本文整理汇总了C++中NodeAttribute::CanBeMultiplyApplied方法的典型用法代码示例。如果您正苦于以下问题:C++ NodeAttribute::CanBeMultiplyApplied方法的具体用法?C++ NodeAttribute::CanBeMultiplyApplied怎么用?C++ NodeAttribute::CanBeMultiplyApplied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。
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示例1: 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.........