本文整理汇总了C++中KeyedArchive::GetBool方法的典型用法代码示例。如果您正苦于以下问题:C++ KeyedArchive::GetBool方法的具体用法?C++ KeyedArchive::GetBool怎么用?C++ KeyedArchive::GetBool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KeyedArchive
的用法示例。
在下文中一共展示了KeyedArchive::GetBool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: Deserialize
void LodComponent::Deserialize(KeyedArchive *archive, SceneFileV2 *sceneFile)
{
if(NULL != archive)
{
if(archive->IsKeyExists("lc.flags")) flags = archive->GetUInt32("lc.flags");
if(archive->IsKeyExists("lc.forceDistance")) forceDistance = archive->GetFloat("lc.forceDistance");
if(archive->IsKeyExists("lc.forceDistanceSq")) forceDistanceSq = archive->GetFloat("lc.forceDistanceSq");
if(archive->IsKeyExists("lc.forceLodLayer")) forceLodLayer = archive->GetInt32("lc.forceLodLayer");
KeyedArchive *lodDistArch = archive->GetArchive("lc.loddist");
if(NULL != lodDistArch)
{
for(uint32 i = 0; i < MAX_LOD_LAYERS; ++i)
{
KeyedArchive *lodDistValuesArch = lodDistArch->GetArchive(KeyedArchive::GenKeyFromIndex(i));
if(NULL != lodDistValuesArch)
{
lodLayersArray[i].distance = lodDistValuesArch->GetFloat("ld.distance");
lodLayersArray[i].nearDistance = lodDistValuesArch->GetFloat("ld.neardist");
lodLayersArray[i].farDistance = lodDistValuesArch->GetFloat("ld.fardist");
lodLayersArray[i].nearDistanceSq = lodDistValuesArch->GetFloat("ld.neardistsq");
lodLayersArray[i].farDistanceSq = lodDistValuesArch->GetFloat("ld.fardistsq");
}
}
}
KeyedArchive *lodDataArch = archive->GetArchive("lc.loddata");
if(NULL != lodDataArch)
{
for(uint32 i = 0; i < archive->GetUInt32("lc.loddatacount"); ++i)
{
KeyedArchive *lodDataValuesArch = lodDataArch->GetArchive(KeyedArchive::GenKeyFromIndex(i));
if(NULL != lodDataValuesArch)
{
LodData data;
if(lodDataValuesArch->IsKeyExists("layer")) data.layer = lodDataValuesArch->GetInt32("layer");
if(lodDataValuesArch->IsKeyExists("isdummy")) data.isDummy = lodDataValuesArch->GetBool("isdummy");
KeyedArchive *lodDataIndexesArch = lodDataValuesArch->GetArchive("indexes");
if(NULL != lodDataIndexesArch)
{
for(uint32 j = 0; j < lodDataValuesArch->GetUInt32("indexescount"); ++j)
{
data.indexes.push_back(lodDataIndexesArch->GetInt32(KeyedArchive::GenKeyFromIndex(j)));
}
}
lodLayers.push_back(data);
}
}
}
}
flags |= NEED_UPDATE_AFTER_LOAD;
Component::Deserialize(archive, sceneFile);
}
示例2: GetHeaderState
bool NodesPropertyControl::GetHeaderState(const String & headerName, bool defaultValue)
{
KeyedArchive *settings = EditorSettings::Instance()->GetSettings();
return settings->GetBool("NodesProperety." + headerName, defaultValue);
}
示例3: ReadFrom
void NodesPropertyControl::ReadFrom(Entity *sceneNode)
{
SafeRelease(currentSceneNode);
currentSceneNode = SafeRetain(sceneNode);
currentDataNode = NULL;
ReleaseChildLodData();
propertyList->ReleaseProperties();
if(!createNodeProperties)
{
propertyList->AddSection("property.scenenode.generalc++", GetHeaderState("property.scenenode.generalc++", true));
propertyList->AddIntProperty("property.scenenode.retaincount", PropertyList::PROPERTY_IS_READ_ONLY);
propertyList->AddStringProperty("property.scenenode.classname", PropertyList::PROPERTY_IS_READ_ONLY);
propertyList->AddStringProperty("property.scenenode.c++classname", PropertyList::PROPERTY_IS_READ_ONLY);
propertyList->AddStringProperty("property.scenenode.ptr", PropertyList::PROPERTY_IS_READ_ONLY);
// for (uint32 k = 0; k < Component::COMPONENT_COUNT; ++k)
// {
// propertyList->AddStringProperty(Format("Component:%s", sceneNode->components sa M. zz))
// }
propertyList->SetIntPropertyValue("property.scenenode.retaincount", sceneNode->GetRetainCount());
propertyList->SetStringPropertyValue("property.scenenode.classname", sceneNode->GetClassName());
propertyList->SetStringPropertyValue("property.scenenode.c++classname", typeid(*sceneNode).name());
propertyList->SetStringPropertyValue("property.scenenode.ptr", Format("%p", sceneNode));
AABBox3 unitBox = sceneNode->GetWTMaximumBoundingBoxSlow();
if((-AABBOX_INFINITY != unitBox.max.x) && (AABBOX_INFINITY != unitBox.min.x))
{
propertyList->AddSubsection(String("Unit size"));
Vector3 size = unitBox.max - unitBox.min;
propertyList->AddFloatProperty(String("X-Size"), PropertyList::PROPERTY_IS_READ_ONLY);
propertyList->SetFloatPropertyValue(String("X-Size"), size.x);
propertyList->AddFloatProperty(String("Y-Size"), PropertyList::PROPERTY_IS_READ_ONLY);
propertyList->SetFloatPropertyValue(String("Y-Size"), size.y);
propertyList->AddFloatProperty(String("Z-Size"), PropertyList::PROPERTY_IS_READ_ONLY);
propertyList->SetFloatPropertyValue(String("Z-Size"), size.z);
}
}
propertyList->AddSection("property.scenenode.scenenode", GetHeaderState("property.scenenode.scenenode", true));
propertyList->AddStringProperty(SCENE_NODE_NAME_PROPERTY_NAME, PropertyList::PROPERTY_IS_EDITABLE);
propertyList->SetStringPropertyValue(SCENE_NODE_NAME_PROPERTY_NAME, sceneNode->GetName());
if(!createNodeProperties)
{
propertyList->AddBoolProperty(SCENE_NODE_IS_VISIBLE_PROPERTY_NAME, PropertyList::PROPERTY_IS_EDITABLE);
propertyList->SetBoolPropertyValue(SCENE_NODE_IS_VISIBLE_PROPERTY_NAME, sceneNode->GetVisible());
propertyList->AddSection("property.scenenode.matrixes", GetHeaderState("property.scenenode.matrixes", false));
propertyList->AddMatrix4Property("property.scenenode.localmatrix", PropertyList::PROPERTY_IS_EDITABLE);
propertyList->AddMatrix4Property("property.scenenode.worldmatrix", PropertyList::PROPERTY_IS_READ_ONLY);
propertyList->SetMatrix4PropertyValue("property.scenenode.localmatrix", sceneNode->GetLocalTransform());
propertyList->SetMatrix4PropertyValue("property.scenenode.worldmatrix", sceneNode->GetWorldTransform());
}
{ //static light
propertyList->AddSection("Used in static lighting", GetHeaderState("Used in static lighting", true));
propertyList->AddBoolProperty(SCENE_NODE_USED_IN_STATIC_LIGHTING_PROPERTY_NAME);
propertyList->SetBoolPropertyValue(SCENE_NODE_USED_IN_STATIC_LIGHTING_PROPERTY_NAME, sceneNode->GetCustomProperties()->GetBool("editor.staticlight.used", true));
propertyList->AddBoolProperty(SCENE_NODE_CAST_SHADOWS_PROPERTY_NAME);
propertyList->SetBoolPropertyValue(SCENE_NODE_CAST_SHADOWS_PROPERTY_NAME, sceneNode->GetCustomProperties()->GetBool("editor.staticlight.castshadows", true));
propertyList->AddBoolProperty(SCENE_NODE_RECEIVE_SHADOWS_PROPERTY_NAME);
propertyList->SetBoolPropertyValue(SCENE_NODE_RECEIVE_SHADOWS_PROPERTY_NAME, sceneNode->GetCustomProperties()->GetBool("editor.staticlight.receiveshadows", true));
}
{ // LodNodes at Hierarchy
LodComponent *lodComponent = GetLodComponent(currentSceneNode);
if(!lodComponent)
{
AddChildLodSection();
}
}
//must be last
if(!createNodeProperties)
{
propertyList->AddSection("property.scenenode.customproperties", GetHeaderState("property.scenenode.customproperties", true));
KeyedArchive *customProperties = sceneNode->GetCustomProperties();
Map<String, VariantType*> propsData = customProperties->GetArchieveData();
for (Map<String, VariantType*>::iterator it = propsData.begin(); it != propsData.end(); ++it)
{
String name = it->first;
VariantType * key = it->second;
//.........这里部分代码省略.........