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C++ StringVector::Size方法代码示例

本文整理汇总了C++中StringVector::Size方法的典型用法代码示例。如果您正苦于以下问题:C++ StringVector::Size方法的具体用法?C++ StringVector::Size怎么用?C++ StringVector::Size使用的例子?那么恭喜您, 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StringVector的用法示例。


在下文中一共展示了StringVector::Size方法的9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: PlayAnimAutoStop

void AnimationController::PlayAnimAutoStop(const String &name, const String &fadein, const String &exclusive)
{
    if (!name.Length())
    {
        LogWarning("Empty animation name for PlayAnimAutoStop");
        return;
    }
    
    float fadein_ = 0.0f;
    if (fadein.Length())
        fadein_ = ToFloat(fadein);
    bool exclusive_ = false;
    if (exclusive.Length())
        exclusive_ = ToBool(exclusive);
    bool success;
    if (exclusive_)
        success = EnableExclusiveAnimation(name, false, fadein_, false);
    else
        success = EnableAnimation(name, false, fadein_, false);

    if (!success)
    {
        StringVector anims = AvailableAnimations();
        void (*log)(const String &) = LogDebug; if (anims.Size() > 0) log = LogWarning;
        log("Failed to play animation \"" + name + "\" on entity " + ParentEntity()->Name());
        log("The entity has " + String(anims.Size()) + " animations available: " + Join(anims, ","));

        // Enable autostop, and start always from the beginning
        SetAnimationAutoStop(name, true);
        SetAnimationTimePosition(name, 0.0f);
    }
}
开发者ID:realXtend,项目名称:tundra-urho3d,代码行数:32,代码来源:AnimationController.cpp

示例2: PlayReverseAnim

void AnimationController::PlayReverseAnim(const String &name, const String &fadein, const String &exclusive)
{
    if (!ViewEnabled())
        return;

    if (!name.Length())
    {
        LogWarning("Empty animation name for PlayReverseAnim");
        return;
    }
    
    float fadein_ = 0.0f;
    if (fadein.Length())
        fadein_ = ToFloat(fadein);
    bool exclusive_ = false;
    if (exclusive.Length())
        exclusive_ = ToBool(exclusive);
    bool success;
    if (exclusive_)
        success = EnableAnimation(name, true, fadein_, false);
    else
        success = EnableExclusiveAnimation(name, true, fadein_, fadein_, false);
    if (!success)
    {
        StringVector anims = AvailableAnimations();
        void (*log)(const String &) = LogDebug; if (anims.Size() > 0) log = LogWarning;
        log("Failed to play animation \"" + name + "\" in reverse on entity " + ParentEntity()->Name());
        log("The entity has " + String(anims.Size()) + " animations available: " + Join(anims, ","));

        SetAnimationToEnd(name);
        SetAnimationSpeed(name, -1.0f);
    }
}
开发者ID:realXtend,项目名称:tundra-urho3d,代码行数:33,代码来源:AnimationController.cpp

示例3: BuildManaged

bool BuildWindows::BuildManaged(const String& buildPath)
{
    ToolEnvironment* tenv = GetSubsystem<ToolEnvironment>();
    ToolSystem* toolSystem = GetSubsystem<ToolSystem>();
    FileSystem* fileSystem = GetSubsystem<FileSystem>();
    Project* project = toolSystem->GetProject();
    ProjectSettings* settings = project->GetProjectSettings();

    String projectPath = project->GetProjectPath();

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

    String managedBins = projectPath + ToString("AtomicNET/%s/Bin/Desktop/", config.CString());
    String managedExe = managedBins + settings->GetName() + ".exe";

    if (!fileSystem->FileExists(managedExe))
    {
        FailBuild(ToString("Error building managed project, please compile the %s binary %s before building", config.CString(), managedExe.CString()));
        return false;
    }

    StringVector results;
    StringVector filtered;

    fileSystem->ScanDir(results, managedBins, "", SCAN_FILES, false);

    StringVector filterList;

    StringVector::Iterator itr = results.Begin();
    while (itr != results.End())
    {
        unsigned i;
        for (i = 0; i < filterList.Size(); i++)
        {
            if (itr->Contains(filterList[i]))
                break;
        }

        if (i == filterList.Size())
            filtered.Push(*itr);

        itr++;
    }

    for (unsigned i = 0; i < filtered.Size(); i++)
    {
        String filename = filtered[i];

        if (!BuildCopyFile(managedBins + filename, buildPath_ + "/" + filename))
            return false;

    }

    return true;

}
开发者ID:LumaDigital,项目名称:AtomicGameEngine,代码行数:60,代码来源:BuildWindows.cpp

示例4: Object

    NETBuild::NETBuild(Context* context, const String& solutionPath, const StringVector& platforms, const StringVector& configurations) :
        Object(context),
        solutionPath_(solutionPath),
        status_(NETBUILD_PENDING)
    {
        for (unsigned i = 0; i < platforms.Size() ; i++)
        {
            platforms_.Push(platforms[i].ToLower());
        }

        for (unsigned i = 0; i < configurations.Size() ; i++)
        {
            String config = configurations[i];
            config.Replace("release", "Release");
            config.Replace("debug", "Debug");
            configurations_.Push(config);
        }
    }
开发者ID:Type1J,项目名称:AtomicGameEngine,代码行数:18,代码来源:NETBuildSystem.cpp

示例5: Join

String Join(const StringVector &list, const String &separator)
{
    String joined = "";
    for (unsigned int i=0 ; i<list.Size() ; ++i)
    {
        if (i != 0)
            joined += separator;
        joined += list[i];
    }

    return joined;
}
开发者ID:aoighost,项目名称:tundra-urho3d,代码行数:12,代码来源:CoreStringUtils.cpp

示例6: PreloadClassAssemblies

    bool CSComponentAssembly::PreloadClassAssemblies()
    {
        // TEMPORARY SOLUTION, Desktop only

        ATOMIC_LOGINFO("Preloading Class Assemblies");

        Context* context = ScriptSystem::GetContext();
        assert(context);

        ResourceCache* cache = context->GetSubsystem<ResourceCache>();
        FileSystem* fileSystem = context->GetSubsystem<FileSystem>();

        const StringVector& resourceDirs = cache->GetResourceDirs();

        for (unsigned i = 0; i < resourceDirs.Size(); i++)
        {
            const String& resourceDir = resourceDirs[i];

            ATOMIC_LOGINFOF("Scanning: %s", resourceDir.CString());

            StringVector results;
            fileSystem->ScanDir(results, resourceDir, "*.dll", SCAN_FILES, true);

            for (unsigned j = 0; j < results.Size(); j++)
            {
                // FIXME: This filtering is necessary as we're loading setting project root folder as a resource dir
                // https://github.com/AtomicGameEngine/AtomicGameEngine/issues/1037

                String filter = results[j].ToLower();

                if (filter.StartsWith("atomicnet/") || filter.StartsWith("resources/"))
                {
                    ATOMIC_LOGINFOF("Skipping Assembly: %s (https://github.com/AtomicGameEngine/AtomicGameEngine/issues/1037)", results[j].CString());
                    continue;
                }

                ATOMIC_LOGINFOF("Loading Assembly: %s", results[j].CString());

                cache->GetResource<CSComponentAssembly>(results[j]);
            }

        }

        return true;

    }
开发者ID:dragonCASTjosh,项目名称:AtomicGameEngine,代码行数:46,代码来源:CSComponentAssembly.cpp

示例7: ResolveClassAssembly

    CSComponentAssembly* CSComponentAssembly::ResolveClassAssembly(const String& fullClassName)
    {
        Context* context = ScriptSystem::GetContext();
        assert(context);

        String classname = fullClassName;
        String csnamespace;

        // Handle namespaces
        if (fullClassName.Contains('.'))
        {

            StringVector elements = fullClassName.Split('.');

            if (elements.Size() <= 1)
                return 0;

            classname = elements.Back();
            elements.Pop();

            csnamespace = String::Joined(elements, ".");
        }

        ResourceCache* cache = context->GetSubsystem<ResourceCache>();

        PODVector<CSComponentAssembly*> assemblies;

        cache->GetResources<CSComponentAssembly>(assemblies);

        for (unsigned i = 0; i < assemblies.Size(); i++)
        {
            CSComponentAssembly* assembly = assemblies[i];

            // TODO: support namespaces
            const StringVector& classNames = assembly->GetClassNames();
            if (classNames.Contains(classname))
            {
                return assembly;
            }

        }

        return 0;

    }
开发者ID:dragonCASTjosh,项目名称:AtomicGameEngine,代码行数:45,代码来源:CSComponentAssembly.cpp

示例8: Load

bool ResourceMapRouter::Load(const JSONValue& json)
{
    const JSONValue& assetMap = json.Get("assetMap");

    if (!assetMap.IsObject())
        return false;

    ConstJSONObjectIterator itr = assetMap.Begin();
    while (itr != assetMap.End())
    {
        StringVector tags = itr->first_.Split(';');

        if (tags.Size() == 2)
        {
            resourceMap_[tags[0]][tags[1]] = itr->second_.GetString();
        }

        itr++;
    }

    return true;
}
开发者ID:Type1J,项目名称:AtomicGameEngine,代码行数:22,代码来源:ResourceMapRouter.cpp

示例9: FromString

void Variant::FromString(VariantType type, const char* value)
{
    switch (type)
    {
    case VAR_INT:
        *this = ToInt(value);
        break;

    case VAR_INT64:
        *this = ToInt64(value);
        break;

    case VAR_BOOL:
        *this = ToBool(value);
        break;

    case VAR_FLOAT:
        *this = ToFloat(value);
        break;

    case VAR_VECTOR2:
        *this = ToVector2(value);
        break;

    case VAR_VECTOR3:
        *this = ToVector3(value);
        break;

    case VAR_VECTOR4:
        *this = ToVector4(value);
        break;

    case VAR_QUATERNION:
        *this = ToQuaternion(value);
        break;

    case VAR_COLOR:
        *this = ToColor(value);
        break;

    case VAR_STRING:
        *this = value;
        break;

    case VAR_BUFFER:
    {
        SetType(VAR_BUFFER);
        PODVector<unsigned char>& buffer = *(reinterpret_cast<PODVector<unsigned char>*>(&value_));
        StringToBuffer(buffer, value);
    }
        break;

    case VAR_VOIDPTR:
        // From string to void pointer not supported, set to null
        *this = (void*)0;
        break;

    case VAR_RESOURCEREF:
    {
        StringVector values = String::Split(value, ';');
        if (values.Size() == 2)
        {
            SetType(VAR_RESOURCEREF);
            ResourceRef& ref = *(reinterpret_cast<ResourceRef*>(&value_));
            ref.type_ = values[0];
            ref.name_ = values[1];
        }
    }
        break;

    case VAR_RESOURCEREFLIST:
    {
        StringVector values = String::Split(value, ';', true);
        if (values.Size() >= 1)
        {
            SetType(VAR_RESOURCEREFLIST);
            ResourceRefList& refList = *(reinterpret_cast<ResourceRefList*>(&value_));
            refList.type_ = values[0];
            refList.names_.Resize(values.Size() - 1);
            for (unsigned i = 1; i < values.Size(); ++i)
                refList.names_[i - 1] = values[i];
        }
    }
        break;

    case VAR_INTRECT:
        *this = ToIntRect(value);
        break;

    case VAR_INTVECTOR2:
        *this = ToIntVector2(value);
        break;

    case VAR_INTVECTOR3:
        *this = ToIntVector3(value);
        break;

    case VAR_PTR:
        // From string to RefCounted pointer not supported, set to null
        *this = (RefCounted*)0;
//.........这里部分代码省略.........
开发者ID:gogoprog,项目名称:Urho3D,代码行数:101,代码来源:Variant.cpp


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