本文整理汇总了C++中CData::FindChild方法的典型用法代码示例。如果您正苦于以下问题:C++ CData::FindChild方法的具体用法?C++ CData::FindChild怎么用?C++ CData::FindChild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CData
的用法示例。
在下文中一共展示了CData::FindChild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: ReadData
void CCampaignData::ReadData(const tstring& sFile)
{
FILE* fp = tfopen_asset(sFile, "r");
CData* pData = new CData();
CDataSerializer::Read(fp, pData);
CData* pCampaign = pData->FindChild("Campaign");
m_iHighestLevelReached = pCampaign->FindChild("HighestLevel")->GetValueInt();
m_iCurrentLevel = pCampaign->FindChild("CurrentLevel")->GetValueInt();
delete pData;
}
示例2: AddShader
void CShaderLibrary::AddShader(const string& sFile)
{
TAssert(!Get()->m_bCompiled);
if (Get()->m_bCompiled)
return;
std::basic_ifstream<char> f(sFile.c_str());
if (!f.is_open())
{
TAssert(false);
// Couldn't open shader file
return;
}
std::shared_ptr<CData> pData(new CData());
CDataSerializer::Read(f, pData.get());
CData* pName = pData->FindChild("Name");
CData* pVertex = pData->FindChild("Vertex");
CData* pFragment = pData->FindChild("Fragment");
TAssert(pName);
if (!pName)
return;
TAssert(pVertex);
if (!pVertex)
return;
TAssert(pFragment);
if (!pFragment)
return;
Get()->m_aShaders.push_back(CShader(pName->GetValueString(), pVertex->GetValueString(), pFragment->GetValueString()));
Get()->m_aShaderNames[pName->GetValueString()] = Get()->m_aShaders.size()-1;
auto& oShader = Get()->m_aShaders.back();
for (size_t i = 0; i < pData->GetNumChildren(); i++)
{
CData* pChild = pData->GetChild(i);
if (pChild->GetKey() == "Parameter")
{
auto& oParameter = oShader.m_aParameters[pChild->GetValueString()];
oParameter.m_sName = pChild->GetValueString();
for (size_t j = 0; j < pChild->GetNumChildren(); j++)
{
CData* pUniform = pChild->GetChild(j);
if (pUniform->GetKey() == "Uniform")
{
oParameter.m_aActions.push_back(CShader::CParameter::CUniform());
auto& oUniform = oParameter.m_aActions.back();
oUniform.m_sName = pUniform->GetValueString();
oUniform.m_bTexture = false;
CData* pValue = pUniform->FindChild("Value");
CData* pTexture = pUniform->FindChild("Texture");
TAssert(!(pValue && pTexture));
TAssert(pValue || pTexture);
if (pValue)
oUniform.m_sValue = pValue->GetValueString();
else if (pTexture)
{
oUniform.m_sValue = pTexture->GetValueString();
oShader.m_asTextures.push_back(pUniform->GetValueString());
oUniform.m_bTexture = true;
}
}
else if (pUniform->GetKey() == "Blend")
{
string& sBlend = oParameter.m_sBlend;
sBlend = pUniform->GetValueString();
}
}
}
else if (pChild->GetKey() == "Defaults")
{
for (size_t j = 0; j < pChild->GetNumChildren(); j++)
{
CData* pUniform = pChild->GetChild(j);
auto& oDefault = oShader.m_aDefaults[pUniform->GetKey()];
oDefault.m_sName = pUniform->GetKey();
oDefault.m_sValue = pUniform->GetValueString();
}
}
}
}
示例3: Open
void CToySource::Open(const tstring& sFile)
{
Clear();
FILE* fp = tfopen_asset(sFile, "r");
if (!fp)
{
TError("Could not read input script '" + sFile + "'\n");
return;
}
m_sFilename = sFile;
std::shared_ptr<CData> pData(new CData());
CDataSerializer::Read(fp, pData.get());
CData* pOutput = pData->FindChild("Output");
CData* pSceneAreas = pData->FindChild("SceneAreas");
CData* pMesh = pData->FindChild("Mesh");
CData* pPhysics = pData->FindChild("Physics");
CData* pPhysicsShapes = pData->FindChild("PhysicsShapes");
if (pOutput)
m_sToyFile = pOutput->GetValueString();
else
m_sToyFile = "";
if (pMesh)
m_sMesh = pMesh->GetValueString();
else
m_sMesh = "";
if (pPhysics)
m_sPhys = pPhysics->GetValueString();
else
m_sPhys = "";
CData* pGlobalTransforms = pData->FindChild("UseGlobalTransforms");
m_bUseLocalTransforms = !pGlobalTransforms;
if (pPhysicsShapes)
{
for (size_t i = 0; i < pPhysicsShapes->GetNumChildren(); i++)
{
CData* pChild = pPhysicsShapes->GetChild(i);
TAssert(pChild->GetKey() == "Box");
if (pChild->GetKey() != "Box")
continue;
tvector<tstring> asTokens;
strtok(pChild->GetValueString(), asTokens);
TAssert(asTokens.size() == 9);
if (asTokens.size() != 9)
continue;
CPhysicsShape& oShape = m_aShapes.push_back();
oShape.m_trsTransform = pChild->GetValueTRS();
}
}
if (pSceneAreas)
{
for (size_t i = 0; i < pSceneAreas->GetNumChildren(); i++)
{
CData* pChild = pSceneAreas->GetChild(i);
if (pChild->GetKey() == "NeighborDistance")
{
m_flNeighborDistance = pChild->GetValueFloat();
continue;
}
if (pChild->GetKey() == "UseGlobalTransforms")
{
m_bUseLocalTransforms = false;
continue;
}
if (pChild->GetKey() == "UseLocalTransforms")
{
m_bUseLocalTransforms = true;
continue;
}
TAssert(pChild->GetKey() == "Area");
if (pChild->GetKey() != "Area")
continue;
auto& oArea = m_aAreas.push_back();
oArea.m_sName = pChild->GetValueString();
CData* pFile = pChild->FindChild("File");
CData* pMesh = pChild->FindChild("Mesh");
CData* pPhysics = pChild->FindChild("Physics");
if (pFile)
oArea.m_sFilename = pFile->GetValueString();
//.........这里部分代码省略.........