本文整理汇总了C++中Path::Expand方法的典型用法代码示例。如果您正苦于以下问题:C++ Path::Expand方法的具体用法?C++ Path::Expand怎么用?C++ Path::Expand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Path
的用法示例。
在下文中一共展示了Path::Expand方法的3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: initController
void ComposerState::initController()
{
Controller_::ActionMapT actions;
actions[A_QUIT] = "A_QUIT";
actions[A_LOADING_MESH] = "A_LOADING_MESH";
actions[A_LOADING_MATERIAL] = "A_LOADING_MATERIAL";
actions[A_CAMERA_AXIS_X] = "A_CAMERA_AXIS_X";
actions[A_CAMERA_AXIS_Y] = "A_CAMERA_AXIS_Y";
actions[A_CAMERA_AXIS_Z] = "A_CAMERA_AXIS_Z";
actions[A_CAMERA_MOVE] = "A_CAMERA_MOVE";
actions[A_CAMERA_RESET] = "A_CAMERA_RESET";
actions[A_CAMERA_ORBIT] = "A_CAMERA_ORBIT";
actions[A_SCREENSHOT] = "A_SCREENSHOT";
actions[A_LOADING_SKY] = "A_LOADING_SKY";
actions[A_CREATE_LIGHT] = "A_CREATE_LIGHT";
actions[A_DESTROY_LIGHT] = "A_DESTROY_LIGHT";
actions[A_PREV_LIGHT] = "A_PREV_LIGHT";
actions[A_NEXT_LIGHT] = "A_NEXT_LIGHT";
actions[A_FIRST_LIGHT] = "A_FIRST_LIGHT";
actions[A_LAST_LIGHT] = "A_LAST_LIGHT";
actions[A_INFO_WINDOW] = "A_INFO_WINDOW";
actions[A_CAMERA_MOUSE_X] = "A_CAMERA_MOUSE_X";
actions[A_CAMERA_MOUSE_Y] = "A_CAMERA_MOUSE_Y";
actions[A_CAMERA_MOUSE_Z] = "A_CAMERA_MOUSE_Z";
actions[A_CAMERA_MOUSE_MOVE] = "A_CAMERA_MOUSE_MOVE";
actions[A_SUB_MESH] = "A_SUB_MESH";
actions[A_TEX_UNIT] = "A_TEX_UNIT";
actions[A_ANIMATION] = "A_ANIMATION";
actions[A_ADAPTER] = "A_ADAPTER";
actions[A_UPDATE_FEATURES] = "A_UPDATE_FEATURES";
Controller_::fillWithDefaultActions(actions);
Controller_::sendActionsToController(mLane, actions);
Path path;
const std::string config_path = path.Expand("Composer.xml");
const std::string state_name = "Composer";
View::WindowAttributes wa;
View::queryWindowAttributes(wa);
Controller_::StateInsertion si(config_path, state_name, generateHandle(), true, wa);
mLane.emit(ID::CE_LOAD_STATE, si);
}
示例2: si
MainState::MainState(GameHandle handle, Event::Lane& lane) :
State(lane),
mPlayer(NULL_HANDLE),
mEnvironment(new Environment),
mLane(lane)
{
Path p;
std::string level = p.Get(ID::P_SCRIPTS_LEVELS) + "spaceinvaders/";
std::string def = p.Get(ID::P_SCRIPTS_LEVELS) + "default/";
LevelConfig lc;
lc.mModules.push_back(def + "Object.xml");
lc.mAdapters.push_back(def + "Adapter.xml");
lc.mConcepts.push_back(def + "Concept.xml");
lc.mProperties.push_back(def + "Value.xml");
lc.mModules.push_back(level + "Object.xml");
lc.mAdapters.push_back(level + "Adapter.xml");
lc.mConcepts.push_back(level + "Concept.xml");
lc.mProperties.push_back(level + "Value.xml");
using BFG::Property::ValueId;
PluginId spId = ValueId::ENGINE_PLUGIN_ID;
PluginId sipId = BFG::Property::generatePluginId<PluginId>();
boost::shared_ptr<BFG::SpacePlugin> sp(new BFG::SpacePlugin(spId));
boost::shared_ptr<SiPlugin> sip(new SiPlugin(sipId));
mPluginMap.insert(sp);
mPluginMap.insert(sip);
boost::shared_ptr<GameObjectFactory> gof;
gof.reset(new GameObjectFactory(mLane, lc, mPluginMap, mEnvironment, handle));
mSector.reset(new Sector(mLane, 1, "SpaceInvaderSector", gof));
// Init Controller
BFG::Controller_::ActionMapT actions;
actions[A_SHIP_AXIS_Y] = "A_SHIP_AXIS_Y";
actions[A_SHIP_FIRE] = "A_SHIP_FIRE";
actions[A_QUIT] = "A_QUIT";
actions[A_FPS] = "A_FPS";
BFG::Controller_::sendActionsToController(mLane, actions);
const std::string config_path = p.Expand("SpaceInvaders.xml");
const std::string state_name = "SpaceInvaders";
BFG::View::WindowAttributes wa;
BFG::View::queryWindowAttributes(wa);
//! \todo Verify usage of generateHandle() here.
Controller_::StateInsertion si(config_path, state_name, generateHandle(), true, wa);
mLane.emit(ID::CE_LOAD_STATE, si);
// ---
View::SkyCreation sc("sky02");
mLane.emit(ID::VE_SET_SKY, sc, handle);
ObjectParameter op;
mPlayer = generateHandle();
op.mHandle = mPlayer;
op.mName = "The Hero's Mighty Ship";
op.mType = "Ship";
op.mLocation = v3(0.0f, -NEGATIVE_SHIP_Y_POSITION, OBJECT_Z_POSITION); // - 5.0f); // + SPECIAL_PACKER_MESH_OFFSET);
fromAngleAxis(op.mLocation.orientation, -90.0f * (float) DEG2RAD, v3::UNIT_X);
boost::shared_ptr<GameObject> player = gof->createGameObject(op);
mSector->addObject(player);
mInvaderGeneral.reset(new InvaderGeneral(lane.createSubLane(), mEnvironment));
mHumanGeneral.reset(new HumanGeneral(lane.createSubLane(), mEnvironment));
mLane.connect(A_SHIP_AXIS_Y, this, &MainState::onAxisY);
mLane.connect(A_FPS, this, &MainState::onFps);
mLane.connectV(A_SHIP_FIRE, this, &MainState::onShipFire);
mLane.connect(A_QUIT, this, &MainState::onQuit);
}
示例3: SingleThreadEntryPoint
// This is the Ex-'GameStateManager::SingleThreadEntryPoint(void*)' function
void* SingleThreadEntryPoint(void *iPointer)
{
EventLoop* loop = static_cast<EventLoop*>(iPointer);
GameHandle siHandle = BFG::generateHandle();
gViewComposerState.reset(new ViewComposerState(siHandle, loop));
gComposerState.reset(new ComposerState(siHandle, loop));
// Init Controller
GameHandle handle = generateHandle();
{
BFG::Controller_::ActionMapT actions;
actions[A_QUIT] = "A_QUIT";
actions[A_LOADING_MESH] = "A_LOADING_MESH";
actions[A_LOADING_MATERIAL] = "A_LOADING_MATERIAL";
actions[A_CAMERA_AXIS_X] = "A_CAMERA_AXIS_X";
actions[A_CAMERA_AXIS_Y] = "A_CAMERA_AXIS_Y";
actions[A_CAMERA_AXIS_Z] = "A_CAMERA_AXIS_Z";
actions[A_CAMERA_MOVE] = "A_CAMERA_MOVE";
actions[A_CAMERA_RESET] = "A_CAMERA_RESET";
actions[A_CAMERA_ORBIT] = "A_CAMERA_ORBIT";
actions[A_SCREENSHOT] = "A_SCREENSHOT";
actions[A_LOADING_SKY] = "A_LOADING_SKY";
actions[A_CREATE_LIGHT] = "A_CREATE_LIGHT";
actions[A_DESTROY_LIGHT] = "A_DESTROY_LIGHT";
actions[A_PREV_LIGHT] = "A_PREV_LIGHT";
actions[A_NEXT_LIGHT] = "A_NEXT_LIGHT";
actions[A_FIRST_LIGHT] = "A_FIRST_LIGHT";
actions[A_LAST_LIGHT] = "A_LAST_LIGHT";
actions[A_INFO_WINDOW] = "A_INFO_WINDOW";
actions[A_CAMERA_MOUSE_X] = "A_CAMERA_MOUSE_X";
actions[A_CAMERA_MOUSE_Y] = "A_CAMERA_MOUSE_Y";
actions[A_CAMERA_MOUSE_Z] = "A_CAMERA_MOUSE_Z";
actions[A_CAMERA_MOUSE_MOVE] = "A_CAMERA_MOUSE_MOVE";
actions[A_SUB_MESH] = "A_SUB_MESH";
actions[A_TEX_UNIT] = "A_TEX_UNIT";
actions[A_ANIMATION] = "A_ANIMATION";
actions[A_ADAPTER] = "A_ADAPTER";
actions[A_UPDATE_FEATURES] = "A_UPDATE_FEATURES";
BFG::Controller_::fillWithDefaultActions(actions);
BFG::Controller_::sendActionsToController(loop, actions);
Path path;
const std::string config_path = path.Expand("Composer.xml");
const std::string state_name = "Composer";
BFG::View::WindowAttributes wa;
BFG::View::queryWindowAttributes(wa);
Controller_::StateInsertion si(config_path, state_name, handle, true, wa);
EventFactory::Create<Controller_::ControlEvent>
(
loop,
ID::CE_LOAD_STATE,
si
);
loop->connect(A_QUIT, gComposerState.get(), &ComposerState::ControllerEventHandler);
loop->connect(A_SCREENSHOT, gComposerState.get(), &ComposerState::ControllerEventHandler);
loop->connect(A_LOADING_MESH, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(A_LOADING_MATERIAL, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(A_CAMERA_AXIS_X, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(A_CAMERA_AXIS_Y, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(A_CAMERA_AXIS_Z, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(A_CAMERA_MOVE, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(A_CAMERA_RESET, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(A_CAMERA_ORBIT, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(A_LOADING_SKY, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(A_CREATE_LIGHT, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(A_DESTROY_LIGHT, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(A_PREV_LIGHT, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(A_NEXT_LIGHT, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(A_FIRST_LIGHT, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(A_LAST_LIGHT, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(A_INFO_WINDOW, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(A_SUB_MESH, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(A_TEX_UNIT, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(A_ANIMATION, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(A_ADAPTER, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(A_CAMERA_MOUSE_X, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(A_CAMERA_MOUSE_Y, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(A_CAMERA_MOUSE_Z, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(A_CAMERA_MOUSE_MOVE, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(BFG::ID::A_MOUSE_MIDDLE_PRESSED, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
loop->connect(BFG::ID::A_MOUSE_LEFT_PRESSED, gViewComposerState.get(), &ViewComposerState::controllerEventHandler);
//.........这里部分代码省略.........