本文整理汇总了C++中XMLParser::setProperty方法的典型用法代码示例。如果您正苦于以下问题:C++ XMLParser::setProperty方法的具体用法?C++ XMLParser::setProperty怎么用?C++ XMLParser::setProperty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::setProperty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:
void D3DCEGUI::init(ID3D11Device *pD3D11Device, ID3D11DeviceContext *pD3D11DeviceContext)
{
// create renderer and enable extra states
Direct3D11Renderer& cegui_renderer = Direct3D11Renderer::create(pD3D11Device, pD3D11DeviceContext);
// cegui_renderer.enableExtraStateSettings(true);
// create CEGUI system object
CEGUI::System::create(cegui_renderer);
// setup resource directories
DefaultResourceProvider* rp = static_cast<DefaultResourceProvider*>(System::getSingleton().getResourceProvider());
rp->setResourceGroupDirectory("schemes", "../../media/datafiles/schemes/");
rp->setResourceGroupDirectory("imagesets", "../../media/datafiles/imagesets/");
rp->setResourceGroupDirectory("fonts", "../../media/datafiles/fonts/");
rp->setResourceGroupDirectory("layouts", "../../media/datafiles/layouts/");
rp->setResourceGroupDirectory("looknfeels", "../../media/datafiles/looknfeel/");
rp->setResourceGroupDirectory("lua_scripts", "../../media/datafiles/lua_scripts/");
rp->setResourceGroupDirectory("schemas", "../../media/datafiles/xml_schemas/");
// set default resource groups
ImageManager::setImagesetDefaultResourceGroup("imagesets");
CEGUI::Font::setDefaultResourceGroup("fonts");
Scheme::setDefaultResourceGroup("schemes");
WidgetLookManager::setDefaultResourceGroup("looknfeels");
WindowManager::setDefaultResourceGroup("layouts");
ScriptModule::setDefaultResourceGroup("lua_scripts");
XMLParser* parser = System::getSingleton().getXMLParser();
if (parser->isPropertyPresent("SchemaDefaultResourceGroup"))
parser->setProperty("SchemaDefaultResourceGroup", "schemas");
// load TaharezLook scheme and DejaVuSans-10 font
SchemeManager::getSingleton().createFromFile("TaharezLook.scheme", "schemes");
FontManager::getSingleton().createFromFile("DejaVuSans-10.font");
// set default font and cursor image and tooltip type
System::getSingleton().getDefaultGUIContext().setDefaultFont("DejaVuSans-10");
System::getSingleton().getDefaultGUIContext().getMouseCursor().setDefaultImage("TaharezLook/MouseArrow");
System::getSingleton().getDefaultGUIContext().setDefaultTooltipType("TaharezLook/Tooltip");
/////////////////////////////////////////////////////////////
// Add your gui initialisation code in here.
// You should preferably use layout loading because you won't
// have to recompile everytime you change the layout. But you
// can also use static window creation code here, of course.
/////////////////////////////////////////////////////////////
//System::getSingleton().notifyDisplaySizeChanged(Sizef(800.f, 600.f));
// load layout
Window* root = WindowManager::getSingleton().loadLayoutFromFile("application_templates.layout");
System::getSingleton().getDefaultGUIContext().setRootWindow(root);
// notify system of the window size
renderer= static_cast<Direct3D11Renderer*>(System::getSingleton().getRenderer());
}