本文整理汇总了C++中NodeAttribute::CanBeAppliedToObject方法的典型用法代码示例。如果您正苦于以下问题:C++ NodeAttribute::CanBeAppliedToObject方法的具体用法?C++ NodeAttribute::CanBeAppliedToObject怎么用?C++ NodeAttribute::CanBeAppliedToObject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NodeAttribute
的用法示例。
在下文中一共展示了NodeAttribute::CanBeAppliedToObject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: ApplyAttributesToNode
void CCAttrMap::ApplyAttributesToNode(NodeRenderableInk * pInk)
{
iterator pos = GetStartPosition();
while( pos != GetEndPosition() )
{
CCRuntimeClass *pKey;
void *pVal;
GetNextAssoc(pos, pKey, pVal);
NodeAttribute * pAttr = (NodeAttribute *)pVal;
// copy the attribute
if( pAttr->CanBeAppliedToObject() )
{
NodeAttribute * pAttrCopy = NULL;
pAttr->NodeCopy((Node **)(&pAttrCopy));
pAttrCopy->AttachNode(pInk, LASTCHILD);
// nb now that GLAs have an independent flag to indicate when
// they are copied from the default, it is safe to fix linkages
// this ensures that GLA defaults get copied when BlendRefs are
// made from complex nodes, and that they are found when MakeAppliedAttributes
// calls FindAppliedAttributes on the unattached subtree
// TODO??
// What about just copying compound node's Parent pointers to
// pseudo attach the tree, rather than copying applied attrs to unattached tree
// Just need to watch when deleting that it doesn't do anything to the
// parents pointers - which it shouldn't surely?
pAttrCopy->LinkToGeometry(pInk);
}
}
}
示例2: Render
/********************************************************************************************
> void CCAttrMap::Render(RenderRegion * pRegion, BOOL RenderOffscreenAttributes = TRUE)
Author: David_McClarnon (Xara Group Ltd) <[email protected]>
Created: 30/4/99
Inputs: pRegion render-region to render into.
RenderOffscreenAttributes whether or not to render offscreen attributes,
eg feathers.
Outputs: -
Returns: -
Purpose: Renders the attribute map into the given render region
Notes: Karim 15/11/2000
Modified so that I can render an attribute map *without*
rendering any offscreen attributes contained therein.
SeeAlso: -
********************************************************************************************/
void CCAttrMap::Render(RenderRegion * pRegion, BOOL RenderOffscreenAttributes)
{
// OK, we have found the full quota of attributes. Now render them all.
iterator pos = GetStartPosition();
while( pos != GetEndPosition() )
{
CCRuntimeClass *pKey;
void *pVal;
GetNextAssoc( pos, pKey, pVal );
NodeAttribute* pAttr = (NodeAttribute*)pVal;
if ( pAttr->CanBeAppliedToObject() &&
pAttr->RenderSubtree(pRegion)==SUBTREE_ROOTONLY )
{
// render all attributes, unless we've been specifically asked
// not to render offscreen attributes.
if (RenderOffscreenAttributes || !pAttr->IsAnOffscreenAttribute())
pAttr->Render(pRegion);
}
}
}
示例3: MakeAttributeComplete
BOOL NodeRenderableInk::MakeAttributeComplete(Node* Root,
BOOL CheckForDuplicates, /* = TRUE */
AttrTypeSet* pAffectedAttrTypes, /* = NULL */
BOOL IncludeDefaults, /* = FALSE */
BOOL bIncludeEffectAttrs /* = FALSE */)
{
Node* Current = NULL; // Pointer to the current node in the tree
NodeAttribute* CurAttr;
CCRuntimeClass* AttrType;
BOOL Exists;
Node* PreFirstChild = FindFirstChild(); // Remember the FirstChild of the node before we add
// any new attributes, this will come in handy if we
// need to abort.
// Loop until all attributes are copied, we are not interested in the defaults cos these are the
// same for all docs !.
if (bIncludeEffectAttrs)
Current = NodeAttribute::FindFirstAppliedAttr(this, Root);
else
Current = NodeAttribute::FindPrevAppliedAttr(this, Root);
while (Current && (IncludeDefaults || (!(IS_A(Current->FindParent(), NodeDocument)))) )
{
// Find the next node, snaking up the tree
if (Current->IsAnAttribute())
{
CurAttr = (NodeAttribute*)Current;
if (CurAttr->CanBeAppliedToObject() && CurAttr->ShouldBeOptimized())
{
AttrType = CurAttr->GetAttributeType();
BOOL Required = RequiresAttrib(AttrType) || this->IsCompound();
// Is the attribute required ?
if (Required && (!pAffectedAttrTypes || pAffectedAttrTypes->InSet(AttrType)))
{
Exists = FALSE;
if (CheckForDuplicates)
{
// triggers can have duplicates
if(!CurAttr->CanBeMultiplyApplied())
{
// Does the node already have this child attribute
Exists = (GetChildAttrOfType(AttrType) != NULL);
}
}
#ifdef _DEBUG
if (!CheckForDuplicates)
{
// If we feel there is no need to check for duplicates then there shouldn't be any !
if (!CurAttr->CanBeMultiplyApplied())
{
NodeAttribute* pChildAttr = GetChildAttrOfType(AttrType);
if ((pChildAttr != NULL))
{
#if DEBUG_TREE
DebugTreeDlg::DumpSubTree(this, 4);
#endif
TRACE(_T("Duplicate Attr found at %x %s\n"), pChildAttr, pChildAttr->GetRuntimeClass()->m_lpszClassName);
}
// ERROR3IF((pChildAttr != NULL), "MakeAttributeComplete: Duplicate attr found !");
}
}
#endif
if (!Exists)
{
// Make a copy of the attribute
NodeAttribute* NewAttr = (NodeAttribute*)CurAttr->SimpleCopy();
if (NewAttr == NULL)
{
goto OutOfMemory;
}
// Now add the attribute to this node
NewAttr->AttachNode(this, FIRSTCHILD, TRUE, FALSE);
}
}
}
}
Current = NodeAttribute::FindPrevAppliedAttr(Current, Root);
// in order to copy brush ink nodes we need to break if the parent is NULL, else is violates
if (Current!=NULL && Current->FindParent() == NULL)
break;
}
return TRUE;
OutOfMemory:
// Delete any new attributes added to the node
Current = FindFirstChild();
Node* Next;
while (Current != PreFirstChild)
{
//.........这里部分代码省略.........