本文整理汇总了C++中common::String::hasSuffixIgnoreCase方法的典型用法代码示例。如果您正苦于以下问题:C++ String::hasSuffixIgnoreCase方法的具体用法?C++ String::hasSuffixIgnoreCase怎么用?C++ String::hasSuffixIgnoreCase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类common::String
的用法示例。
在下文中一共展示了String::hasSuffixIgnoreCase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: detectGames
bool GlulxeMetaEngine::detectGames(const Common::FSList &fslist, DetectedGames &gameList) {
const char *const EXTENSIONS[3] = { ".ulx", ".blb", ".gblorb" };
// Loop through the files of the folder
for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
// Check for a recognised filename
if (file->isDirectory())
continue;
Common::String filename = file->getName();
bool hasExt = false;
for (int idx = 0; idx < 3 && !hasExt; ++idx)
hasExt = filename.hasSuffixIgnoreCase(EXTENSIONS[idx]);
if (!hasExt)
continue;
// Open up the file and calculate the md5
Common::File gameFile;
if (!gameFile.open(*file))
continue;
Common::String md5 = Common::computeStreamMD5AsString(gameFile, 5000);
size_t filesize = gameFile.size();
gameFile.close();
// Check for known games
const GlulxeGameDescription *p = GLULXE_GAMES;
while (p->_gameId && (md5 != p->_md5 || filesize != p->_filesize))
++p;
DetectedGame gd;
if (!p->_gameId) {
if (filename.hasSuffixIgnoreCase(".blb"))
continue;
if (gDebugLevel > 0) {
// Print an entry suitable for putting into the detection_tables.h, using the
// name of the parent folder the game is in as the presumed game Id
Common::String folderName = file->getParent().getName();
if (folderName.hasSuffix("\\"))
folderName.deleteLastChar();
Common::String fname = filename;
const char *dot = strchr(fname.c_str(), '.');
if (dot)
fname = Common::String(fname.c_str(), dot);
debug("ENTRY0(\"%s\", \"%s\", %u),", fname.c_str(), md5.c_str(), (uint)filesize);
}
const PlainGameDescriptor &desc = GLULXE_GAME_LIST[0];
gd = DetectedGame(desc.gameId, desc.description, Common::UNK_LANG, Common::kPlatformUnknown);
} else {
PlainGameDescriptor gameDesc = findGame(p->_gameId);
gd = DetectedGame(p->_gameId, gameDesc.description, p->_language, Common::kPlatformUnknown, p->_extra);
gd.setGUIOptions(GUIO4(GUIO_NOSPEECH, GUIO_NOSFX, GUIO_NOMUSIC, GUIO_NOSUBTITLES));
}
gd.addExtraEntry("filename", filename);
gameList.push_back(gd);
}
return !gameList.empty();
}
示例2: detectGames
bool TADSMetaEngine::detectGames(const Common::FSList &fslist, DetectedGames &gameList) {
// Loop through the files of the folder
for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
// Check for a recognised filename
Common::String filename = file->getName();
if (file->isDirectory() || !(filename.hasSuffixIgnoreCase(".gam")
|| filename.hasSuffixIgnoreCase(".blorb")))
continue;
// Open up the file and calculate the md5
Common::File gameFile;
if (!gameFile.open(*file))
continue;
Common::String md5 = Common::computeStreamMD5AsString(gameFile, 5000);
size_t filesize = gameFile.size();
gameFile.close();
// Check for known games
const TADSGameDescription *p = TADS_GAMES;
while (p->_gameId && p->_md5 && (md5 != p->_md5 || filesize != p->_filesize))
++p;
DetectedGame gd;
if (!p->_gameId) {
if (!filename.hasSuffixIgnoreCase(".gam"))
continue;
if (gDebugLevel > 0) {
// Print an entry suitable for putting into the detection_tables.h, using the
Common::String fname = filename;
const char *dot = strchr(fname.c_str(), '.');
if (dot)
fname = Common::String(fname.c_str(), dot);
debug("ENTRY0(\"%s\", \"%s\", %u),", fname.c_str(), md5.c_str(), (uint)filesize);
}
const TADSDescriptor &desc = TADS_GAME_LIST[0];
gd = DetectedGame(desc.gameId, desc.description, Common::UNK_LANG, Common::kPlatformUnknown);
}
else {
PlainGameDescriptor gameDesc = findGame(p->_gameId);
gd = DetectedGame(p->_gameId, gameDesc.description, p->_language, Common::kPlatformUnknown, p->_extra);
}
gd.addExtraEntry("filename", filename);
gameList.push_back(gd);
}
return !gameList.empty();
}
示例3: detectGames
bool FrotzMetaEngine::detectGames(const Common::FSList &fslist, DetectedGames &gameList) {
const char *const EXTENSIONS[] = { ".z1", ".z2", ".z3", ".z4", ".z5", ".z6", ".z7", ".z8",
".dat", ".zip", nullptr };
// Loop through the files of the folder
for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
// Check for a recognised filename
if (file->isDirectory())
continue;
Common::String filename = file->getName();
bool hasExt = Blorb::hasBlorbExt(filename), isBlorb = false;
for (const char *const *ext = &EXTENSIONS[0]; *ext && !hasExt; ++ext)
hasExt = filename.hasSuffixIgnoreCase(*ext);
if (!hasExt)
continue;
// Open up the file and calculate the md5, and get the serial
Common::File gameFile;
if (!gameFile.open(*file))
continue;
Common::String md5 = Common::computeStreamMD5AsString(gameFile, 5000);
size_t filesize = gameFile.size();
char serial[9] = "";
bool emptyBlorb = false;
gameFile.seek(0);
isBlorb = Blorb::isBlorb(gameFile, ID_ZCOD);
if (!isBlorb) {
if (Blorb::hasBlorbExt(filename)) {
gameFile.close();
continue;
}
gameFile.seek(18);
strcpy(&serial[0], "\"");
gameFile.read(&serial[1], 6);
strcpy(&serial[7], "\"");
} else {
Blorb b(*file, INTERPRETER_FROTZ);
Common::SeekableReadStream *f = b.createReadStreamForMember("game");
emptyBlorb = f == nullptr;
if (!emptyBlorb) {
f->seek(18);
strcpy(&serial[0], "\"");
f->read(&serial[1], 6);
strcpy(&serial[7], "\"");
delete f;
}
}
gameFile.close();
// Check for known games. Note that there has been some variation in exact filesizes
// for Infocom games due to padding at the end of files. So we match on md5s for the
// first 5Kb, and only worry about filesize for more recent Blorb based Zcode games
const FrotzGameDescription *p = FROTZ_GAMES;
while (p->_gameId && p->_md5 && (md5 != p->_md5 ||
(filesize != p->_filesize && isBlorb)))
++p;
DetectedGame gd;
if (!p->_gameId) {
// Generic .dat/.zip files don't get reported as matches unless they have a known md5
if (filename.hasSuffixIgnoreCase(".dat") || filename.hasSuffixIgnoreCase(".zip") || emptyBlorb)
continue;
if (gDebugLevel > 0) {
// Print an entry suitable for putting into the detection_tables.h, using the
// name of the parent folder the game is in as the presumed game Id
Common::String folderName = file->getParent().getName();
if (folderName.hasSuffix("\\"))
folderName.deleteLastChar();
Common::String fname = filename;
const char *dot = strchr(fname.c_str(), '.');
if (dot)
fname = Common::String(fname.c_str(), dot);
debug("ENTRY0(\"%s\", %s, \"%s\", %u),",
fname.c_str(), strlen(serial) ? serial : "nullptr", md5.c_str(), (uint)filesize);
}
const PlainGameDescriptor &desc = ZCODE_GAME_LIST[0];
gd = DetectedGame(desc.gameId, desc.description, Common::UNK_LANG, Common::kPlatformUnknown);
} else {
GameDescriptor gameDesc = findGame(p->_gameId);
gd = DetectedGame(p->_gameId, gameDesc._description, p->_language, Common::kPlatformUnknown, p->_extra);
gd.setGUIOptions(p->_guiOptions);
}
gd.addExtraEntry("filename", filename);
gameList.push_back(gd);
}
return !gameList.empty();
}