本文整理汇总了C++中XElement::GetFloat方法的典型用法代码示例。如果您正苦于以下问题:C++ XElement::GetFloat方法的具体用法?C++ XElement::GetFloat怎么用?C++ XElement::GetFloat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XElement
的用法示例。
在下文中一共展示了XElement::GetFloat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: OnSceneSwitch
void OnSceneSwitch(CTSTR scene)
{
XElement *sceneElement;
float desktopVolumeLevel, micVolumeLevel;
int dMFV, mMFV;
bool desktopMuted, micMuted;
if(!bPSVEnabled)
return;
sceneElement = OBSGetSceneElement();
if(sceneElement)
{
desktopVolumeLevel = sceneElement->GetFloat(TEXT("psvDesktopVolume"), 1.0f);
micVolumeLevel = sceneElement->GetFloat(TEXT("psvMicVolume"), 1.0f);
dMFV = sceneElement->GetInt(TEXT("psvDesktopMFV"));
mMFV = sceneElement->GetInt(TEXT("psvMicMFV"));
desktopMuted = (dMFV & PSV_VOL_MUTED) == PSV_VOL_MUTED;
micMuted = (mMFV & PSV_VOL_MUTED) == PSV_VOL_MUTED;
OBSSetDesktopVolume(desktopVolumeLevel, true);
if(desktopMuted)
OBSToggleDesktopMute();
OBSSetMicVolume(micVolumeLevel, true);
if(micMuted)
OBSToggleMicMute();
}
}
示例2: UpdateSettings
void UpdateSettings()
{
for(UINT i=0; i<bitmapImages.Num(); i++)
delete bitmapImages[i];
bitmapImages.Clear();
//------------------------------------
bool bFirst = true;
StringList bitmapList;
data->GetStringList(TEXT("bitmap"), bitmapList);
for(UINT i=0; i<bitmapList.Num(); i++)
{
String &strBitmap = bitmapList[i];
if(strBitmap.IsEmpty())
{
AppWarning(TEXT("BitmapTransitionSource::UpdateSettings: Empty path"));
continue;
}
BitmapImage *bitmapImage = new BitmapImage;
bitmapImage->SetPath(strBitmap);
bitmapImage->EnableFileMonitor(false);
bitmapImage->Init();
if(bFirst)
{
fullSize = bitmapImage->GetSize();
baseAspect = double(fullSize.x)/double(fullSize.y);
bFirst = false;
}
bitmapImages << bitmapImage;
}
//------------------------------------
transitionTime = data->GetFloat(TEXT("transitionTime"));
if(transitionTime < MIN_TRANSITION_TIME)
transitionTime = MIN_TRANSITION_TIME;
else if(transitionTime > MAX_TRANSITION_TIME)
transitionTime = MAX_TRANSITION_TIME;
//------------------------------------
bFadeInOnly = data->GetInt(TEXT("fadeInOnly"), 1) != 0;
bDisableFading = data->GetInt(TEXT("disableFading")) != 0;
bRandomize = data->GetInt(TEXT("randomize")) != 0;
//------------------------------------
curTransitionTime = 0.0f;
curTexture = 0;
if(bRandomize)
{
srand( (unsigned)time( NULL ) );
if(bitmapImages.Num() > 1)
{
curTexture = lrand(bitmapImages.Num());
while((nextTexture = lrand(bitmapImages.Num())) == curTexture);
}
}
else
nextTexture = (curTexture == bitmapImages.Num()-1) ? 0 : curTexture+1;
bTransitioning = false;
curFadeValue = 0.0f;
}
示例3: UpdateSettings
void UpdateSettings()
{
for(UINT i=0; i<textures.Num(); i++)
delete textures[i];
textures.Clear();
//------------------------------------
bool bFirst = true;
StringList bitmapList;
data->GetStringList(TEXT("bitmap"), bitmapList);
for(UINT i=0; i<bitmapList.Num(); i++)
{
String &strBitmap = bitmapList[i];
if(strBitmap.IsEmpty())
{
AppWarning(TEXT("BitmapTransitionSource::UpdateSettings: Empty path"));
continue;
}
Texture *texture = GS->CreateTextureFromFile(strBitmap, TRUE);
if(!texture)
{
AppWarning(TEXT("BitmapTransitionSource::UpdateSettings: could not create texture '%s'"), strBitmap.Array());
continue;
}
if(bFirst)
{
fullSize.x = float(texture->Width());
fullSize.y = float(texture->Height());
baseAspect = double(fullSize.x)/double(fullSize.y);
bFirst = false;
}
textures << texture;
}
if(textures.Num() == 0)
CreateErrorTexture();
//------------------------------------
transitionTime = data->GetFloat(TEXT("transitionTime"));
if(transitionTime < MIN_TRANSITION_TIME)
transitionTime = MIN_TRANSITION_TIME;
else if(transitionTime > MAX_TRANSITION_TIME)
transitionTime = MAX_TRANSITION_TIME;
//------------------------------------
bFadeInOnly = data->GetInt(TEXT("fadeInOnly")) != 0;
bDisableFading = data->GetInt(TEXT("disableFading")) != 0;
bRandomize = data->GetInt(TEXT("randomize")) != 0;
//------------------------------------
curTransitionTime = 0.0f;
curTexture = 0;
if(bRandomize)
{
srand( (unsigned)time( NULL ) );
if(textures.Num() > 1)
{
curTexture = lrand(textures.Num());
while((nextTexture = lrand(textures.Num())) == curTexture);
}
}
else
nextTexture = (curTexture == textures.Num()-1) ? 0 : curTexture+1;
bTransitioning = false;
curFadeValue = 0.0f;
}