATE, HANDLER(GameEconomicGameClientStateSplash, HandlerSplashUpdate)); // Keep visible until rendering of the scene

    return;
}
开发者ID:vivienneanthony,项目名称:Urho3D-gameeconomic,代码行数:55,代码来源:GameEconomicGameClientStateSplash.cpp

示例6: SaveConfiguration

/// Save account information to a file
void GameEconomicGameClient::SaveConfiguration(Configuration &configuration)
{
    /// Get Resource
    ResourceCache * cache = GetSubsystem<ResourceCache>();
    FileSystem * fileSystem = GetSubsystem<FileSystem>();

    String configFileName;

    /// Set directory and path for network file
    configFileName.Append(fileSystem->GetProgramDir().CString());
    configFileName.Append("");
    configFileName.Append("Configuration.xml");


    /// Check if the account file information exist
    if(fileSystem->FileExists(configFileName.CString()))
    {
        fileSystem->Delete(configFileName.CString());
    }

    cout << "It got here "<<endl;

    File saveFile(context_, configFileName.CString(), FILE_WRITE);

    XMLFile * preferencefileconfig  = new XMLFile(context_);

    XMLElement configElem = preferencefileconfig   -> CreateRoot("Configuration");
    XMLElement GameModeConfigurationElement = configElem.CreateChild("GameModeConfiguration");
    XMLElement VideoConfigurationElement= configElem.CreateChild("VideoConfiguration");

    /// Set true false
    if(configuration.GameModeForceTablet==true)
    {
        GameModeConfigurationElement.SetAttribute("GameModeForceTablet", "true");
    }
    else
    {
        GameModeConfigurationElement.SetAttribute("GameModeForceTablet", "false");
    }

    /// Convert video bloom to float
    String VideoBloomParamValue1String(configuration.VideoBloomParam1);
    String VideoBloomParamValue2String(configuration.VideoBloomParam2);

    /// Copy values testing
    VideoConfigurationElement.SetAttribute("BloomParam1",VideoBloomParamValue1String);
    VideoConfigurationElement.SetAttribute("BloomParam2",VideoBloomParamValue2String);

    preferencefileconfig->Save(saveFile);

    return;
}
开发者ID:vivienneanthony,项目名称:Urho3D-gameeconomic,代码行数:53,代码来源:GameEconomicGameClient.cpp

示例7: ReadEngineConfig

    void NETAtomicPlayer::ReadEngineConfig()
    {
        FileSystem* fileSystem = GetSubsystem<FileSystem>();
        String filename = fileSystem->GetProgramDir() + "Settings/Engine.json";

        if (!fileSystem->FileExists(filename))
            return;

        if (EngineConfig::LoadFromFile(context_, filename))
        {
            EngineConfig::ApplyConfig(engineParameters_, true);
        }
    }
开发者ID:EternalXY,项目名称:AtomicGameEngine,代码行数:13,代码来源:NETAtomicPlayer.cpp

示例8: Setup

void Player::Setup()
{
#if DESKTOP
    FileSystem* fs = GetFileSystem();
    engineParameters_[EP_RESOURCE_PREFIX_PATHS] = fs->GetProgramDir() + ";" + fs->GetCurrentDir();
#endif
    engineParameters_[EP_RESOURCE_PATHS] = "Cache;Resources";

    JSONFile file(context_);
    if (!file.LoadFile(ToString("%s%s", APK, "Settings.json")))
        return;

    for (auto& pair : file.GetRoot().GetObject())
        engineParameters_[pair.first] = pair.second.GetVariant();
}
开发者ID:rokups,项目名称:Urho3D,代码行数:15,代码来源:Player.cpp

示例9: file

bool UINewProject::Create2DProject(const String& projectPath, const String& filename)
{
    FileSystem* fileSystem = GetSubsystem<FileSystem>();

#ifdef ATOMIC_PLATFORM_OSX
    String templateSourceDir = fileSystem->GetAppBundleResourceFolder();
#else
    String templateSourceDir = fileSystem->GetProgramDir();
#endif

    templateSourceDir += "/ProjectTemplates/Project2D";
    fileSystem->CopyDir(templateSourceDir + "/Resources", projectPath + "/Resources");

    File file(context_, projectPath + "/" + filename + ".atomic", FILE_WRITE);
    file.Close();

    return true;
}
开发者ID:ezhangle,项目名称:AtomicGameEngine,代码行数:18,代码来源:UINewProject.cpp

示例10: Setup

void AEEditorApp::Setup()
{
    context_->SetEditorContext(true);

    AEEditorCommon::Setup();

    ToolEnvironment* env = GetSubsystem<ToolEnvironment>();

    engineParameters_["WindowTitle"] = "AtomicEditor";
    engineParameters_["WindowResizable"] = true;
    engineParameters_["FullScreen"] = false;
    engineParameters_["LogLevel"] = LOG_DEBUG;

    FileSystem* filesystem = GetSubsystem<FileSystem>();
    engineParameters_["LogName"] = filesystem->GetAppPreferencesDir("AtomicEditor", "Logs") + "AtomicEditor.log";

#ifdef ATOMIC_PLATFORM_OSX
    engineParameters_["WindowIcon"] = "Images/AtomicLogo32.png";
#endif

#ifdef ATOMIC_DEV_BUILD
    engineParameters_["ResourcePrefixPath"] = "";
    String resourcePaths = env->GetCoreDataDir() + ";" + env->GetEditorDataDir();
    // for dev builds, add the compile editor scripts from artifacts
    resourcePaths += ";" + env->GetRootSourceDir() + "Artifacts/Build/Resources/EditorData/";
    engineParameters_["ResourcePaths"] = resourcePaths;
#else

#ifdef ATOMIC_PLATFORM_OSX
    engineParameters_["ResourcePrefixPath"] = "../Resources";

#else
    engineParameters_["ResourcePrefixPath"] = filesystem->GetProgramDir() + "Resources";
#endif

    engineParameters_["ResourcePaths"] = "CoreData;EditorData";

#endif // ATOMIC_DEV_BUILD

    ReadPreferences();

}
开发者ID:AliAkbarMontazeri,项目名称:AtomicGameEngine,代码行数:42,代码来源:AEEditorApp.cpp

示例11: Initialize

void BuildIOS::Initialize()
{
    Editor* editor = GetSubsystem<Editor>();
    Project* project = editor->GetProject();

    FileSystem* fileSystem = GetSubsystem<FileSystem>();

#ifdef ATOMIC_PLATFORM_WINDOWS
    String bundleResources = fileSystem->GetProgramDir();
#else
    String bundleResources = fileSystem->GetAppBundleResourceFolder();
#endif

    String projectResources = project->GetResourcePath();
    String coreDataFolder = bundleResources + "CoreData/";

    AddResourceDir(coreDataFolder);
    AddResourceDir(projectResources);

    BuildResourceEntries();

}
开发者ID:AliAkbarMontazeri,项目名称:AtomicGameEngine,代码行数:22,代码来源:BuildIOS.cpp

示例12: InitFromDistribution

bool ToolEnvironment::InitFromDistribution()
{
    toolPrefs_->Load();

    FileSystem* fileSystem = GetSubsystem<FileSystem>();

#ifdef ATOMIC_PLATFORM_WINDOWS
    editorBinary_ = fileSystem->GetProgramDir() + "AtomicEditor.exe";
    String resourcesDir = fileSystem->GetProgramDir() + "Resources/";
    playerBinary_ = resourcesDir + "ToolData/Deployment/Windows/x64/AtomicPlayer.exe";
#elif ATOMIC_PLATFORM_LINUX
    editorBinary_ = fileSystem->GetProgramDir() + "AtomicEditor";
    String resourcesDir = fileSystem->GetProgramDir() + "Resources/";
    playerBinary_ = resourcesDir + "ToolData/Deployment/Linux/AtomicPlayer";
#else
    editorBinary_ = fileSystem->GetProgramDir() + "AtomicEditor";
    String resourcesDir = GetPath(RemoveTrailingSlash(fileSystem->GetProgramDir())) + "Resources/";
    playerAppFolder_ = resourcesDir + "ToolData/Deployment/MacOS/AtomicPlayer.app/";
#endif

    resourceCoreDataDir_ = resourcesDir + "CoreData";
    resourcePlayerDataDir_ = resourcesDir + "PlayerData";

    toolDataDir_ =  resourcesDir + "ToolData/";

    // AtomicNET

#ifdef ATOMIC_DEBUG
    String config = "Debug";
#else
    String config = "Release";
#endif

    atomicNETRootDir_ = resourcesDir + "ToolData/AtomicNET/";
    atomicNETCoreAssemblyDir_ = atomicNETRootDir_ + config + "/";

#ifdef ATOMIC_PLATFORM_OSX
    monoExecutableDir_ = "/Library/Frameworks/Mono.framework/Versions/Current/Commands/";
    atomicNETNuGetBinary_ = monoExecutableDir_ + "nuget";
#endif

    return true;
}
开发者ID:Type1J,项目名称:AtomicGameEngine,代码行数:43,代码来源:ToolEnvironment.cpp

示例13: LoadCommunicationLogs

/// Load Communication Logs
bool GameEconomicGameClient::LoadCommunicationLogs(LogFormatType LogType, Vector<CommunicationLog> * TargetLogs)
{
    /// Grab resources
    FileSystem * fileSystem = GetSubsystem<FileSystem>();

    bool success=false;

    /// Create String
    String configFileName;

    /// Set directory and path for network file
    configFileName.Append(fileSystem->GetProgramDir().CString());
    configFileName.Append("CommunicationLogs/DefaultLogs.xml");

    /// If file does not exist exit function with null structure
    if (!fileSystem->FileExists(configFileName))
    {
        cout << "No file found communication log" << endl;
        return false;
    }

    /// Flag file for loading and load
    File loadFile(context_, configFileName, FILE_READ);

    XMLFile * communicationXML = new XMLFile(context_);

    communicationXML -> Load(loadFile);

    XMLElement communicationRootElement =  communicationXML->GetRoot();

    /// If no configuration is set or no root
    if (communicationRootElement.IsNull())
    {
        return false;
    }

    /// Setupload data
    XMLElement TempLogElement;
    String FormatText;

    /// Log log format Personal
    if(LogType == LogFormat_Personal)
    {
        FormatText.Append(String("PersonalLog"));

        TempLogElement = communicationRootElement.GetChild(FormatText);
    }
    else
    {
        return false;
    }

    /// If no network server element return false;
    while(!TempLogElement.IsNull())
    {
        /// Create a temporary log
        CommunicationLog TempLog;

        if (TempLogElement.HasAttribute("LogCreation")) TempLog.Creation= TempLogElement.GetInt("LogCreation");
        if (TempLogElement.HasAttribute("LogTitle")) TempLog.Title = TempLogElement.GetAttribute("LogTitle");
        if (TempLogElement.HasAttribute("LogText")) TempLog.Text = TempLogElement.GetAttribute("LogText");

        TargetLogs->Push(TempLog);

        cout << "Adding" << TempLog.Title.CString()<<endl;

        /// Get next
        TempLogElement=communicationRootElement.GetNext(FormatText);
    }

    return success;
}
开发者ID:vivienneanthony,项目名称:Urho3D-gameeconomic,代码行数:73,代码来源:GameEconomicGameClient.cpp

示例14: PlayProject

bool EditorMode::PlayProject(String addArgs, bool debug)
{
    FileSystem* fileSystem = GetSubsystem<FileSystem>();
    ToolSystem* tsystem = GetSubsystem<ToolSystem>();
    Project* project = tsystem->GetProject();

    if (!project)
        return false;

    ToolEnvironment* env = GetSubsystem<ToolEnvironment>();

    String playerBinary = env->GetEditorBinary();

    // TODO: We need to configure project as managed
    bool managed = false;
    if (fileSystem->FileExists(project->GetResourcePath() + "AtomicProject.dll"))
    {
        managed = true;
        playerBinary = env->GetAtomicNETManagedIPCPlayerBinary();
    }


    Vector<String> paths;
    paths.Push(env->GetCoreDataDir());
    paths.Push(env->GetPlayerDataDir());
    paths.Push(project->GetResourcePath());

    // fixme: this is for loading from cache
    paths.Push(project->GetProjectPath());
    paths.Push(project->GetProjectPath() + "Cache");

    String resourcePaths;
    resourcePaths.Join(paths, "!");

    Vector<String> vargs;

    String args = ToString("--player --project \"%s\"", AddTrailingSlash(project->GetProjectPath()).CString());

    vargs = args.Split(' ');

    if (managed)
    {            
        vargs.Insert(0, ToString("\"%s\"", (fileSystem->GetProgramDir() + "Resources/").CString()));        
        vargs.Insert(0, "--resourcePrefix");
    }

    if (debug)
        vargs.Insert(0, "--debug");

    if (addArgs.Length() > 0)
        vargs.Insert(0, addArgs.Split(' '));

    String dump;
    dump.Join(vargs, " ");
    ATOMIC_LOGINFOF("Launching Broker %s %s", playerBinary.CString(), dump.CString());

    IPC* ipc = GetSubsystem<IPC>();
    playerBroker_ = ipc->SpawnWorker(playerBinary, vargs);

    if (playerBroker_)
    {
        SubscribeToEvent(playerBroker_, E_IPCWORKERSTART, ATOMIC_HANDLER(EditorMode, HandleIPCWorkerStarted));

        SubscribeToEvent(E_IPCPLAYERPAUSERESUMEREQUEST, ATOMIC_HANDLER(EditorMode, HandleIPCPlayerPauseResumeRequest));
        SubscribeToEvent(E_IPCPLAYERUPDATESPAUSEDRESUMED, ATOMIC_HANDLER(EditorMode, HandleIPCPlayerUpdatesPausedResumed));
        SubscribeToEvent(E_IPCPLAYERPAUSESTEPREQUEST, ATOMIC_HANDLER(EditorMode, HandleIPCPlayerPauseStepRequest));
        SubscribeToEvent(E_IPCPLAYEREXITREQUEST, ATOMIC_HANDLER(EditorMode, HandleIPCPlayerExitRequest));
    

        SubscribeToEvent(playerBroker_, E_IPCJSERROR, ATOMIC_HANDLER(EditorMode, HandleIPCJSError));
        SubscribeToEvent(playerBroker_, E_IPCWORKEREXIT, ATOMIC_HANDLER(EditorMode, HandleIPCWorkerExit));
        SubscribeToEvent(playerBroker_, E_IPCWORKERLOG, ATOMIC_HANDLER(EditorMode, HandleIPCWorkerLog));
    }

    return playerBroker_.NotNull();

}
开发者ID:EternalXY,项目名称:AtomicGameEngine,代码行数:77,代码来源:AEEditorMode.cpp

示例15: CreateSVGSprite

	Sprite* Sample::CreateSVGSprite(const String& file)
	{
		FileSystem* fileSystem = GetSubsystem<FileSystem>();
		String exePath = fileSystem->GetProgramDir();

		String svgfile = exePath + file;
		if (!fileSystem->FileExists(svgfile))
			return NULL;

		NSVGimage *image = NULL;
		NSVGrasterizer *rast = NULL;
		int w, h;
		LOGINFOF("parsing %s\n", svgfile.CString());

		image = nsvgParseFromFile(svgfile.CString(), "px", 128.0f);
		if (image == NULL) {
			LOGERROR("Could not open SVG image.\n");
		}
		w = image->width;
		h = image->height;

		rast = nsvgCreateRasterizer();
		if (rast == NULL) {
			LOGERROR("Could not init rasterizer.\n");
		}

		rast->tessTol = 2.25f;
		rast->distTol = 2.1f;

		SharedPtr<Image> saveimage(new Image(context_));
		saveimage->SetSize(w, h, 4);

		LOGINFOF("rasterizing image %d x %d\n", w, h);
		nsvgRasterize(rast, image, 0.0f, 0.0f, 1, saveimage->GetData(), w, h, w * 4);

		nsvgDeleteRasterizer(rast);
		nsvgDelete(image);

		// Get logo texture
		ResourceCache* cache = GetSubsystem<ResourceCache>();
		Texture2D* logoTexture = new Texture2D(context_);
		logoTexture->SetData(saveimage);

		Sprite* logoSprite_ = new Sprite(context_);

		// Set logo sprite texture
		logoSprite_->SetTexture(logoTexture);

		int textureWidth = logoTexture->GetWidth();
		int textureHeight = logoTexture->GetHeight();

		// Set logo sprite scale
		logoSprite_->SetScale(256.0f / textureWidth);

		// Set logo sprite size
		logoSprite_->SetSize(textureWidth, textureHeight);

		// Set logo sprite hot spot
		logoSprite_->SetHotSpot(textureWidth / 2, textureHeight / 2);

		// Set logo sprite alignment
		logoSprite_->SetAlignment(HA_CENTER, VA_CENTER);

		return logoSprite_;
	}
开发者ID:lyz4534,项目名称:Urho3DSamples,代码行数:65,代码来源:Sample.cpp


注:本文中的FileSystem::GetProgramDir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。