本文整理汇总了C++中LLString::assign方法的典型用法代码示例。如果您正苦于以下问题:C++ LLString::assign方法的具体用法?C++ LLString::assign怎么用?C++ LLString::assign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LLString
的用法示例。
在下文中一共展示了LLString::assign方法的4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: shadow_id
LLXMLNode *LLInventoryItem::exportFileXML(BOOL include_asset_key) const
{
LLMemType m1(LLMemType::MTYPE_INVENTORY);
LLXMLNode *ret = new LLXMLNode("item", FALSE);
ret->createChild("uuid", TRUE)->setUUIDValue(1, &mUUID);
ret->createChild("parent_uuid", TRUE)->setUUIDValue(1, &mParentUUID);
mPermissions.exportFileXML()->setParent(ret);
// Check for permissions to see the asset id, and if so write it
// out as an asset id. Otherwise, apply our cheesy encryption.
if(include_asset_key)
{
U32 mask = mPermissions.getMaskBase();
if(((mask & PERM_ITEM_UNRESTRICTED) == PERM_ITEM_UNRESTRICTED)
|| (mAssetUUID.isNull()))
{
ret->createChild("asset_id", FALSE)->setUUIDValue(1, &mAssetUUID);
}
else
{
LLUUID shadow_id(mAssetUUID);
LLXORCipher cipher(MAGIC_ID.mData, UUID_BYTES);
cipher.encrypt(shadow_id.mData, UUID_BYTES);
ret->createChild("shadow_id", FALSE)->setUUIDValue(1, &shadow_id);
}
}
LLString type_str = LLAssetType::lookup(mType);
LLString inv_type_str = LLInventoryType::lookup(mInventoryType);
ret->createChild("asset_type", FALSE)->setStringValue(1, &type_str);
ret->createChild("inventory_type", FALSE)->setStringValue(1, &inv_type_str);
S32 tmp_flags = (S32) mFlags;
ret->createChild("flags", FALSE)->setByteValue(4, (U8*)(&tmp_flags), LLXMLNode::ENCODING_HEX);
mSaleInfo.exportFileXML()->setParent(ret);
LLString temp;
temp.assign(mName);
ret->createChild("name", FALSE)->setStringValue(1, &temp);
temp.assign(mDescription);
ret->createChild("description", FALSE)->setStringValue(1, &temp);
ret->createChild("creation_date", FALSE)->setIntValue(1, &mCreationDate);
return ret;
}
示例2: fromXML
LLView* LLSpinCtrl::fromXML(LLXMLNodePtr node, LLView *parent, LLUICtrlFactory *factory)
{
LLString name("spinner");
node->getAttributeString("name", name);
LLString label;
node->getAttributeString("label", label);
LLRect rect;
createRect(node, rect, parent, LLRect());
LLFontGL* font = LLView::selectFont(node);
F32 initial_value = 0.f;
node->getAttributeF32("initial_val", initial_value);
F32 min_value = 0.f;
node->getAttributeF32("min_val", min_value);
F32 max_value = 1.f;
node->getAttributeF32("max_val", max_value);
F32 increment = 0.1f;
node->getAttributeF32("increment", increment);
U32 precision = 3;
node->getAttributeU32("decimal_digits", precision);
S32 label_width = llmin(40, rect.getWidth() - 40);
node->getAttributeS32("label_width", label_width);
LLUICtrlCallback callback = NULL;
if(label.empty())
{
label.assign( node->getValue() );
}
LLSpinCtrl* spinner = new LLSpinCtrl(name,
rect,
label,
font,
callback,
NULL,
initial_value,
min_value,
max_value,
increment,
"",
label_width);
spinner->setPrecision(precision);
spinner->initFromXML(node, parent);
return spinner;
}
示例3: refresh
void LLFloaterAvatarTextures::refresh()
{
LLVOAvatar *avatarp = find_avatar(mID);
if (avatarp)
{
char firstname[DB_FIRST_NAME_BUF_SIZE]; /*Flawfinder: ignore*/
char lastname[DB_LAST_NAME_BUF_SIZE]; /*Flawfinder: ignore*/
if (gCacheName->getName(avatarp->getID(), firstname, lastname))
{
LLString name;
name.assign( firstname );
name.append( " " );
name.append( lastname );
setTitle(mTitle + ": " + name);
}
update_texture_ctrl(avatarp, mBakedHead, LLVOAvatar::TEX_HEAD_BAKED);
update_texture_ctrl(avatarp, mBakedEyes, LLVOAvatar::TEX_EYES_BAKED);
update_texture_ctrl(avatarp, mBakedUpper, LLVOAvatar::TEX_UPPER_BAKED);
update_texture_ctrl(avatarp, mBakedLower, LLVOAvatar::TEX_LOWER_BAKED);
update_texture_ctrl(avatarp, mBakedSkirt, LLVOAvatar::TEX_SKIRT_BAKED);
update_texture_ctrl(avatarp, mMakeup, LLVOAvatar::TEX_HEAD_BODYPAINT);
update_texture_ctrl(avatarp, mHair, LLVOAvatar::TEX_HAIR);
update_texture_ctrl(avatarp, mEye, LLVOAvatar::TEX_EYES_IRIS);
update_texture_ctrl(avatarp, mShirt, LLVOAvatar::TEX_UPPER_SHIRT);
update_texture_ctrl(avatarp, mUpperTattoo, LLVOAvatar::TEX_UPPER_BODYPAINT);
update_texture_ctrl(avatarp, mUpperJacket, LLVOAvatar::TEX_UPPER_JACKET);
update_texture_ctrl(avatarp, mGloves, LLVOAvatar::TEX_UPPER_GLOVES);
update_texture_ctrl(avatarp, mUndershirt, LLVOAvatar::TEX_UPPER_UNDERSHIRT);
update_texture_ctrl(avatarp, mPants, LLVOAvatar::TEX_LOWER_PANTS);
update_texture_ctrl(avatarp, mLowerTattoo, LLVOAvatar::TEX_LOWER_BODYPAINT);
update_texture_ctrl(avatarp, mShoes, LLVOAvatar::TEX_LOWER_SHOES);
update_texture_ctrl(avatarp, mSocks, LLVOAvatar::TEX_LOWER_SOCKS);
update_texture_ctrl(avatarp, mJacket, LLVOAvatar::TEX_LOWER_JACKET);
update_texture_ctrl(avatarp, mUnderpants, LLVOAvatar::TEX_LOWER_UNDERPANTS);
update_texture_ctrl(avatarp, mSkirt, LLVOAvatar::TEX_SKIRT);
}
else
{
setTitle(mTitle + ": INVALID AVATAR (" + mID.asString() + ")");
}
}
示例4: handleDragAndDrop
// virtual
BOOL LLPreviewGesture::handleDragAndDrop(S32 x, S32 y, MASK mask, BOOL drop,
EDragAndDropType cargo_type,
void* cargo_data,
EAcceptance* accept,
LLString& tooltip_msg)
{
BOOL handled = TRUE;
switch(cargo_type)
{
case DAD_ANIMATION:
case DAD_SOUND:
{
// TODO: Don't allow this if you can't transfer the sound/animation
// make a script step
LLInventoryItem* item = (LLInventoryItem*)cargo_data;
if (item
&& gInventory.getItem(item->getUUID()))
{
LLPermissions perm = item->getPermissions();
if (!((perm.getMaskBase() & PERM_ITEM_UNRESTRICTED) == PERM_ITEM_UNRESTRICTED))
{
*accept = ACCEPT_NO;
if (tooltip_msg.empty())
{
tooltip_msg.assign("Only animations and sounds\n"
"with unrestricted permissions\n"
"can be added to a gesture.");
}
break;
}
else if (drop)
{
LLScrollListItem* line = NULL;
if (cargo_type == DAD_ANIMATION)
{
line = addStep("Animation");
LLGestureStepAnimation* anim = (LLGestureStepAnimation*)line->getUserdata();
anim->mAnimAssetID = item->getAssetUUID();
anim->mAnimName = item->getName();
}
else if (cargo_type == DAD_SOUND)
{
line = addStep("Sound");
LLGestureStepSound* sound = (LLGestureStepSound*)line->getUserdata();
sound->mSoundAssetID = item->getAssetUUID();
sound->mSoundName = item->getName();
}
updateLabel(line);
mDirty = TRUE;
refresh();
}
*accept = ACCEPT_YES_COPY_MULTI;
}
else
{
// Not in user's inventory means it was in object inventory
*accept = ACCEPT_NO;
}
break;
}
default:
*accept = ACCEPT_NO;
if (tooltip_msg.empty())
{
tooltip_msg.assign("Only animations and sounds\n"
"can be added to a gesture.");
}
break;
}
return handled;
}