本文整理汇总了C++中XMLDocument::GetTagName方法的典型用法代码示例。如果您正苦于以下问题:C++ XMLDocument::GetTagName方法的具体用法?C++ XMLDocument::GetTagName怎么用?C++ XMLDocument::GetTagName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XMLDocument
的用法示例。
在下文中一共展示了XMLDocument::GetTagName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: Initialize
Void GameplayManager::Initialize()
{
// Random number generator
RandFn->XorShift128Seed( (ULong)(SystemFn->GetUTCTime(TIMEUNIT_SECONDS) & 0x00000000ffffffffui64), 1000 );
// Game parameters
XMLDocument * pParameterFile = XMLDocument::CreateDocument( GAMEPLAY_PARAMETERS_FILE );
Assert( pParameterFile != NULL );
Assert( StringFn->Cmp(pParameterFile->GetTagName(), TEXT("GameParameters")) == 0 );
m_hGameParameters.Load( pParameterFile );
XMLDocument::DestroyDocument( pParameterFile );
pParameterFile = NULL;
// Game database
m_mapSkills.UseMemoryContext( GetMemoryContext(), TEXT("Scratch") );
m_mapSkills.SetComparator( _Compare_SkillIDs );
m_mapSkills.Create();
m_mapMonsters.UseMemoryContext( GetMemoryContext(), TEXT("Scratch") );
m_mapMonsters.SetComparator( _Compare_MonsterIDs );
m_mapMonsters.Create();
_LoadGameDatabase( GAMEPLAY_MONSTERFILES_PATH );
}
示例2: TEXT
PlayerTown * GameplayManager::LoadPlayerTown( const GChar * strTownName ) const
{
// Build file name
GChar strFileName[PATHNAME_LENGTH + 1];
StringFn->Format( strFileName, TEXT("%s/%s"), GAMEPLAY_PLAYERTOWNFILES_PATH, strTownName );
// Parse file to XML
XMLDocument * pPlayerTownFile = XMLDocument::CreateDocument( strFileName );
Assert( pPlayerTownFile != NULL );
Assert( StringFn->Cmp(pPlayerTownFile->GetTagName(), TEXT("PlayerTown")) == 0 );
// Create resource
SelectMemory( TEXT("Scratch") );
PlayerTown * pPlayerTown = New PlayerTown( strTownName );
UnSelectMemory();
// Load from XML
pPlayerTown->Load( pPlayerTownFile );
// Release XML document
XMLDocument::DestroyDocument( pPlayerTownFile );
pPlayerTownFile = NULL;
// Done
return pPlayerTown;
}
示例3: _LoadGameDatabase
Void GameplayManager::_LoadGameDatabase( const GChar * strPath )
{
// List everything in current path
Bool bIsDirectory = false;
GChar strFileName[FILENAME_LENGTH + 1];
Bool bContinue = SystemFn->ListDirectoryFirst( strPath, &bIsDirectory, strFileName, FILENAME_LENGTH );
while( bContinue ) {
// Build sub path
GChar strSubPath[PATHNAME_LENGTH + 1];
StringFn->Format( strSubPath, TEXT("%s/%s"), strPath, strFileName );
// Sub-directory case
if ( bIsDirectory ) {
// Recurse
_LoadGameDatabase( strSubPath );
// Next file
bContinue = SystemFn->ListDirectoryNext( &bIsDirectory, strFileName, FILENAME_LENGTH );
continue;
}
// File case, load XML
XMLDocument * pMonsterFile = XMLDocument::CreateDocument( strSubPath );
Assert( pMonsterFile != NULL );
Assert( StringFn->Cmp(pMonsterFile->GetTagName(), TEXT("MonsterFile")) == 0 );
// Load skills
const XMLNode * pSkillListNode = pMonsterFile->GetChildByTag( TEXT("SkillList"), 0 );
Assert( pSkillListNode != NULL );
UInt iCount = pSkillListNode->GetChildCount();
for ( UInt i = 0; i < iCount; ++i ) {
const XMLNode * pSkillNode = pSkillListNode->GetChildByTag( TEXT("Skill"), i );
Assert( pSkillNode != NULL );
Skill * pSkill = Skill::StaticLoad( pSkillNode );
Bool bInserted = m_mapSkills.Insert( pSkill->GetID(), pSkill );
Assert( bInserted );
}
// Load monsters
const XMLNode * pMonsterListNode = pMonsterFile->GetChildByTag( TEXT("MonsterList"), 0 );
Assert( pMonsterListNode != NULL );
iCount = pMonsterListNode->GetChildCount();
for( UInt i = 0; i < iCount; ++i ) {
XMLNode * pMonsterNode = pMonsterListNode->GetChildByTag( TEXT("Monster"), i );
Assert( pMonsterNode != NULL );
Monster hMonster;
hMonster.Load( pMonsterNode );
Bool bInserted = m_mapMonsters.Insert( hMonster.GetID(), hMonster );
Assert( bInserted );
}
// Done with this one
XMLDocument::DestroyDocument( pMonsterFile );
pMonsterFile = NULL;
// Next file
bContinue = SystemFn->ListDirectoryNext( &bIsDirectory, strFileName, FILENAME_LENGTH );
}
}