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C++ MapSector::floatProperty方法代码示例

本文整理汇总了C++中MapSector::floatProperty方法的典型用法代码示例。如果您正苦于以下问题:C++ MapSector::floatProperty方法的具体用法?C++ MapSector::floatProperty怎么用?C++ MapSector::floatProperty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MapSector的用法示例。


在下文中一共展示了MapSector::floatProperty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: if

/* InfoOverlay3D::update
 * Updates the info text for the object of [item_type] at [item_index]
 * in [map]
 *******************************************************************/
void InfoOverlay3D::update(int item_index, int item_type, SLADEMap* map)
{
	// Clear current info
	info.clear();
	info2.clear();

	// Setup variables
	current_type = item_type;
	texname = "";
	texture = NULL;
	thing_icon = false;
	int map_format = theMapEditor->currentMapDesc().format;

	// Wall
	if (item_type == MapEditor::SEL_SIDE_BOTTOM || item_type == MapEditor::SEL_SIDE_MIDDLE || item_type == MapEditor::SEL_SIDE_TOP)
	{
		// Get line and side
		MapSide* side = map->getSide(item_index);
		if (!side) return;
		MapLine* line = side->getParentLine();
		if (!line) return;
		object = side;

		// --- Line/side info ---
		info.push_back(S_FMT("Line #%d", line->getIndex()));
		if (side == line->s1())
			info.push_back(S_FMT("Front Side #%d", side->getIndex()));
		else
			info.push_back(S_FMT("Back Side #%d", side->getIndex()));

		// Relevant flags
		string flags = "";
		if (theGameConfiguration->lineBasicFlagSet("dontpegtop", line, map_format))
			flags += "Upper Unpegged, ";
		if (theGameConfiguration->lineBasicFlagSet("dontpegbottom", line, map_format))
			flags += "Lower Unpegged, ";
		if (theGameConfiguration->lineBasicFlagSet("blocking", line, map_format))
			flags += "Blocking, ";
		if (!flags.IsEmpty())
			flags.RemoveLast(2);
		info.push_back(flags);

		info.push_back(S_FMT("Length: %d", (int)line->getLength()));

		// Other potential info: special, sector#


		// --- Wall part info ---

		// Part
		if (item_type == MapEditor::SEL_SIDE_BOTTOM)
			info2.push_back("Lower Texture");
		else if (item_type == MapEditor::SEL_SIDE_MIDDLE)
			info2.push_back("Middle Texture");
		else
			info2.push_back("Upper Texture");

		// Offsets
		if (theGameConfiguration->udmfNamespace() == "zdoom")
		{
			// Get x offset info
			int xoff = side->intProperty("offsetx");
			double xoff_part = 0;
			if (item_type == MapEditor::SEL_SIDE_BOTTOM)
				xoff_part = side->floatProperty("offsetx_bottom");
			else if (item_type == MapEditor::SEL_SIDE_MIDDLE)
				xoff_part = side->floatProperty("offsetx_mid");
			else
				xoff_part = side->floatProperty("offsetx_top");

			// Add x offset string
			string xoff_info;
			if (xoff_part == 0)
				xoff_info = S_FMT("%d", xoff);
			else if (xoff_part > 0)
				xoff_info = S_FMT("%1.2f (%d+%1.2f)", (double)xoff+xoff_part, xoff, xoff_part);
			else
				xoff_info = S_FMT("%1.2f (%d-%1.2f)", (double)xoff+xoff_part, xoff, -xoff_part);

			// Get y offset info
			int yoff = side->intProperty("offsety");
			double yoff_part = 0;
			if (item_type == MapEditor::SEL_SIDE_BOTTOM)
				yoff_part = side->floatProperty("offsety_bottom");
			else if (item_type == MapEditor::SEL_SIDE_MIDDLE)
				yoff_part = side->floatProperty("offsety_mid");
			else
				yoff_part = side->floatProperty("offsety_top");

			// Add y offset string
			string yoff_info;
			if (yoff_part == 0)
				yoff_info = S_FMT("%d", yoff);
			else if (yoff_part > 0)
				yoff_info = S_FMT("%1.2f (%d+%1.2f)", (double)yoff+yoff_part, yoff, yoff_part);
			else
//.........这里部分代码省略.........
开发者ID:Manuel-K,项目名称:SLADE,代码行数:101,代码来源:InfoOverlay3d.cpp

示例2: if

/* Edit3D::changeOffset
 * Changes the offset of selected walls by [amount]. X axis if [x] is
 * true, otherwise Y axis
 *******************************************************************/
void Edit3D::changeOffset(int amount, bool x) const
{
	// Get items to process
	vector<MapEditor::Item> items;
	auto& selection_3d = context_.selection();
	auto hilight_3d = context_.hilightItem();
	if (selection_3d.empty())
	{
		if (hilight_3d.index >= 0 && hilight_3d.type != ItemType::Thing)
			items.push_back(hilight_3d);
	}
	else
	{
		for (unsigned a = 0; a < selection_3d.size(); a++)
		{
			if (selection_3d[a].type != ItemType::Thing)
				items.push_back(selection_3d[a]);
		}
	}
	if (items.empty())
		return;

	// Begin undo level
	context_.beginUndoRecordLocked("Change Offset", true, false, false);

	// Go through items
	vector<int> done;
	bool changed = false;
	for (unsigned a = 0; a < items.size(); a++)
	{
		// Wall
		if (items[a].type >= ItemType::WallTop && items[a].type <= ItemType::WallBottom)
		{
			MapSide* side = context_.map().getSide(items[a].index);

			// If offsets are linked, just change the whole side offset
			if (link_offset_)
			{
				// Check we haven't processed this side already
				if (VECTOR_EXISTS(done, items[a].index))
					continue;

				// Change the appropriate offset
				if (x)
				{
					int offset = side->intProperty("offsetx");
					side->setIntProperty("offsetx", offset + amount);
				}
				else
				{
					int offset = side->intProperty("offsety");
					side->setIntProperty("offsety", offset + amount);
				}

				// Add to done list
				done.push_back(items[a].index);
			}

			// Unlinked offsets
			else
			{
				// Build property string (offset[x/y]_[top/mid/bottom])
				string ofs = "offsetx";
				if (!x) ofs = "offsety";
				if (items[a].type == ItemType::WallBottom)
					ofs += "_bottom";
				else if (items[a].type == ItemType::WallTop)
					ofs += "_top";
				else
					ofs += "_mid";

				// Change the offset
				int offset = side->floatProperty(ofs);
				side->setFloatProperty(ofs, offset + amount);
			}

			changed = true;
		}

		// Flat (UDMF only)
		else
		{
			MapSector* sector = context_.map().getSector(items[a].index);

			if (Game::configuration().featureSupported(Game::UDMFFeature::FlatPanning))
			{
				if (items[a].type == ItemType::Floor)
				{
					if (x)
					{
						double offset = sector->floatProperty("xpanningfloor");
						sector->setFloatProperty("xpanningfloor", offset + amount);
					}
					else
					{
						double offset = sector->floatProperty("ypanningfloor");
//.........这里部分代码省略.........
开发者ID:Gaerzi,项目名称:SLADE,代码行数:101,代码来源:Edit3D.cpp


注:本文中的MapSector::floatProperty方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。