本文整理汇总了C++中VariantType::AsInt32方法的典型用法代码示例。如果您正苦于以下问题:C++ VariantType::AsInt32方法的具体用法?C++ VariantType::AsInt32怎么用?C++ VariantType::AsInt32使用的例子?那么恭喜您, 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VariantType
的用法示例。
在下文中一共展示了VariantType::AsInt32方法的1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: ReadFrom
//.........这里部分代码省略.........
}
propertyList->AddSection("property.scenenode.scenenode", GetHeaderState("property.scenenode.scenenode", true));
propertyList->AddStringProperty(SCENE_NODE_NAME_PROPERTY_NAME, PropertyList::PROPERTY_IS_EDITABLE);
propertyList->SetStringPropertyValue(SCENE_NODE_NAME_PROPERTY_NAME, sceneNode->GetName());
if(!createNodeProperties)
{
propertyList->AddBoolProperty(SCENE_NODE_IS_VISIBLE_PROPERTY_NAME, PropertyList::PROPERTY_IS_EDITABLE);
propertyList->SetBoolPropertyValue(SCENE_NODE_IS_VISIBLE_PROPERTY_NAME, sceneNode->GetVisible());
propertyList->AddSection("property.scenenode.matrixes", GetHeaderState("property.scenenode.matrixes", false));
propertyList->AddMatrix4Property("property.scenenode.localmatrix", PropertyList::PROPERTY_IS_EDITABLE);
propertyList->AddMatrix4Property("property.scenenode.worldmatrix", PropertyList::PROPERTY_IS_READ_ONLY);
propertyList->SetMatrix4PropertyValue("property.scenenode.localmatrix", sceneNode->GetLocalTransform());
propertyList->SetMatrix4PropertyValue("property.scenenode.worldmatrix", sceneNode->GetWorldTransform());
}
{ //static light
propertyList->AddSection("Used in static lighting", GetHeaderState("Used in static lighting", true));
propertyList->AddBoolProperty(SCENE_NODE_USED_IN_STATIC_LIGHTING_PROPERTY_NAME);
propertyList->SetBoolPropertyValue(SCENE_NODE_USED_IN_STATIC_LIGHTING_PROPERTY_NAME, sceneNode->GetCustomProperties()->GetBool("editor.staticlight.used", true));
propertyList->AddBoolProperty(SCENE_NODE_CAST_SHADOWS_PROPERTY_NAME);
propertyList->SetBoolPropertyValue(SCENE_NODE_CAST_SHADOWS_PROPERTY_NAME, sceneNode->GetCustomProperties()->GetBool("editor.staticlight.castshadows", true));
propertyList->AddBoolProperty(SCENE_NODE_RECEIVE_SHADOWS_PROPERTY_NAME);
propertyList->SetBoolPropertyValue(SCENE_NODE_RECEIVE_SHADOWS_PROPERTY_NAME, sceneNode->GetCustomProperties()->GetBool("editor.staticlight.receiveshadows", true));
}
{ // LodNodes at Hierarchy
LodComponent *lodComponent = GetLodComponent(currentSceneNode);
if(!lodComponent)
{
AddChildLodSection();
}
}
//must be last
if(!createNodeProperties)
{
propertyList->AddSection("property.scenenode.customproperties", GetHeaderState("property.scenenode.customproperties", true));
KeyedArchive *customProperties = sceneNode->GetCustomProperties();
Map<String, VariantType*> propsData = customProperties->GetArchieveData();
for (Map<String, VariantType*>::iterator it = propsData.begin(); it != propsData.end(); ++it)
{
String name = it->first;
VariantType * key = it->second;
if(EditorConfig::Instance()->HasProperty(name))
{
EditorConfig::Instance()->AddPropertyEditor(propertyList, name, key);
}
else
{
switch (key->type)
{
case VariantType::TYPE_BOOLEAN:
propertyList->AddBoolProperty(name, PropertyList::PROPERTY_IS_EDITABLE);
propertyList->SetBoolPropertyValue(name, key->AsBool());
break;
case VariantType::TYPE_STRING:
propertyList->AddStringProperty(name, PropertyList::PROPERTY_IS_EDITABLE);
propertyList->SetStringPropertyValue(name, key->AsString());
break;
case VariantType::TYPE_INT32:
propertyList->AddIntProperty(name, PropertyList::PROPERTY_IS_EDITABLE);
propertyList->SetIntPropertyValue(name, key->AsInt32());
break;
case VariantType::TYPE_FLOAT:
propertyList->AddFloatProperty(name, PropertyList::PROPERTY_IS_EDITABLE);
propertyList->SetFloatPropertyValue(name, key->AsFloat());
break;
default:
break;
}
}
}
}
else
{
KeyedArchive *customProperties = sceneNode->GetCustomProperties();
if(customProperties && customProperties->IsKeyExists("editor.isLocked"))
{
propertyList->AddSection("property.scenenode.customproperties", GetHeaderState("property.scenenode.customproperties", true));
propertyList->AddBoolProperty("editor.isLocked", PropertyList::PROPERTY_IS_EDITABLE);
propertyList->SetBoolPropertyValue("editor.isLocked", customProperties->GetBool("editor.isLocked"));
}
}
}