本文整理汇总了C++中Sprite::GetName方法的典型用法代码示例。如果您正苦于以下问题:C++ Sprite::GetName方法的具体用法?C++ Sprite::GetName怎么用?C++ Sprite::GetName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Sprite
的用法示例。
在下文中一共展示了Sprite::GetName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: TruncateTxtFileExtension
YamlNode * GraphicsFont::SaveToYamlNode()
{
YamlNode *node = Font::SaveToYamlNode();
//Type
node->Set("type", "GraphicsFont");
//horizontalSpacing
node->Set("horizontalSpacing", this->GetHorizontalSpacing());
//Sprite
Sprite *sprite = this->fontSprite;
if (sprite)
{
//Truncate sprite ".txt" extension before save
node->Set("sprite", TruncateTxtFileExtension(sprite->GetName()));
}
//Font Definition
node->Set("definition", this->GetFontDefinitionName());
return node;
}
示例2: VariantType
YamlNode * UIButton::SaveToYamlNode(UIYamlLoader * loader)
{
YamlNode *node = UIControl::SaveToYamlNode(loader);
//Temp variable
VariantType *nodeValue = new VariantType();
String stringValue;
//Control Type
node->Set("type", "UIButton");
//Remove values of UIControl
YamlNode *spriteNode = node->Get("sprite");
YamlNode *drawTypeNode = node->Get("drawType");
YamlNode *colorInheritNode = node->Get("colorInherit");
YamlNode *alignNode = node->Get("align");
YamlNode *leftRightStretchCapNode = node->Get("leftRightStretchCap");
YamlNode *topBottomStretchCapNode = node->Get("topBottomStretchCap");
if (spriteNode)
{
node->RemoveNodeFromMap("sprite");
}
if (drawTypeNode)
{
node->RemoveNodeFromMap("drawType");
}
if (colorInheritNode)
{
node->RemoveNodeFromMap("colorInherit");
}
if (alignNode)
{
node->RemoveNodeFromMap("align");
}
if (leftRightStretchCapNode)
{
node->RemoveNodeFromMap("leftRightStretchCap");
}
if (topBottomStretchCapNode)
{
node->RemoveNodeFromMap("topBottomStretchCap");
}
//States cycle for values
for (int i = 0; i < STATE_COUNT; ++i)
{
//Get sprite and frame for state
Sprite *stateSprite = this->GetStateSprite(stateArray[i]);
int32 stateFrame = this->GetStateFrame(stateArray[i]);
if (stateSprite)
{
//Create array yamlnode and add it to map
YamlNode *spriteNode = new YamlNode(YamlNode::TYPE_ARRAY);
spriteNode->AddValueToArray(TruncateTxtFileExtension(stateSprite->GetName()));
spriteNode->AddValueToArray(stateFrame);
node->AddNodeToMap(Format("stateSprite%s", statePostfix[i].c_str()), spriteNode);
}
//StateDrawType
UIControlBackground::eDrawType drawType = this->GetStateDrawType(stateArray[i]);
node->Set(Format("stateDrawType%s", statePostfix[i].c_str()), loader->GetDrawTypeNodeValue(drawType));
//leftRightStretchCap
float32 leftStretchCap = this->GetActualBackground(stateArray[i])->GetLeftRightStretchCap();
node->Set(Format("leftRightStretchCap%s", statePostfix[i].c_str()), leftStretchCap);
//topBottomStretchCap
float32 topBottomStretchCap = this->GetActualBackground(stateArray[i])->GetTopBottomStretchCap();
node->Set(Format("topBottomStretchCap%s", statePostfix[i].c_str()), topBottomStretchCap);
//State align
node->Set(Format("stateAlign%s", statePostfix[i].c_str()), this->GetStateAlign(stateArray[i]));
//State font
Font *stateFont = this->GetStateTextControl(stateArray[i])->GetFont();
node->Set(Format("stateFont%s", statePostfix[i].c_str()), FontManager::Instance()->GetFontName(stateFont));
//StateText
if (this->GetStateTextControl(stateArray[i]))
{
nodeValue->SetWideString(this->GetStateTextControl(stateArray[i])->GetText());
node->Set(Format("stateText%s", statePostfix[i].c_str()), nodeValue);
}
//colorInherit ???? For different states?
// Yuri Coder, 2012/11/16. Temporarily commented out until clarification.
//UIControlBackground::eColorInheritType colorInheritType = this->GetStateBackground(stateArray[i])->GetColorInheritType();
//node->Set(Format("stateColorInherit%s", statePostfix[i].c_str()), loader->GetColorInheritTypeNodeValue(colorInheritType));
}
SafeDelete(nodeValue);
return node;
}
示例3: VariantType
YamlNode * UIButton::SaveToYamlNode(UIYamlLoader * loader)
{
YamlNode *node = UIControl::SaveToYamlNode(loader);
//Temp variable
VariantType *nodeValue = new VariantType();
String stringValue;
UIButton *baseControl = new UIButton();
//Control Type
SetPreferredNodeType(node, "UIButton");
//Remove values of UIControl
//UIButton has state specific properties
YamlNode *spriteNode = node->Get("sprite");
YamlNode *drawTypeNode = node->Get("drawType");
YamlNode *colorInheritNode = node->Get("colorInherit");
YamlNode *alignNode = node->Get("align");
YamlNode *leftRightStretchCapNode = node->Get("leftRightStretchCap");
YamlNode *topBottomStretchCapNode = node->Get("topBottomStretchCap");
if (spriteNode)
{
node->RemoveNodeFromMap("sprite");
}
if (drawTypeNode)
{
node->RemoveNodeFromMap("drawType");
}
if (colorInheritNode)
{
node->RemoveNodeFromMap("colorInherit");
}
if (alignNode)
{
node->RemoveNodeFromMap("align");
}
if (leftRightStretchCapNode)
{
node->RemoveNodeFromMap("leftRightStretchCap");
}
if (topBottomStretchCapNode)
{
node->RemoveNodeFromMap("topBottomStretchCap");
}
//States cycle for values
for (int i = 0; i < STATE_COUNT; ++i)
{
//Get sprite and frame for state
Sprite *stateSprite = this->GetStateSprite(stateArray[i]);
int32 stateFrame = this->GetStateFrame(stateArray[i]);
if (stateSprite)
{
//Create array yamlnode and add it to map
YamlNode *spriteNode = new YamlNode(YamlNode::TYPE_ARRAY);
spriteNode->AddValueToArray(TruncateTxtFileExtension(stateSprite->GetName()));
spriteNode->AddValueToArray(stateFrame);
node->AddNodeToMap(Format("stateSprite%s", statePostfix[i].c_str()), spriteNode);
}
//StateDrawType
UIControlBackground::eDrawType drawType = this->GetStateDrawType(stateArray[i]);
if (baseControl->GetStateDrawType(stateArray[i]) != drawType)
{
node->Set(Format("stateDrawType%s", statePostfix[i].c_str()), loader->GetDrawTypeNodeValue(drawType));
}
//leftRightStretchCap
float32 leftStretchCap = this->GetActualBackground(stateArray[i])->GetLeftRightStretchCap();
float32 baseLeftStretchCap = baseControl->GetActualBackground(stateArray[i])->GetLeftRightStretchCap();
if (baseLeftStretchCap != leftStretchCap)
{
node->Set(Format("leftRightStretchCap%s", statePostfix[i].c_str()), leftStretchCap);
}
//topBottomStretchCap
float32 topBottomStretchCap = this->GetActualBackground(stateArray[i])->GetTopBottomStretchCap();
float32 baseTopBottomStretchCap = baseControl->GetActualBackground(stateArray[i])->GetTopBottomStretchCap();
if (baseTopBottomStretchCap != topBottomStretchCap)
{
node->Set(Format("topBottomStretchCap%s", statePostfix[i].c_str()), topBottomStretchCap);
}
//State align
int32 stateAlign = this->GetStateAlign(stateArray[i]);
int32 baseStateAlign = baseControl->GetStateAlign(stateArray[i]);
if (baseStateAlign != stateAlign)
{
node->AddNodeToMap(Format("stateAlign%s", statePostfix[i].c_str()), loader->GetAlignNodeValue(stateAlign));
}
//State font, state text, text color, shadow color and shadow offset
if (this->GetStateTextControl(stateArray[i]))
{
Font *stateFont = this->GetStateTextControl(stateArray[i])->GetFont();
node->Set(Format("stateFont%s", statePostfix[i].c_str()), FontManager::Instance()->GetFontName(stateFont));
nodeValue->SetWideString(this->GetStateTextControl(stateArray[i])->GetText());
node->Set(Format("stateText%s", statePostfix[i].c_str()), nodeValue);
Color textColor = this->GetStateTextControl(stateArray[i])->GetTextColor();
nodeValue->SetVector4(Vector4(textColor.r, textColor.g, textColor.b, textColor.a));
node->Set(Format("stateTextcolor%s", statePostfix[i].c_str()), nodeValue);
//.........这里部分代码省略.........
示例4: YamlNode
YamlNode * UISlider::SaveToYamlNode(UIYamlLoader * loader)
{
YamlNode *node = UIControl::SaveToYamlNode(loader);
// Control Type
SetPreferredNodeType(node, "UISlider");
// Sprite value
float32 value = this->GetValue();
node->Set("value", value);
// Sprite min value
value = this->GetMinValue();
node->Set("minValue", value);
// Sprite max value
value = this->GetMaxValue();
node->Set("maxValue", value);
// Get thumb sprite and frame
if (this->thumbButton != NULL)
{
Sprite *sprite = this->GetThumb()->GetSprite();
int32 spriteFrame = this->GetThumb()->GetFrame();
if (sprite)
{
//Create array yamlnode and add it to map
YamlNode *spriteNode = new YamlNode(YamlNode::TYPE_ARRAY);
spriteNode->AddValueToArray(TruncateTxtFileExtension(sprite->GetName()));
spriteNode->AddValueToArray(spriteFrame);
node->AddNodeToMap("thumbSprite", spriteNode);
}
}
if (this->bgMin != NULL)
{
// Get min sprite and frame
Sprite *sprite = this->GetBgMin()->GetSprite();
int32 spriteFrame = this->GetBgMin()->GetFrame();
if (sprite)
{
// Create array yamlnode and add it to map
YamlNode *spriteNode = new YamlNode(YamlNode::TYPE_ARRAY);
spriteNode->AddValueToArray(TruncateTxtFileExtension(sprite->GetName()));
spriteNode->AddValueToArray(spriteFrame);
node->AddNodeToMap("minSprite", spriteNode);
}
// Min draw type
UIControlBackground::eDrawType drawType = this->GetBgMin()->GetDrawType();
node->Set("minDrawType", loader->GetDrawTypeNodeValue(drawType));
}
if (this->bgMax != NULL)
{
// Get max sprite and frame
Sprite* sprite = this->GetBgMax()->GetSprite();
int32 spriteFrame = this->GetBgMax()->GetFrame();
if (sprite)
{
// Create array yamlnode and add it to map
YamlNode *spriteNode = new YamlNode(YamlNode::TYPE_ARRAY);
spriteNode->AddValueToArray(TruncateTxtFileExtension(sprite->GetName()));
spriteNode->AddValueToArray(spriteFrame);
node->AddNodeToMap("maxSprite", spriteNode);
}
// Max draw type
UIControlBackground::eDrawType drawType = this->GetBgMax()->GetDrawType();
node->Set("maxDrawType", loader->GetDrawTypeNodeValue(drawType));
}
return node;
}