本文整理汇总了C++中NodePath::AttachNode方法的典型用法代码示例。如果您正苦于以下问题:C++ NodePath::AttachNode方法的具体用法?C++ NodePath::AttachNode怎么用?C++ NodePath::AttachNode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NodePath
的用法示例。
在下文中一共展示了NodePath::AttachNode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: DoBecomeA
BOOL NodeSimpleShape::DoBecomeA(BecomeA* pBecomeA)
{
// Check for a NULL entry param
ERROR2IF_PF(pBecomeA == NULL,FALSE,("pBecomeA is NULL"));
// This lump checks that the Reason is one that we understand
// It also makes sure that we don't have a NULL UndoOp ptr
BOOL ValidReason = (pBecomeA->GetReason() == BECOMEA_REPLACE || pBecomeA->GetReason() == BECOMEA_PASSBACK);
ERROR2IF_PF(!ValidReason,FALSE,("Unkown BecomeA reason %d",pBecomeA->GetReason()));
// pBecomeA->Reason is one that we understand.
BOOL Success = TRUE; // Our success flag (Important that this defaults to TRUE)
NodePath* pNewNodePath = NULL; // Ptr to a new NodePath, if we get to make one.
if (pBecomeA->BAPath())
{
// We need to create a new NodePath, no matter what the reason.
// Allocate a new NodePath node
ALLOC_WITH_FAIL(pNewNodePath, (new NodePath), pBecomeA->GetUndoOp());
Success = (pNewNodePath != NULL);
// Initialise the path
if (Success) CALL_WITH_FAIL(pNewNodePath->InkPath.Initialise(InkPath.GetNumCoords(),12), pBecomeA->GetUndoOp(), Success);
if (Success) CALL_WITH_FAIL(pNewNodePath->InkPath.CopyPathDataFrom(&InkPath), pBecomeA->GetUndoOp(), Success);
// If Success is TRUE, then we now have a new NodePath object that contains this shape's path
if (Success)
{
switch (pBecomeA->GetReason())
{
case BECOMEA_REPLACE :
{
// It's a BECOMEA_REPLACE, so replace this node with the new NodePath in an undoable way
// Can't do it in an undoable way without an Undo Op
ERROR2IF_PF(pBecomeA->GetUndoOp() == NULL,FALSE,("GetUndoOp() returned NULL"));
// Firstly, hide this node
NodeHidden* pNodeHidden;
Success = pBecomeA->GetUndoOp()->DoHideNode(this, TRUE, &pNodeHidden);
if (Success)
{
// Insert the new NodePath into the tree, next to the hidden node
pNewNodePath->AttachNode(pNodeHidden,NEXT);
// Copy the node's attributes
CALL_WITH_FAIL(CopyChildrenTo(pNewNodePath), pBecomeA->GetUndoOp(), Success);
if (Success)
{
// Set the bounds
pNewNodePath->InvalidateBoundingRect();
pNewNodePath->SetSelected(IsSelected());
// Create a hide node action to hide the node when we undo
HideNodeAction* UndoHideNodeAction;
Success = (HideNodeAction::Init(pBecomeA->GetUndoOp(),
pBecomeA->GetUndoOp()->GetUndoActionList(),
pNewNodePath,
TRUE, // Include subtree size
( Action**)(&UndoHideNodeAction))
!= AC_FAIL);
}
}
if (Success)
pBecomeA->PassBack(pNewNodePath, this);
}
break;
case BECOMEA_PASSBACK :
Success = pBecomeA->PassBack(pNewNodePath,this);
break;
default:
break;
}
}
}
if (!Success)
{
if (pNewNodePath != NULL)
{
// Delete all the NodePath's children (if it has any) and unlink it from the tree (if it's linked)
// This is all done by CascadeDelete()
pNewNodePath->CascadeDelete();
delete pNewNodePath;
pNewNodePath = NULL;
}
}
return Success;
}
示例2:
//.........这里部分代码省略.........
CoordType = Arrow->NodeTypes[l] & cdrfPATHCOORDTYPE_MASK;
if(CoordType == cdrfPATHCOORDTYPE_MOVE || l == 0)
{
// start a new path!
LastType = ThisType;
// first of all, what type of path is this?
if((Arrow->NodeTypes[l] & cdrfPATHCOORDATTR_CLOSE) != 0)
ThisType = GCN_LASTSUB_CLOSED;
else
ThisType = GCN_LASTSUB_OPEN;
// OK, do we need to start a new path?
if(ThisType != LastType)
{
// yep, attach the last one we did
if(ThisPath != 0)
{
// check that the path is OK
if(!ThisPath->InkPath.EnsureValid())
{
// no, it's completely knackered
delete ThisPath;
ThisPath = 0;
} else {
// finish off the path
ThisPath->InvalidateBoundingRect();
if(FirstPath == 0)
FirstPath = ThisPath;
if(LastPath != 0)
ThisPath->AttachNode(LastPath, NEXT);
LastPath = ThisPath;
ThisPath = 0;
}
}
// get a new path
ThisPath = new NodePath;
if(ThisPath == 0)
return 0; // no path created. A bit of a pity
// set it up ready for conversion
if(!ThisPath->SetUpPath())
return 0;
ThisPath->InkPath.FindStartOfPath();
// set whether it's filled or not
if(ThisType == GCN_LASTSUB_CLOSED)
{
ThisPath->InkPath.IsFilled = TRUE;
ThisPath->InkPath.IsStroked = FALSE;
} else {
ThisPath->InkPath.IsFilled = FALSE;
ThisPath->InkPath.IsStroked = TRUE;
}
}
}