本文整理汇总了C++中KString::Left方法的典型用法代码示例。如果您正苦于以下问题:C++ KString::Left方法的具体用法?C++ KString::Left怎么用?C++ KString::Left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KString
的用法示例。
在下文中一共展示了KString::Left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: ParseHTTPHeaderCommand
void ParseHTTPHeaderCommand(const KString& s,
THTTPHeaderCommand& RCommand)
{
int i = 0;
i = s.Find(TEXT(":"));
if(i == -1)
RCommand.m_Command = s, RCommand.m_Content = TEXT("");
else
RCommand.m_Command = s.Left(i), RCommand.m_Content = s.Mid(i + 1);
RCommand.m_Command = RCommand.m_Command.Trim();
RCommand.m_Content = RCommand.m_Content.Trim();
}
示例2: Import
bool MeshImportFBX::Import( const char* filename, NVSHARE::MeshImportInterface *callback )
{
char message[OUTPUT_TEXT_BUFFER_SIZE+1] = "";
message[OUTPUT_TEXT_BUFFER_SIZE] = '\0';
const char* localName = getFileName( filename );
KString fileName = KString( filename );
KString filePath = fileName.Left( localName - filename );
m_sdkManager = KFbxSdkManager::Create();
if(m_sdkManager == NULL)
return false;
// Create the importer.
int fileFormat = -1;
//int registeredCount;
//int pluginId;
//m_sdkManager->GetIOPluginRegistry()->RegisterReader( CreateFBXImporterReader, GetFBXImporterReaderInfo,
// pluginId, registeredCount, FillFBXImporterReaderIOSettings );
m_importer = KFbxImporter::Create( m_sdkManager, "" );
if( !m_sdkManager->GetIOPluginRegistry()->DetectFileFormat( filename, fileFormat ) )
{
// Unrecognizable file format. Try to fall back to KFbxImporter::eFBX_BINARY
fileFormat = m_sdkManager->GetIOPluginRegistry()->FindReaderIDByDescription( "FBX binary (*.fbx)" );;
}
m_importer->SetFileFormat( fileFormat );
// Initialize the importer by providing a filename.
if( !m_importer->Initialize( filename ) )
return false;
// Create the scene.
m_scene = KFbxScene::Create( m_sdkManager, "" );
if (m_importer->IsFBX())
{
// Set the import states. By default, the import states are always set to
// true. The code below shows how to change these states.
IOSREF.SetBoolProp(IMP_FBX_MATERIAL, true);
IOSREF.SetBoolProp(IMP_FBX_TEXTURE, true);
IOSREF.SetBoolProp(IMP_FBX_LINK, true);
IOSREF.SetBoolProp(IMP_FBX_SHAPE, true);
IOSREF.SetBoolProp(IMP_FBX_GOBO, true);
IOSREF.SetBoolProp(IMP_FBX_ANIMATION, true);
IOSREF.SetBoolProp(IMP_FBX_GLOBAL_SETTINGS, true);
}
sprintf_s( message, OUTPUT_TEXT_BUFFER_SIZE, "Importing file %s", filename );
outputMessage( message );
if( !m_importer->Import(m_scene) )
return false;
//// Convert Axis System to what is used in this example, if needed
//KFbxAxisSystem sceneAxisSystem = m_scene->GetGlobalSettings().GetAxisSystem();
//KFbxAxisSystem ourAxisSystem(sceneAxisSystem.KFbxAxisSystem::ZAxis, KFbxAxisSystem::ParityOdd, KFbxAxisSystem::LeftHanded);
//if( sceneAxisSystem != ourAxisSystem )
//{
// ourAxisSystem.ConvertScene(m_scene);
//}
//// Convert Unit System to what is used in this example, if needed
//KFbxSystemUnit sceneSystemUnit = m_scene->GetGlobalSettings().GetSystemUnit();
//if( sceneSystemUnit.GetScaleFactor() != 1.0 )
//{
//
// KFbxSystemUnit ourSystemUnit(1.0);
// ourSystemUnit.ConvertScene(m_scene);
//
//}
m_callback = callback;
ImportSkeleton();
m_takeName = NULL;
m_takeInfo = NULL;
m_takeNameArray.Clear();
int takeCount = m_importer->GetTakeCount();
int tSelected = -1;
for(int t = 0; t < takeCount; t++ )
{
m_takeInfo = m_importer->GetTakeInfo(t);
m_takeNameArray.Add( &m_takeInfo->mName );
if(m_takeInfo->mSelect)
tSelected = t;
}
if(tSelected == -1 && takeCount > 0)
tSelected = 0;
if(tSelected >= 0)
//.........这里部分代码省略.........