本文整理汇总了C++中AttributeIterator::hasNext方法的典型用法代码示例。如果您正苦于以下问题:C++ AttributeIterator::hasNext方法的具体用法?C++ AttributeIterator::hasNext怎么用?C++ AttributeIterator::hasNext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AttributeIterator
的用法示例。
在下文中一共展示了AttributeIterator::hasNext方法的2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: init
void HudScheduling::init( Ui::Menu_HUD* ui, AttributePtr<Attribute_Player> ptr_owner_player )
{
parent = ui->label_scheduling_background->parentWidget();
window = ui->label_scheduling_background;
subWindow = ui->label_scheduling_subbackground;
progressbar = ui->progressBar_scheduling_progressbar;
advantageLabel = ui->label_priority_advantage;
Float2 screenSize;
screenSize.x = window->parentWidget()->width();
screenSize.y = window->parentWidget()->height();
// Compute sizes
itemHeight = subWindow->height();
itemWidth = itemHeight*0.8f;
standardMargin = itemHeight * 0.5f;
int maxWindowSize = parent->width() - (ui->groupBox_health->width() + ui->groupBox_ammo->width() * 3.3f);
if(window->width() > maxWindowSize)
window->resize( maxWindowSize , window->height());
subWindow->resize(window->width() - 2*standardMargin, subWindow->height());
progressbar->resize(window->width() - 2*standardMargin, progressbar->height());
int windowHeight = standardMargin*2 + itemHeight + subWindow->height() + progressbar->height();
window->resize(window->width(), windowHeight);
advantageLabel->resize(itemWidth, advantageLabel->height());
// Compute positions
window->move(screenSize.x*0.5f - window->width()*0.5, screenSize.y - window->height() - 9);
progressbar->move(window->x() + standardMargin, window->y() + standardMargin);
subWindow->move(window->x() + standardMargin, progressbar->y() + progressbar->height() + standardMargin);
advantageLabel->move(subWindow->x(), subWindow->y());
//hide();
ui->label_7->hide();
ui->label_8->hide();
//ui->label_priority_advantage->hide();
progressbar->setMaximum(500);
// Add players
AttributeIterator<Attribute_Player> itrPlayer = ATTRIBUTE_MANAGER->player.getIterator();
while(itrPlayer.hasNext())
{
AttributePtr<Attribute_Player> ptr_player = itrPlayer.getNext();
//ptr_player->priority = 5;
QLabel* l = new QLabel(parent);
l->resize(itemWidth, standardMargin);
l->move(subWindow->x() + 0.5f, subWindow->y() + 0.5f);
// Set color based on player's color
Float3 color = ptr_player->avatarColor;
std::string str_backgroundColor = "rgba("+Converter::IntToStr((int)(color.x * 255))+", "+Converter::IntToStr((int)(color.y * 255))+", "+ Converter::IntToStr((int)(color.z * 255)) +", 200);";
std::string str_borderColor = "rgba("+Converter::IntToStr((int)(color.x * 255))+", "+Converter::IntToStr((int)(color.y * 255))+", "+ Converter::IntToStr((int)(color.z * 255)) +", 255);";
std::string str_sheet = "background: " + str_backgroundColor + "border: 1px solid rgba(0, 0, 0, 30); border-top: 2px solid rgba(255, 255, 255, 30); border-right: 2px solid rgba(255, 255, 255, 30);";
l->setStyleSheet(QString(str_sheet.c_str()));
l->show();
// Save ref to owner player
if(ptr_player == ptr_owner_player)
ownerIndex = items.size();
// Create item
HudScheduling_Item item;
item.label = l;
item.ptr_player = ptr_player;
item.setPosition(Float2(subWindow->x(), subWindow->y()));
items.push_back(item);
}
// Show advantage label on top
advantageLabel->raise();
}
示例2: writeWithNamespaceSupport
bool DomWriter::writeWithNamespaceSupport(
Element& e, OutputStream* os, int level, DynamicObject& nsPrefixMap)
{
bool rval = true;
if(level < 0)
{
level = mIndentLevel;
}
// add any entries to the current namespace prefix map
if(e->hasMember("attributes") && e["attributes"]->getType() == Map)
{
AttributeIterator attrs = e["attributes"].getIterator();
while(attrs->hasNext())
{
Attribute& attr = attrs->next();
// check for an xml namespace prefix definition
const char* attrName = attrs->getName();
if(strncmp(attrName, "xmlns:", 6) == 0)
{
const char* uri = attr["value"]->getString();
nsPrefixMap[uri] = attrName + 6;
}
}
}
// create element name, which may require using the namespace prefix map
string elementName;
if(e->hasMember("namespace"))
{
const char* ns = e["namespace"]->getString();
if(nsPrefixMap->hasMember(ns))
{
// prepend prefix for given namespace
elementName.append(nsPrefixMap[ns]->getString());
elementName.push_back(':');
}
}
elementName.append(e["name"]->getString());
// open start element
rval =
((mCompact || level == 0) ? true : os->write("\n", 1)) &&
writeIndentation(os, level) &&
os->write("<", 1) &&
os->write(elementName.c_str(), elementName.length());
// write attributes
e["attributes"]->setType(Map);
AttributeIterator attrs = e["attributes"].getIterator();
while(rval && attrs->hasNext())
{
Attribute& attr = attrs->next();
// create attribute name, which may require using the namespace prefix map
string attrName;
if(attr->hasMember("namespace"))
{
const char* ns = attr["namespace"]->getString();
if(nsPrefixMap->hasMember(ns))
{
// prepend prefix for given namespace
attrName.append(nsPrefixMap[ns]->getString());
attrName.push_back(':');
}
}
attrName.append(attr["name"]->getString());
rval =
os->write(" ", 1) &&
os->write(attrName.c_str(), attrName.length()) &&
os->write("=\"", 2) &&
os->write(attr["value"]->getString(), attr["value"]->length()) &&
os->write("\"", 1);
}
// close start element, if element is empty, use compact element
e["data"]->setType(String);
e["children"]->setType(Map);
int dataLength = e["data"]->length();
bool empty = (dataLength == 0 && e["children"]->length() == 0);
rval = rval && (empty ? os->write("/>", 2) : os->write(">", 1));
// write element data and children
if(rval && !empty)
{
// write element children
if(rval && e["children"]->length() > 0)
{
// serialize each child
DynamicObjectIterator lists = e["children"].getIterator();
while(rval && lists->hasNext())
{
DynamicObject& list = lists->next();
list->setType(Array);
ElementIterator children = list.getIterator();
while(rval && children->hasNext())
{
//.........这里部分代码省略.........