本文整理汇总了C++中idStr::StripFilename方法的典型用法代码示例。如果您正苦于以下问题:C++ idStr::StripFilename方法的具体用法?C++ idStr::StripFilename怎么用?C++ idStr::StripFilename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idStr
的用法示例。
在下文中一共展示了idStr::StripFilename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:
/*
================
Sys_DefaultBasePath
Get the default base path
- binary image path
- current directory
- hardcoded
Try to be intelligent: if there is no BASE_GAMEDIR, try the next path
================
*/
const char *Sys_DefaultBasePath( void ) {
struct stat st;
idStr testbase;
basepath = Sys_EXEPath();
if( basepath.Length() ) {
basepath.StripFilename();
testbase = basepath;
testbase += "/";
testbase += BASE_GAMEDIR;
if( stat( testbase.c_str(), &st ) != -1 && S_ISDIR( st.st_mode ) ) {
return basepath.c_str();
} else {
common->Printf( "no '%s' directory in exe path %s, skipping\n", BASE_GAMEDIR, basepath.c_str() );
}
}
if( basepath != Posix_Cwd() ) {
basepath = Posix_Cwd();
testbase = basepath;
testbase += "/";
testbase += BASE_GAMEDIR;
if( stat( testbase.c_str(), &st ) != -1 && S_ISDIR( st.st_mode ) ) {
return basepath.c_str();
} else {
common->Printf( "no '%s' directory in cwd path %s, skipping\n", BASE_GAMEDIR, basepath.c_str() );
}
}
common->Printf( "WARNING: using hardcoded default base path\n" );
return LINUX_DEFAULT_PATH;
}
示例2: Sys_GetPath
bool Sys_GetPath(sysPath_t type, idStr &path) {
char buf[MAX_OSPATH];
struct _stat st;
idStr s;
switch(type) {
case PATH_BASE:
// try <path to exe>/base first
if (Sys_GetPath(PATH_EXE, path)) {
path.StripFilename();
s = path;
s.AppendPath(BASE_GAMEDIR);
if (_stat(s.c_str(), &st) != -1 && st.st_mode & _S_IFDIR)
return true;
common->Warning("base path '%s' does not exits", s.c_str());
}
// fallback to vanilla doom3 cd install
if (GetRegistryPath(buf, sizeof(buf), L"SOFTWARE\\id\\Doom 3", L"InstallPath") > 0) {
path = buf;
return true;
}
// fallback to steam doom3 install
if (GetRegistryPath(buf, sizeof(buf), L"SOFTWARE\\Valve\\Steam", L"InstallPath") > 0) {
path = buf;
path.AppendPath("steamapps\\common\\doom 3");
if (_stat(path.c_str(), &st) != -1 && st.st_mode & _S_IFDIR)
return true;
}
common->Warning("vanilla doom3 path not found");
return false;
case PATH_CONFIG:
case PATH_SAVE:
if (GetHomeDir(buf, sizeof(buf)) < 1) {
Sys_Error("ERROR: Couldn't get dir to home path");
return false;
}
path = buf;
return true;
case PATH_EXE:
GetModuleFileName(NULL, buf, sizeof(buf) - 1);
path = buf;
path.BackSlashesToSlashes();
return true;
}
return false;
}
示例3: Sys_GetPath
bool Sys_GetPath(sysPath_t type, idStr &path) {
const char *s;
char buf[MAX_OSPATH];
char buf2[MAX_OSPATH];
struct stat st;
size_t len;
path.Clear();
switch(type) {
case PATH_BASE:
if (stat(BUILD_DATADIR, &st) != -1 && S_ISDIR(st.st_mode)) {
path = BUILD_DATADIR;
return true;
}
common->Warning("base path '" BUILD_DATADIR "' does not exist");
// try next to the executable..
if (Sys_GetPath(PATH_EXE, path)) {
path = path.StripFilename();
// the path should have a base dir in it, otherwise it probably just contains the executable
idStr testPath = path + "/" BASE_GAMEDIR;
if (stat(testPath.c_str(), &st) != -1 && S_ISDIR(st.st_mode)) {
common->Warning("using path of executable: %s", path.c_str());
return true;
} else {
path.Clear();
}
}
// fallback to vanilla doom3 install
if (stat(LINUX_DEFAULT_PATH, &st) != -1 && S_ISDIR(st.st_mode)) {
common->Warning("using hardcoded default base path: " LINUX_DEFAULT_PATH);
path = LINUX_DEFAULT_PATH;
return true;
}
return false;
case PATH_CONFIG:
s = getenv("XDG_CONFIG_HOME");
if (s)
idStr::snPrintf(buf, sizeof(buf), "%s/dhewm3", s);
else
idStr::snPrintf(buf, sizeof(buf), "%s/.config/dhewm3", getenv("HOME"));
path = buf;
return true;
case PATH_SAVE:
s = getenv("XDG_DATA_HOME");
if (s)
idStr::snPrintf(buf, sizeof(buf), "%s/dhewm3", s);
else
idStr::snPrintf(buf, sizeof(buf), "%s/.local/share/dhewm3", getenv("HOME"));
path = buf;
return true;
case PATH_EXE:
idStr::snPrintf(buf, sizeof(buf), "/proc/%d/exe", getpid());
len = readlink(buf, buf2, sizeof(buf2));
if (len != -1) {
path = buf2;
return true;
}
if (path_argv[0] != 0) {
path = path_argv;
return true;
}
return false;
}
return false;
}