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C++ IReadFile类代码示例

本文整理汇总了C++中IReadFile的典型用法代码示例。如果您正苦于以下问题:C++ IReadFile类的具体用法?C++ IReadFile怎么用?C++ IReadFile使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了IReadFile类的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: writeXMLHeader

			void IXMLWriterTest::writeXMLHeader()
			{
				IWriteFile* fWrite = IFileSystem::createWriteFile(
						"assets/io/fileXMLEmpty.xml");
				IXMLWriter* fxml = IFileSystem::createXMLWriter(fWrite);

				if (fWrite)
					fWrite->drop();

				fxml->writeXMLHeader();

				if (fxml)
					fxml->drop();

				IReadFile* fRead = IFileSystem::createReadFile(
						"assets/io/fileXMLEmpty.xml");
				IXMLReader* fxmlR = IFileSystem::createXMLReader(fRead);
				fxmlR->read();
				if (fxmlR->getNodeType() != EXNT_UNKNOWN)
					mes.append(
							"\n writeXMLHeader: does not write the XMLHeader");

				if (fxmlR)
					fxmlR->drop();
				if (fRead)
					fRead->drop();
			}
开发者ID:CowPlay,项目名称:irrgame_sdk_test,代码行数:27,代码来源:IXMLWriterTest.cpp

示例2: openFile

//! returns fileindex
s32 CUnZipReader::findFile(const c8* filename)
{
	IReadFile *file = openFile ( filename );
	if ( 0 == file )
		return -1;
	file->drop ();
	return 1;
}
开发者ID:flaithbheartaigh,项目名称:mirrlicht,代码行数:9,代码来源:CZipReader.cpp

示例3: createAndOpenFile

//! Creates a XML Reader from a file.
IXMLReader* CFileSystem::createXMLReader(const core::string<c16>& filename)
{
	IReadFile* file = createAndOpenFile(filename);
	if (!file)
		return 0;

	IXMLReader* reader = createXMLReader(file);
	file->drop();
	return reader;
}
开发者ID:harmboschloo,项目名称:CocaProject,代码行数:11,代码来源:CFileSystem.cpp

示例4: createAndOpenFile

//! Creates a XML Reader from a file.
IXMLReaderUTF8* CFileSystem::createXMLReaderUTF8(const c8* filename)
{
	IReadFile* file = createAndOpenFile(filename);
	if (!file)
		return 0;

	IXMLReaderUTF8* reader = createIXMLReaderUTF8(file);
	file->drop();
	return reader;
}
开发者ID:AwkwardDev,项目名称:pseuwow,代码行数:11,代码来源:CFileSystem.cpp

示例5: createAndOpenFile

//! Creates a XML Reader from a file.
IXMLReader* CFileSystem::createXMLReader(const io::path& filename)
{
	IReadFile* file = createAndOpenFile(filename);
	if (!file)
		return 0;

	IXMLReader* reader = createXMLReader(file);
	file->drop();
	return reader;
}
开发者ID:RealBadAngel,项目名称:irrlicht.netcp,代码行数:11,代码来源:CFileSystem.cpp

示例6: createArchive

	/** \param file File handle to check.
	\return Pointer to newly created archive, or 0 upon error. */
	IFileArchive* CArchiveLoaderNPK::createArchive(const path& filename, bool ignoreCase, bool ignorePaths) const
	{
		IFileArchive *archive = 0;
		IReadFile* file = FileSystem->createAndOpenFile(filename);

		if (file)
		{
			archive = createArchive(file, ignoreCase, ignorePaths);
			file->drop();
		}

		return archive;
	}
开发者ID:zxycode007,项目名称:Sapphire,代码行数:15,代码来源:SapphireCNPKReader.cpp

示例7: findTexture

//! loads a Texture
ITexture* CNullDriver::getTexture(const path& filename)
{
	// Identify textures by their absolute filenames if possible.
	const path absolutePath = FileSystem->getAbsolutePath(filename);

	ITexture* texture = findTexture(absolutePath);
	if (texture)
		return texture;

	// Then try the raw filename, which might be in an Archive
	texture = findTexture(filename);
	if (texture)
		return texture;

	// Now try to open the file using the complete path.
	IReadFile* file = FileSystem->createAndOpenFile(absolutePath);

	if (!file)
	{
		// Try to open it using the raw filename.
		file = FileSystem->createAndOpenFile(filename);
	}

	if (file)
	{
		// Re-check name for actual archive names
		texture = findTexture(file->getFileName());
		if (texture)
		{
			file->releaseRef();
			return texture;
		}

		texture = loadTextureFromFile(file);
		file->releaseRef();

		if (texture)
		{
			addTexture(texture);
			texture->releaseRef(); // drop it because we created it, one grab too much
		}
		else
			Printer::log("Could not load texture", filename, ELL_ERROR);
		return texture;
	}
	else
	{
		Printer::log("Could not open file of texture", filename, ELL_WARNING);
		return 0;
	}
}
开发者ID:ChangerR,项目名称:dream,代码行数:52,代码来源:CNullDriver.cpp

示例8: createReadFile

		/** See IXMLReader for more information on how to use the parser.
		 \return 0, if file could not be opened, otherwise a pointer to the created
		 IXMLReader is returned. After use, the reader
		 has to be deleted using its IXMLReader::drop() method.
		 See IReferenceCounted::drop() for more information. */
		IXMLReader* SharedFileSystem::createXMLReader(
				const core::stringc& filename)
		{
			// Create the file using an absolute path so that it matches
			// the scheme used by CNullDriver::getTexture().
			IReadFile * file = createReadFile(this->getAbsolutePath(filename));

			IXMLReader* reader = irrgame::io::createXMLReader(file);

			if (file)
				file->drop();

			return reader;
		}
开发者ID:CowPlay,项目名称:irrgame_sdk,代码行数:19,代码来源:SharedFileSystem.cpp

示例9: createImageFromFile

//! Creates a software image from a file.
IImage* CNullDriver::createImageFromFile(const path& filename)
{
	if (!filename.size())
		return 0;

	IImage* image = 0;
	IReadFile* file = FileSystem->createAndOpenFile(filename);

	if (file)
	{
		image = createImageFromFile(file);
		file->releaseRef();
	}
	else
		Printer::log("Could not open file of image", filename, ELL_WARNING);

	return image;
}
开发者ID:ChangerR,项目名称:dream,代码行数:19,代码来源:CNullDriver.cpp

示例10: addShaderMaterialFromFiles

//! Like IGPUProgrammingServices::addShaderMaterial(), but tries to load the
//! programs from files.
s32 CNullDriver::addShaderMaterialFromFiles(const path& vertexShaderProgramFileName,
	const path& pixelShaderProgramFileName,
	IShaderConstantSetCallBack* callback,
	E_MATERIAL_TYPE baseMaterial,
	s32 userData)
{
	IReadFile* vsfile = 0;
	IReadFile* psfile = 0;

	if (vertexShaderProgramFileName.size())
	{
		vsfile = FileSystem->createAndOpenFile(vertexShaderProgramFileName);
		if (!vsfile)
		{
			Printer::log("Could not open vertex shader program file",
				vertexShaderProgramFileName, ELL_WARNING);
			return -1;
		}
	}

	if (pixelShaderProgramFileName.size())
	{
		psfile = FileSystem->createAndOpenFile(pixelShaderProgramFileName);
		if (!psfile)
		{
			Printer::log("Could not open pixel shader program file",
				pixelShaderProgramFileName, ELL_WARNING);
			if (vsfile)
				vsfile->releaseRef();
			return -1;
		}
	}

	s32 result = addShaderMaterialFromFiles(vsfile, psfile, callback,
		baseMaterial, userData);

	if (psfile)
		psfile->releaseRef();

	if (vsfile)
		vsfile->releaseRef();

	return result;
}
开发者ID:ChangerR,项目名称:dream,代码行数:46,代码来源:CNullDriver.cpp

示例11: createReadFile

//! adds an zip archive to the filesystem
bool CFileSystem::addZipFileArchive(const c8* filename, bool ignoreCase, bool ignorePaths)
{
	IReadFile* file = createReadFile(filename);
	if (file)
	{
		CZipReader* zr = new CZipReader(file, ignoreCase, ignorePaths);
		if (zr)
			ZipFileSystems.push_back(zr);

		file->drop();

		bool ret = (zr != 0);
		_IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX;
		return ret;
	}

	#ifdef _DEBUG
	os::Printer::log("Could not open file. Zipfile not added", filename, ELL_ERROR);
	#endif

	_IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX;
	return false;
}
开发者ID:jivibounty,项目名称:irrlicht,代码行数:24,代码来源:CFileSystem.cpp

示例12: disambiguateTextures

bool disambiguateTextures(void)
{
	IrrlichtDevice *device =
		createDevice( video::EDT_SOFTWARE, dimension2d<s32>(640, 480), 16,
			false, false, false, 0);

	if (!device)
		return false;

	IVideoDriver * driver = device->getVideoDriver();

	ITexture * tex1 = driver->getTexture("../media/tools.png");
	ITexture * tex2 = driver->getTexture("../media/tools.png");

	IReadFile * readFile = device->getFileSystem()->createAndOpenFile("../media/tools.png");
	assert(readFile);

	ITexture * tex3 = driver->getTexture(readFile);
	readFile->drop();

	// Expects an empty tmp/tmp directory under this app's wd and
	// a media directory under this apps' directory with tools.png in it.
	stringc wd = device->getFileSystem()->getWorkingDirectory();
	stringc newWd = wd + "/empty/empty";
	bool changed = device->getFileSystem()->changeWorkingDirectoryTo(newWd.c_str());
	assert(changed);
	ITexture * tex4 = driver->getTexture("../../media/tools.png");
	assert(tex4);
	assert(tex1 == tex2 && tex1 == tex3 && tex1 != tex4);

	changed &= device->getFileSystem()->changeWorkingDirectoryTo(wd.c_str());

	device->drop();

	return (changed && tex1 == tex2 && tex1 == tex3 && tex1 != tex4) ? true : false;
}
开发者ID:jivibounty,项目名称:irrlicht,代码行数:36,代码来源:disambiguateTextures.cpp

示例13: main

int main(int argc, char **argv) {

	// Help?
	if (argv[1] && argv[1][0] == '-') die(helpmsg);

	putenv((char *) "vblank_mode=0"); // No vsync for us, thanks.

	MyEventReceiver *r = new MyEventReceiver();
	IrrlichtDevice *dev = createDevice(EDT_OPENGL, core::dimension2d<u32>(1024,768), 32,
				false, false, false, r);
	if (!dev) die("Can't initialize Irrlicht");

	IVideoDriver *drv = dev->getVideoDriver();
	ISceneManager *smgr = dev->getSceneManager();
	IGPUProgrammingServices *gpu = drv->getGPUProgrammingServices();
	ICameraSceneNode *cam = NULL;
	ITexture *pic = NULL;
	IMeshSceneNode *ball = NULL;
	bool showpic = false;

	IReadFile *areamap = createMemoryReadFile(AreaMap33, sizeof(AreaMap33), "AreaMap33", false);
	if (!areamap) die("Failed to load areamap");
	ITexture *areamaptex = drv->getTexture(areamap);
	areamap->drop();

	// If there's an argument, assume it is a pic to load; otherwise, draw a sphere

	if (argv[1] && access(argv[1], R_OK) == 0) {
		showpic = true;
		pic = drv->getTexture(argv[1]);
		if (!pic) die("Can't load image");

		cam = smgr->addCameraSceneNode();
	} else {
		cam = smgr->addCameraSceneNodeMaya();
		cam->setTarget(vector3df(0, 0, 0));
		ball = smgr->addSphereSceneNode(40, 8);

		int ballshader = gpu->addHighLevelShaderMaterial(rnd,0,EVST_VS_1_1,0);
		ball->setMaterialType((E_MATERIAL_TYPE) ballshader);

		ISceneNodeAnimator *cool = smgr->createRotationAnimator(vector3df(-0.1, 0.1, -0.1));
		ball->addAnimator(cool);
		cool->drop();
	}

	// Set up static defines, RTTs, quads
	dimension2d<u32> screensize = drv->getScreenSize();
	char defines[128];
	snprintf(defines, 128,
		"#define PIXEL_SIZE vec2(1.0f / %u.0, 1.0f / %u.0)\n"
		"#define MAX_SEARCH_STEPS 8.0\n#define MAX_DISTANCE 33.0\n",
		screensize.Width, screensize.Height);

	ITexture *rt1 = drv->addRenderTargetTexture(screensize, "rt1", ECF_A8R8G8B8);
	ITexture *rt2 = drv->addRenderTargetTexture(screensize, "rt2", ECF_A8R8G8B8);
	ITexture *rt3 = drv->addRenderTargetTexture(screensize, "rt3", ECF_A8R8G8B8);
	if (!rt1 || !rt2 || !rt3) die("No RTT");

	ScreenQuad *def = new ScreenQuad(drv);
	ScreenQuad *sq = new ScreenQuad(drv);
	ScreenQuad *sq2 = new ScreenQuad(drv);
	ScreenQuad *sq3 = new ScreenQuad(drv);
	ScreenQuad *norm = new ScreenQuad(drv);
	if (showpic) def->SetTexture(pic);
	sq->SetTexture(rt1);
	sq->GetMaterial().setFlag(EMF_BILINEAR_FILTER, false);
	norm->SetTexture(rt1);
	norm->GetMaterial().setFlag(EMF_BILINEAR_FILTER, false);

	sq2->SetTexture(rt2);
	sq2->SetTexture(rt2, 1);
	sq2->SetTexture(areamaptex, 2);
	sq2->GetMaterial().TextureLayer[2].BilinearFilter = false;

	sq3->SetTexture(rt3);
	sq3->GetMaterial().setFlag(EMF_BILINEAR_FILTER, false);
	sq3->SetTexture(rt1,1);
	state_t state = MLAA_OFF;

	stringc tmp1, tmp2;
	tmp1 = defines;
	tmp1 += offsetvs;
	tmp2 = defines;
	tmp2 += color1fs;

	// Load shaders
	int edge = gpu->addHighLevelShaderMaterial(tmp1.c_str(),0,EVST_VS_1_1,tmp2.c_str());
	sq->SetMaterialType((E_MATERIAL_TYPE) edge);

	tmp2 = defines;
	tmp2 += blend2fs;

	blendcb *bcb = new blendcb();
	edge = gpu->addHighLevelShaderMaterial(tmp1.c_str(),0,EVST_VS_1_1,tmp2.c_str(),0,EPST_PS_1_1,bcb);
	sq2->SetMaterialType((E_MATERIAL_TYPE) edge);

	tmp2 = defines;
	tmp2 += neigh3fs;

//.........这里部分代码省略.........
开发者ID:clbr,项目名称:MLAA-test-app,代码行数:101,代码来源:mlaatest.cpp

示例14: disambiguateTextures

/** This tests verifies that textures opened from different places in the filesystem
	can be distinguished, even if they have the same filename. */
bool disambiguateTextures(void)
{
	IrrlichtDevice *device =
		createDevice( video::EDT_NULL, dimension2d<s32>(640, 480));

	if (!device)
	{
		logTestString("Unable to create EDT_NULL device\n");
		return false;
	}

	// Expects an empty tmp/tmp directory under this app's wd and
	// a media directory under this apps' directory with tools.png in it.
	stringc wd = device->getFileSystem()->getWorkingDirectory();

	if(-1 == wd.find("/tests") && -1 == wd.find("\\tests"))
	{
		logTestString("The tests must be run from the /tests directory, regardless of where\n"\
			"the test executable was built.\n");
		device->drop();
		return false;
	}

	IVideoDriver * driver = device->getVideoDriver();

	ITexture * tex1 = driver->getTexture("../media/tools.png");
	assert(tex1);
	if(!tex1)
		logTestString("Unable to open ../media/tools.png\n");

	ITexture * tex2 = driver->getTexture("../media/tools.png");
	assert(tex2);
	if(!tex2)
		logTestString("Unable to open ../media/tools.png\n");

	IReadFile * readFile = device->getFileSystem()->createAndOpenFile("../media/tools.png");
	assert(readFile);
	if(!readFile)
		logTestString("Unable to open ../media/tools.png\n");

	ITexture * tex3 = driver->getTexture(readFile);
	assert(tex3);
	if(!readFile)
		logTestString("Unable to create texture from ../media/tools.png\n");

	readFile->drop();

	// All 3 of the above textures should be identical.
	assert(tex1 == tex2 && tex1 == tex3);

	stringc newWd = wd + "/empty/empty";
	bool changed = device->getFileSystem()->changeWorkingDirectoryTo(newWd.c_str());
	assert(changed);
	ITexture * tex4 = driver->getTexture("../../media/tools.png");
	assert(tex4);
	if(!tex4)
		logTestString("Unable to open ../../media/tools.png\n");
	assert(tex1 != tex4);

	// The working directory must be restored for the other tests to work.
	changed &= device->getFileSystem()->changeWorkingDirectoryTo(wd.c_str());

	device->drop();
	return (changed && tex1 == tex2 && tex1 == tex3 && tex1 != tex4) ? true : false;
}
开发者ID:jivibounty,项目名称:irrlicht,代码行数:67,代码来源:disambiguateTextures.cpp

示例15: loadFromFileFolder

/** This tests verifies that textures opened from different places in the
	filesystem don't create duplicated textures. */
bool loadFromFileFolder(void)
{
	IrrlichtDevice *device =
		createDevice( video::EDT_NULL, dimension2du(160, 120));

	if (!device)
	{
		logTestString("Unable to create EDT_NULL device\n");
		return false;
	}

	IVideoDriver * driver = device->getVideoDriver();

	u32 numTexs = driver->getTextureCount();

	ITexture * tex1 = driver->getTexture("../media/tools.png");
	assert_log(tex1);
	if(!tex1)
		logTestString("Unable to open ../media/tools.png\n");
	if (driver->getTextureCount()!=numTexs+1)
	{
		logTestString("No additional texture in the texture cache %s:%d\n", __FILE__, __LINE__);
		return false;
	}

	IReadFile * readFile = device->getFileSystem()->createAndOpenFile("../media/tools.png");
	assert_log(readFile);
	if(!readFile)
		logTestString("Unable to open ../media/tools.png\n");
	if (driver->getTextureCount()!=numTexs+1)
	{
		logTestString("Additional texture in the texture cache %s:%d\n", __FILE__, __LINE__);
		return false;
	}

	ITexture * tex2 = driver->getTexture(readFile);
	assert_log(tex2);
	if(!readFile)
		logTestString("Unable to create texture from ../media/tools.png\n");
	if (driver->getTextureCount()!=numTexs+1)
	{
		logTestString("Additional texture in the texture cache %s:%d\n", __FILE__, __LINE__);
		return false;
	}

	readFile->drop();

	// adding  a folder archive
	device->getFileSystem()->addFileArchive( "../media/" );

	ITexture * tex3 = driver->getTexture("tools.png");
	assert_log(tex3);
	if(!tex3)
		logTestString("Unable to open tools.png\n");
	if (driver->getTextureCount()!=numTexs+1)
	{
		logTestString("Additional texture in the texture cache %s:%d\n", __FILE__, __LINE__);
		return false;
	}

	ITexture * tex4 = driver->getTexture("tools.png");
	assert_log(tex4);
	if(!tex4)
		logTestString("Unable to open tools.png\n");
	if (driver->getTextureCount()!=numTexs+1)
	{
		logTestString("Additional texture in the texture cache %s:%d\n", __FILE__, __LINE__);
		return false;
	}

	device->closeDevice();
	device->run();
	device->drop();
	return ((tex1 == tex2) && (tex1 == tex3) && (tex1 == tex4));
}
开发者ID:Habaut,项目名称:GameBindings,代码行数:77,代码来源:loadTextures.cpp


注:本文中的IReadFile类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。