本文整理汇总了C++中XMLElement::GetDocument方法的典型用法代码示例。如果您正苦于以下问题:C++ XMLElement::GetDocument方法的具体用法?C++ XMLElement::GetDocument怎么用?C++ XMLElement::GetDocument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XMLElement
的用法示例。
在下文中一共展示了XMLElement::GetDocument方法的6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: return
bool
MovementComponent::serialize(XMLElement &n) const
{
if (!ComponentBase::serialize(n))
return(false);
XMLElement *l_acceleration = n.GetDocument()->NewElement("acceleration");
l_acceleration->SetAttribute("x", m_p->acceleration.x);
l_acceleration->SetAttribute("y", m_p->acceleration.y);
n.InsertEndChild(l_acceleration);
XMLElement *l_limit = n.GetDocument()->NewElement("limit");
l_limit->SetAttribute("x1", m_p->limit_x.first());
l_limit->SetAttribute("x2", m_p->limit_x.second());
l_limit->SetAttribute("y1", m_p->limit_y.first());
l_limit->SetAttribute("y2", m_p->limit_y.second());
n.InsertEndChild(l_limit);
XMLElement *l_velocity = n.GetDocument()->NewElement("velocity");
l_velocity->SetAttribute("x", m_p->velocity.x);
l_velocity->SetAttribute("y", m_p->velocity.y);
n.InsertEndChild(l_velocity);
return(true);
}
示例2:
bool
Box2DSceneLayer::serialize(XMLElement &n) const
{
if (!SceneLayerBase::serialize(n))
return(false);
XMLElement *l_child = n.GetDocument()->NewElement("gravity");
b2Vec2 l_gravity = m_p->world.GetGravity();
l_child->SetAttribute("x", l_gravity.x);
l_child->SetAttribute("y", l_gravity.y);
n.InsertEndChild(l_child);
return(true);
}
示例3: return
bool
RenderComponent::serialize(XMLElement &n) const
{
if (!ComponentBase::serialize(n))
return(false);
XMLElement *l_mesh = n.GetDocument()->NewElement("mesh");
if (m_p->mesh && !m_p->mesh->serialize(*l_mesh)) {
MMWARNING("Render component '" << id().str() << "' serialization failed to serialize mesh!");
return(false);
}
n.InsertEndChild(l_mesh);
return(true);
}
示例4: id
bool
SceneBase::serialize(XMLElement &n) const
{
n.SetAttribute("id", id().str().c_str());
n.SetAttribute("type", type().str().c_str());
SceneLayerList::const_reverse_iterator l_i;
SceneLayerList::const_reverse_iterator l_c = m_p->layers.rend();
for (l_i = m_p->layers.rbegin(); l_i != l_c; ++l_i) {
XMLElement *l_element = n.GetDocument()->NewElement("layer");
if ((*l_i)->serialize(*l_element))
n.InsertEndChild(l_element);
}
return(true);
}
示例5:
bool
EngineBase::serialize(XMLElement &n) const
{
n.SetAttribute("fps", m_p->fps);
n.SetAttribute("sleep", m_p->sleep);
if (m_p->scene_manager) {
XMLElement *l_element = n.GetDocument()->NewElement("scenes");
if (!m_p->scene_manager->serialize(*l_element)) {
MMWARNING("Scene Manager serialization failed");
return(false);
}
n.InsertEndChild(l_element);
}
return(true);
}
示例6: id
bool
SplashSceneLayer::serialize(XMLElement &n) const
{
if (!SceneLayerBase::serialize(n))
return(false);
n.SetAttribute("fade", m_p->fade);
n.SetAttribute("exposure", m_p->exposure);
n.SetAttribute("autokill", m_p->autoKill ? "true" : "false");
XMLElement *l_mesh = n.GetDocument()->NewElement("mesh");
if (m_p->mesh && !m_p->mesh->serialize(*l_mesh)) {
MMWARNING("Splash scene layer '" << id().str() << "' serialization failed to serialize mesh!");
return(false);
}
n.InsertEndChild(l_mesh);
return(true);
}