本文整理汇总了C++中XMLParser::getXMLAttributeAsString方法的典型用法代码示例。如果您正苦于以下问题:C++ XMLParser::getXMLAttributeAsString方法的具体用法?C++ XMLParser::getXMLAttributeAsString怎么用?C++ XMLParser::getXMLAttributeAsString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::getXMLAttributeAsString方法的4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: ProcessAsRoot
//----------------------------------------------------------------------
StatementData DeclareTextureSampleNodeProcessor::ProcessAsRoot( XMLParser& parser, XMLNode* node )
{
if( parser.validateXMLAttributes( node, "name,textureSampleName","" ) )
{
std::string name = parser.getXMLAttributeAsString( node, "name", "" );
m_shaderGenerator->AddUniform( "Texture2D", name );
}
return StatementData();
}
示例2: 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3:
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 );
}
示例4: ProcessAsRoot
//----------------------------------------------------------------------
StatementData VariableNodeProcessor::ProcessAsRoot( XMLParser& parser, XMLNode* node )
{
std::string variableName;
std::string variableValue;
std::string variableType;
if( parser.validateXMLAttributes( node, "name,type", "" ) )
{
variableName = parser.getXMLAttributeAsString( node, "name", "" );
variableType = parser.getXMLAttributeAsString( node, "type", "" );
std::string variableData = parser.getXMLElementPCDataAsString( node );
if( variableType.compare( "Texture2D" ) == 0 )
{
m_shaderGenerator->AddLogMessage( "Cannot declare textures as variables", color::RED );
m_shaderGenerator->EnableCompilerErrorFlag();
}
else
{
XMLNode* child = node->FirstChildElement();
if( child != nullptr )
{
for( ; child != nullptr; child = child->NextSiblingElement() )
{
std::string name = child->Name();
if( name.compare( "Input" ) == 0 )
{
StatementData statementData;
statementData = ProcessInputNode( parser, child );
if( statementData.outputType != VT_COUNT )
{
if( statementData.outputType == VT_TEXTURE_SAMPLE_2D )
{
m_shaderGenerator->AddLogMessage( "Cannot declare a variable of type Texture2D", color::RED );
}
else
{
variableValue = statementData.statement;
}
}
else
{
variableValue = "0";
variableType = "Real";
}
}
else
{
StatementNodeProcessor* processor = m_shaderGenerator->GetStatementNodeProcessor( name );
if( processor != nullptr )
{
variableValue = processor->ProcessAsChild( parser, child ).statement;
}
else
{
//Invalid node processor
m_shaderGenerator->AddLogMessage( "Invalid child node: %s for variable: %s", color::RED, name.c_str(), variableName.c_str() );
m_shaderGenerator->EnableCompilerErrorFlag();
}
}
}
}
else
{
std::vector< std::string > variableDataList;
stringTokenizer( variableData, variableDataList, "," );
if( ValidListOfVariables( variableDataList ) )
variableValue = GetVariableConstructionFromType( GetVariableTypeFromString( variableType ), StripDollarSignsFromCommaSeperatedVariables( variableData ) );
else
{
for( unsigned int i = 0; i < variableDataList.size(); ++i )
{
if( variableDataList[i][0] == '$' )
variableDataList[i] = variableDataList[i].substr( 1, variableDataList[i].npos );
else if( !ValidRealNumber( variableDataList[i] ) )
{
m_shaderGenerator->AddLogMessage( "Syntax error in variable declaration in variable name usage: %s. Missing \'$\'?", color::RED, variableData.c_str() );
m_shaderGenerator->EnableCompilerErrorFlag();
}
}
if( !m_shaderGenerator->WasCompilerError() && ValidListOfVariables( variableDataList ) )
{
variableValue = StripDollarSignsFromListOfVariables( variableDataList );
}
else
{
m_shaderGenerator->AddLogMessage( "Invalid data entered for variable declaration: Variable name: %s Data: %s", color::RED, variableName.c_str(), variableData.c_str() );
m_shaderGenerator->EnableCompilerErrorFlag();
}
}
}
}
}
if( variableName.size() > 0 )
m_shaderGenerator->AddVariable( variableType, variableName, variableValue, ( m_name.compare( "Constant" ) == 0 ) );
return StatementData( "", VT_COUNT );
}