本文整理汇总了C++中XMLParser::getXMLAttributeAsListOfStrings方法的典型用法代码示例。如果您正苦于以下问题:C++ XMLParser::getXMLAttributeAsListOfStrings方法的具体用法?C++ XMLParser::getXMLAttributeAsListOfStrings怎么用?C++ XMLParser::getXMLAttributeAsListOfStrings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::getXMLAttributeAsListOfStrings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:
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 );
}