本文整理汇总了C++中XMLParser::getXMLAttributeAsFloat方法的典型用法代码示例。如果您正苦于以下问题:C++ XMLParser::getXMLAttributeAsFloat方法的具体用法?C++ XMLParser::getXMLAttributeAsFloat怎么用?C++ XMLParser::getXMLAttributeAsFloat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XMLParser
的用法示例。
在下文中一共展示了XMLParser::getXMLAttributeAsFloat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:
//--------------------------------------------------
ChorusDSP::ChorusDSP( XMLParser& parser, XMLNode* chorusNode )
: DSP( MONKY_DSP_TYPE_CHORUS )
{
const float NO_VALUE_SPECIFIED = -1000000000.0f;
parser.validateXMLChildElements( chorusNode, "", "WetVolume" );
parser.validateXMLAttributes( chorusNode, "", "type,dryVolume,delayMS,modulationRate,modulationDepth" );
float dryVolume = parser.getXMLAttributeAsFloat( chorusNode, "dryVolume", NO_VALUE_SPECIFIED );
float delay = parser.getXMLAttributeAsFloat( chorusNode, "delayMS", NO_VALUE_SPECIFIED );
float modulationRate = parser.getXMLAttributeAsFloat( chorusNode, "modulationRate", NO_VALUE_SPECIFIED );
float modulationDepth = parser.getXMLAttributeAsFloat( chorusNode, "modulationDepth", NO_VALUE_SPECIFIED );
for( const XMLNode* wetNode = chorusNode->FirstChildElement( "WetVolume" ); wetNode != nullptr; wetNode = wetNode->NextSiblingElement( "WetVolume" ) )
{
parser.validateXMLAttributes( wetNode, "channel,volume", "" );
int channel = parser.getXMLAttributeAsInt( wetNode, "channel", -1 );
float volume = parser.getXMLAttributeAsFloat( wetNode, "volume", 0.0f );
if( channel > 0 )
setWetMixVolume( channel, volume );
}
if( dryVolume != NO_VALUE_SPECIFIED )
setDryMixVolume( dryVolume );
if( delay != NO_VALUE_SPECIFIED )
setDelayMS( delay );
if( modulationRate != NO_VALUE_SPECIFIED )
setModulationRate( modulationRate );
if( modulationDepth != NO_VALUE_SPECIFIED )
setModulationDepth( modulationDepth );
}
示例2:
//---------------------------------------------------
TremoloDSP::TremoloDSP( XMLParser& parser, XMLNode* tremoloNode )
: DSP( MONKY_DSP_TYPE_TREMOLO )
{
const float NO_VALUE_SPECIFIED = -1000000000.0f;
parser.validateXMLAttributes( tremoloNode, "", "type,frequency,depth,shape,timeSkewing,duty,flatness,phase,spread" );
float frequency = parser.getXMLAttributeAsFloat( tremoloNode, "frequency", NO_VALUE_SPECIFIED );
float depth = parser.getXMLAttributeAsFloat( tremoloNode, "depth", NO_VALUE_SPECIFIED );
float shape = parser.getXMLAttributeAsFloat( tremoloNode, "shape", NO_VALUE_SPECIFIED );
float timeSkewing = parser.getXMLAttributeAsFloat( tremoloNode, "timeSkewing", NO_VALUE_SPECIFIED );
float duty = parser.getXMLAttributeAsFloat( tremoloNode, "duty", NO_VALUE_SPECIFIED );
float flatness = parser.getXMLAttributeAsFloat( tremoloNode, "flatness", NO_VALUE_SPECIFIED );
float phase = parser.getXMLAttributeAsFloat( tremoloNode, "phase", NO_VALUE_SPECIFIED );
float spread = parser.getXMLAttributeAsFloat( tremoloNode, "spread", NO_VALUE_SPECIFIED );
if( frequency != NO_VALUE_SPECIFIED )
setFrequency( frequency );
if( depth != NO_VALUE_SPECIFIED )
setDepth( depth );
if( shape != NO_VALUE_SPECIFIED )
setShape( shape );
if( timeSkewing != NO_VALUE_SPECIFIED )
setTimeSkewing( timeSkewing );
if( duty != NO_VALUE_SPECIFIED )
setDuty( duty );
if( flatness != NO_VALUE_SPECIFIED )
setFlatness( flatness );
if( phase != NO_VALUE_SPECIFIED )
setPhase( phase );
if( spread != NO_VALUE_SPECIFIED )
setSpread( spread );
}
示例3:
//-----------------------------------------------------------------
FlangeDSP::FlangeDSP( XMLParser& parser, XMLNode* flangeNode )
: DSP( MONKY_DSP_TYPE_FLANGE )
{
const float NO_VALUE_SPECIFIED = -1000000000.0f;
parser.validateXMLAttributes( flangeNode, "", "type,dryMixVolume,wetMixVolume,depth,rate" );
float dryMix = parser.getXMLAttributeAsFloat( flangeNode, "dryMixVolume", NO_VALUE_SPECIFIED );
float wetMix = parser.getXMLAttributeAsFloat( flangeNode, "wetMixVolume", NO_VALUE_SPECIFIED );
float depth = parser.getXMLAttributeAsFloat( flangeNode, "depth", NO_VALUE_SPECIFIED );
float rate = parser.getXMLAttributeAsFloat( flangeNode, "rate", NO_VALUE_SPECIFIED );
if( dryMix != NO_VALUE_SPECIFIED )
setDryMixVolume( dryMix );
if( wetMix != NO_VALUE_SPECIFIED )
setWetMixVolume( wetMix );
if( depth != NO_VALUE_SPECIFIED )
setDepth( depth );
if( rate != NO_VALUE_SPECIFIED )
setRate( rate );
}
示例4: getOscillatorType
//-----------------------------------------------------
OscillatorDSP::OscillatorDSP( XMLParser& parser, XMLNode* oscillatorNode )
: DSP( MONKY_DSP_TYPE_OSCILLATOR )
{
const float NO_VALUE_SPECIFIED = -1000000000.0f;
parser.validateXMLAttributes( oscillatorNode, "", "type,oscillatorType,freq" );
std::string typeStr = parser.getXMLAttributeAsString( oscillatorNode, "oscillatorType", "SINE" );
float freq = parser.getXMLAttributeAsFloat( oscillatorNode, "freq", NO_VALUE_SPECIFIED );
setType( getOscillatorType( typeStr ) );
if( freq != NO_VALUE_SPECIFIED )
setFrequency( freq );
}
示例5: loadGlyph
//////////////////////////////////////////////////////////
// Protected member functions
/////////////////////////////////////////////////////////
Font::Glyph Font::loadGlyph( XMLParser& parser, XMLNode* node )
{
unsigned int ucsIndex = 0;
unsigned int sheet = 0;
ucsIndex = (unsigned int)parser.getXMLAttributeAsInt( node, "ucsIndex", 0 );
sheet = (unsigned int)parser.getXMLAttributeAsInt( node, "sheet", 0 );
vec2f texCoordMin = parser.getXMLAttributeAsVec2( node, "texCoordMins", vec2f( -1.0f ) );
vec2f texCoordMax = parser.getXMLAttributeAsVec2( node, "texCoordMaxs", vec2f( -1.0f ) );
assertion( texCoordMin.x != -1.0f, "Min texture coordinate invalid" );
assertion( texCoordMax.x != 1.0f, "Max texture coordinate invalid" );
float A = parser.getXMLAttributeAsFloat( node, "ttfA", -1000.0f );
float B = parser.getXMLAttributeAsFloat( node, "ttfB", -1000.0f);
float C = parser.getXMLAttributeAsFloat( node, "ttfC", -1000.0f );
assertion( A != -1000.0f, "Error loading A value for font: %s", m_fontName.c_str() );
assertion( B != -1000.0f, "Error loading B value for font: %s", m_fontName.c_str() );
assertion( C != -1000.0f, "Error loading C value for font: %s", m_fontName.c_str() );
return Glyph( ( unsigned char )ucsIndex, ( unsigned char )sheet,
texCoordMin, texCoordMax, A, B, C );
}
示例6:
BuildingBlueprint::BuildingBlueprint( XMLParser& parser, const XMLNode* buildingBlueprintNode )
: m_supplyProvided( 0 )
{
parser.validateXMLChildElements( buildingBlueprintNode, "Cost,Health,Vision,UnitsProduced,Visual,Construction", "SupplyProvided" );
parser.validateXMLAttributes( buildingBlueprintNode, "name", "" );
m_name = parser.getXMLAttributeAsString( buildingBlueprintNode, "name", "" );
const XMLNode* visual = buildingBlueprintNode->FirstChildElement( "Visual" );
parser.validateXMLAttributes( visual, "color,width,height,selectionTexture", "texture" );
Color4f color = parser.getXMLAttributeAsColor( visual, "color", color::WHITE );
m_width = parser.getXMLAttributeAsFloat( visual, "width", 0.0f );
m_height = parser.getXMLAttributeAsFloat( visual, "height", 0.0f );
std::string textureName = parser.getXMLAttributeAsString( visual, "texture", "" );
std::string selectionTextureName = parser.getXMLAttributeAsString( visual, "selectionTexture", "" );
Texture* texture = Renderer::getTexture( textureName );
Texture* selectionTexture = Renderer::getTexture( selectionTextureName );
Material* mat = Renderer::createMaterial( m_name + "_mat", "RTSEntityShader" );
mat->addUniform( "uUseDiffuseMap", 0 );
mat->addUniform( "uColorTint", color::WHITE );
mat->addUniform( "uTeamColor", color::WHITE );
if( texture )
{
mat->addTexture( "uDiffuseMap", texture );
mat->updateUniform( "uUseDiffuseMap", 1 );
}
m_mesh = MeshFactory::generateAAPlaneXY( m_width, m_height, m_name + "_mat", color );
Material* selectMat = Renderer::createMaterial( m_name + "_selection_mat", "RTSEntityShader" );
selectMat->addUniform( "uUseDiffuseMap", 0 );
selectMat->addUniform( "uColorTint", color::WHITE );
selectMat->addUniform( "uTeamColor", color::WHITE );
if( texture )
{
selectMat->addTexture( "uDiffuseMap", selectionTexture );
selectMat->updateUniform( "uUseDiffuseMap", 1 );
}
m_selectionMesh = MeshFactory::generateAAPlaneXY( m_width, m_height, m_name + "_selection_mat", color );
Material* healthMat = Renderer::createMaterial( m_name + "_health_mat", "RTSEntityShader" );
healthMat->addUniform( "uUseDiffuseMap", 0 );
healthMat->addUniform( "uColorTint", color::WHITE );
healthMat->addUniform( "uTeamColor", color::WHITE );
m_healthBar = MeshFactory::generateAAPlaneXY( m_width, 0.1f, m_name + "_health_mat", color::WHITE );
const XMLNode* cost = buildingBlueprintNode->FirstChildElement( "Cost" );
parser.validateXMLAttributes( cost, "time,fishFingers", "custard,timeEnergy" );
m_cost.fishFingers = parser.getXMLAttributeAsInt( cost, "fishFingers", 0 );
m_cost.custard = parser.getXMLAttributeAsInt( cost, "custard", 0 );
m_cost.timeEnergy = parser.getXMLAttributeAsInt( cost, "timeEnergy", 0 );
m_cost.time = parser.getXMLAttributeAsInt( cost, "time", 0 );
const XMLNode* construction = buildingBlueprintNode->FirstChildElement( "Construction" );
parser.validateXMLAttributes( construction, "canBeBuiltOn", "mustBeBuiltAdjTo" );
m_constructionRules.canBeBuiltOn = parser.getXMLAttributeAsListOfStrings( construction, "canBeBuiltOn" );
m_constructionRules.mustBeBuiltAdjTo = parser.getXMLAttributeAsListOfStrings( construction, "mustBeBuiltAdjTo" );
const XMLNode* health = buildingBlueprintNode->FirstChildElement( "Health" );
parser.validateXMLAttributes( health, "max", "" );
m_maxHealth = parser.getXMLAttributeAsFloat( health, "max", 0.0f );
const XMLNode* visionRange = buildingBlueprintNode->FirstChildElement( "Vision" );
parser.validateXMLAttributes( visionRange, "range", "" );
m_visionRange = parser.getXMLAttributeAsFloat( visionRange, "range", 0.0f );
const XMLNode* unitsProduced = buildingBlueprintNode->FirstChildElement( "UnitsProduced" );
parser.validateXMLChildElements( unitsProduced, "Unit", "" );
for( const XMLNode* unit = unitsProduced->FirstChildElement( "Unit" ); unit != nullptr; unit = unit->NextSiblingElement( "Unit" ) )
{
parser.validateXMLAttributes( unit, "name,hotkey", "" );
std::string name = parser.getXMLAttributeAsString( unit, "name", "" );
std::string hotkey = parser.getXMLAttributeAsString( unit, "hotkey", "" );
if( hotkey.size() > 0 )
m_unitsProduced[ hotkey[0] ] = name;
}
const XMLNode* supplyProvided = buildingBlueprintNode->FirstChildElement( "SupplyProvided" );
if( supplyProvided )
{
parser.validateXMLAttributes( supplyProvided, "amount", "" );
m_supplyProvided = parser.getXMLAttributeAsInt( supplyProvided, "amount", 0 );
}
registerBP( m_name );
}