本文整理汇总了C++中XNode::GetName方法的典型用法代码示例。如果您正苦于以下问题:C++ XNode::GetName方法的具体用法?C++ XNode::GetName怎么用?C++ XNode::GetName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XNode
的用法示例。
在下文中一共展示了XNode::GetName方法的2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: Insert
bool TransactionHandler::Insert(XNode* pxInsert, WebContext* pWebContext, Map* pMap)
{
XNode* pxLayer = pxInsert->GetFirstChild();
if(pxLayer==NULL)
{
return false;
}
const char* name = pxLayer->GetName();
Layer *pLayer = pMap->GetLayer(name);
if(pLayer==NULL)
{
return false;
}
augeLayerType ltype = pLayer->GetType();
if(ltype != augeLayerFeature)
{
return false;
}
FeatureLayer* pFeatureLayer = NULL;
pFeatureLayer = static_cast<FeatureLayer*>(pLayer);
FeatureClass* pFeatureClass = NULL;
pFeatureClass = pFeatureLayer->GetFeatureClass();
if(pFeatureClass==NULL)
{
return false;
}
Feature* pFeature = pFeatureClass->NewFeature();
if(pFeature==NULL)
{
return false;
}
GField *pField = NULL;
GFields *pFields = pFeatureClass->GetFields();
const char* fname = NULL;
GValue* pValue = NULL;
XNode* pxNode = NULL;
XNodeSet* pxNodeSet = pxLayer->GetChildren();
pxNodeSet->Reset();
while((pxNode=pxNodeSet->Next())!=NULL)
{
fname = pxNode->GetName();
pField = pFields->GetField(fname);
if(pField!=NULL)
{
pValue = CreateValue(pxNode, pField);
if(pValue!=NULL)
{
pFeature->SetValue(fname, pValue);
}
}
}
pxNodeSet->Release();
FeatureInsertCommand* cmd = pFeatureClass->CreateInsertCommand();
RESULTCODE rc = cmd->Insert(pFeature);
AUGE_SAFE_RELEASE(pFeature);
AUGE_SAFE_RELEASE(cmd);
return !rc;
}
示例2: Init
void BackgroundImpl::Init()
{
if( m_bInitted )
return;
m_bInitted = true;
m_bDangerAllWasVisible = false;
m_StaticBackgroundDef = BackgroundDef();
if( !USE_STATIC_BG )
{
m_StaticBackgroundDef.m_sColor1 = "#00000000";
m_StaticBackgroundDef.m_sColor2 = "#00000000";
}
// load transitions
{
ASSERT( m_mapNameToTransition.empty() );
vector<RString> vsPaths, vsNames;
BackgroundUtil::GetBackgroundTransitions( "", vsPaths, vsNames );
for( unsigned i=0; i<vsPaths.size(); i++ )
{
const RString &sPath = vsPaths[i];
const RString &sName = vsNames[i];
XNode xml;
XmlFileUtil::LoadFromFileShowErrors(xml, sPath);
ASSERT( xml.GetName() == "BackgroundTransition" );
BackgroundTransition &bgt = m_mapNameToTransition[sName];
RString sCmdLeaves;
bool bSuccess = xml.GetAttrValue( "LeavesCommand", sCmdLeaves );
ASSERT( bSuccess );
bgt.cmdLeaves = ActorUtil::ParseActorCommands( sCmdLeaves );
RString sCmdRoot;
bSuccess = xml.GetAttrValue( "RootCommand", sCmdRoot );
ASSERT( bSuccess );
bgt.cmdRoot = ActorUtil::ParseActorCommands( sCmdRoot );
}
}
bool bOneOrMoreChars = false;
bool bShowingBeginnerHelper = false;
FOREACH_HumanPlayer( p )
{
bOneOrMoreChars = true;
// Disable dancing characters if Beginner Helper will be showing.
if( PREFSMAN->m_bShowBeginnerHelper && BeginnerHelper::CanUse() &&
GAMESTATE->m_pCurSteps[p] && GAMESTATE->m_pCurSteps[p]->GetDifficulty() == Difficulty_Beginner )
bShowingBeginnerHelper = true;
}
if( bOneOrMoreChars && !bShowingBeginnerHelper && SHOW_DANCING_CHARACTERS )
m_pDancingCharacters = new DancingCharacters;
RageColor c = GetBrightnessColor(0);
m_quadBorderLeft.StretchTo( RectF(SCREEN_LEFT,SCREEN_TOP,LEFT_EDGE,SCREEN_BOTTOM) );
m_quadBorderLeft.SetDiffuse( c );
m_quadBorderTop.StretchTo( RectF(LEFT_EDGE,SCREEN_TOP,RIGHT_EDGE,TOP_EDGE) );
m_quadBorderTop.SetDiffuse( c );
m_quadBorderRight.StretchTo( RectF(RIGHT_EDGE,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
m_quadBorderRight.SetDiffuse( c );
m_quadBorderBottom.StretchTo( RectF(LEFT_EDGE,BOTTOM_EDGE,RIGHT_EDGE,SCREEN_BOTTOM) );
m_quadBorderBottom.SetDiffuse( c );
this->AddChild( &m_quadBorderLeft );
this->AddChild( &m_quadBorderTop );
this->AddChild( &m_quadBorderRight );
this->AddChild( &m_quadBorderBottom );
this->AddChild( &m_Brightness );
}