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Source/Samples/116_VirtualFileSystem/VFSSample.h
92 строки
3 KB
Eugene Kozlov
Support GetLastModifiedTime in VirtualFileSystem.
20 мар 2023, 18:29
20 мар 2023, 18:29
b52fc36
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// // Copyright (c) 2008-2022 the Urho3D project. // Copyright (c) 2023-2023 the rbfx project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "Sample.h" #include <Urho3D/IO/FileIdentifier.h> /// This first example, maintaining tradition, prints a "Hello World" message. /// Furthermore it shows: /// - Using the Sample / Application classes, which initialize the Urho3D engine and run the main loop /// - Adding a Text element to the graphical user interface /// - Subscribing to and handling of update events class VFSSample : public Sample { URHO3D_OBJECT(VFSSample, Sample); public: /// Construct. explicit VFSSample(Context* context); /// Setup after engine initialization and before running the main loop. void Start() override; protected: /// Return XML patch instructions for screen joystick layout for a specific sample app, if any. ea::string GetScreenJoystickPatchString() const override { return "<patch>" " <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">" " <attribute name=\"Is Visible\" value=\"false\" />" " </add>" "</patch>"; } private: /// Construct a new Text instance, containing the 'Hello World' String, and add it to the UI root element. void CreateText(); /// Render interactive UI for testing. void RenderUi(); /// Input URI string. ea::string uri_{"Models/Box.mdl"}; /// Parsed URI. FileIdentifier fileIdentifier_; /// Canonical form of URI. FileIdentifier canonicalForm_; /// Whether the file exists. bool exists_{}; /// Absolute path to the file. ea::string absoluteFileName_; /// File opened for reading. AbstractFilePtr readOnlyFile_; /// File modification time. FileTime modificationTime_{}; /// URI reversed from the file name. ea::string reversedUri_; /// Scan path and scheme. FileIdentifier scanPath_{"", "Materials"}; /// Scan filter ea::string scanFilter_{"*.*"}; /// Whether to scan recursively. bool scanRecursive_{true}; /// Whether to scan for files. bool scanFiles_{true}; /// Whether to scan for directories. bool scanDirectories_{false}; /// Scan results. ea::vector<ea::string> scanResults_; };