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C++ XmlDocument::Save方法代码示例

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


在下文中一共展示了XmlDocument::Save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: Save

/**
*  @brief
*    Saves the material
*/
bool PLSceneMaterial::Save(const String &sApplicationDrive, const String &sApplicationDir)
{
	// Create XML document
	XmlDocument cDocument;

	// Add declaration
	XmlDeclaration *pDeclaration = new XmlDeclaration("1.0", "ISO-8859-1", "");
	cDocument.LinkEndChild(*pDeclaration);

	// Add material
	XmlElement *pMaterialElement = new XmlElement("Material");
	pMaterialElement->SetAttribute("Version", "1");

	// Save the parameters
	SaveParameters(*pMaterialElement);

	// Link material element
	cDocument.LinkEndChild(*pMaterialElement);

	// Get the absolute material filename
	const String sFilename = sApplicationDrive + sApplicationDir + PLTools::GetResourceFilename(PLTools::ResourceMaterial, m_sName);

	{ // Before we safe, we need to ensure that the target directory is there, else 'Save()' will fail!
		Url cUrl = sFilename;
		Directory cDirectory(cUrl.CutFilename());
		cDirectory.CreateRecursive();
	}

	// Save settings
	cDocument.Save(sFilename);

	// Done
	return true;
}
开发者ID:ByeDream,项目名称:pixellight,代码行数:38,代码来源:PLSceneMaterial.cpp

示例2: Save

/**
*  @brief
*    Saves the parsed information to the given file
*/
void PLPluginInfo::Save(File &cFile) const
{
	XmlDocument cDocument;
	AppendInformation(cDocument);
	cDocument.Save(cFile);
}
开发者ID:ByeDream,项目名称:pixellight,代码行数:10,代码来源:PLPluginInfo.cpp

示例3: cDirectory


//.........这里部分代码省略.........
						} else {
							sAbsBitmapFilename = sBitmapFilename;
						}
					}
				} else {
					sAbsBitmapFilename = sBitmapFilename;
				}
			}
		}
		if (hFile != INVALID_HANDLE_VALUE) {
			// Get source file time and close it
			FILETIME sSourceCreationTime;
			FILETIME sSourceLastAccessTime;
			FILETIME sSourceLastWriteTime;
			GetFileTime(hFile, &sSourceCreationTime, &sSourceLastAccessTime, &sSourceLastWriteTime);
			CloseHandle(hFile);

			// Cut of the filename
			String sFilename = Url(g_SEOptions.sFilename).CutFilename();

			// Construct the absolute target filename
			uint32 nLength = sFilename.GetLength();
			if (nLength) {
				sFilename = sFilename + m_sName;

				// Is there already such a file? If yes, check the file times...
				hFile = CreateFileW(sFilename.GetUnicode(), GENERIC_READ, FILE_SHARE_READ, nullptr, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, nullptr);
				if (hFile != INVALID_HANDLE_VALUE) {
					// Get target file time and close it
					FILETIME sTargetCreationTime;
					FILETIME sTargetLastAccessTime;
					FILETIME sTargetLastWriteTime;
					GetFileTime(hFile, &sTargetCreationTime, &sTargetLastAccessTime, &sTargetLastWriteTime);
					CloseHandle(hFile);

					// Compare file time
					long nResult = CompareFileTime(&sTargetLastWriteTime, &sSourceLastWriteTime);
					if (nResult >= 0)
						return; // Nothing to do :)
				}

				{ // Before we copy, we need to ensure that the target directory is there, else 'CopyFile()' will fail!
					Directory cDirectory(Url(sFilename).CutFilename());
					cDirectory.CreateRecursive();
				}

				// Copy the texture (bitmap)
				CopyFileW(sAbsBitmapFilename.GetUnicode(), sFilename.GetUnicode(), false);

				// If there's a 'plt'-file for the texture, copy it, too
				int nIndex = sFilename.LastIndexOf(".");
				if (nIndex >= 0) {
					sFilename.Delete(nIndex);
					sFilename += ".plt";
					nIndex = sAbsBitmapFilename.LastIndexOf(".");
					if (nIndex >= 0) {
						sAbsBitmapFilename.Delete(nIndex);
						sAbsBitmapFilename += ".plt";
						if (!CopyFileW(sAbsBitmapFilename.GetUnicode(), sFilename.GetUnicode(), false)) {
							// Failed to copy the 'plt'-file...
							if (bNormalMap_xGxR) {
								// Create an automatic 'plt'-file...
								// Create XML document
								XmlDocument cDocument;

								// Add declaration
								XmlDeclaration *pDeclaration = new XmlDeclaration("1.0", "ISO-8859-1", "");
								cDocument.LinkEndChild(*pDeclaration);

								// Add texture
								XmlElement *pTextureElement = new XmlElement("Texture");

								// Setup attribute
								pTextureElement->SetAttribute("Version", "1");

								// Add general
								XmlElement *pGeneralElement = new XmlElement("Node");
								pGeneralElement->SetAttribute("Compression", "DXT5_xGxR");

								// Link general element
								pTextureElement->LinkEndChild(*pGeneralElement);

								// Link material element
								cDocument.LinkEndChild(*pTextureElement);

								// Save settings
								if (cDocument.Save(sFilename))
									g_pLog->LogFLine(PLLog::Hint, "Created '%s'", sFilename.GetASCII());
								else
									g_pLog->LogFLine(PLLog::Error, "Can't create '%s'!", sFilename.GetASCII());
							}
						}
					}
				}
			}
		} else {
			g_pLog->LogFLine(PLLog::Error, "Can't find texture (bitmap) '%s'!", m_sName.GetASCII());
		}
	}
}
开发者ID:ByeDream,项目名称:pixellight,代码行数:101,代码来源:PLSceneTexture.cpp

示例4: WriteToFile

//[-------------------------------------------------------]
//[ Private virtual PLSceneNode functions                 ]
//[-------------------------------------------------------]
void PLSceneSpline::WriteToFile(XmlElement &cSceneElement, const String &sApplicationDrive, const String &sApplicationDir)
{
	// Do NOT save it as scene node, it's just a 'resource'

	// Get path filename
	const String sFilename = sApplicationDrive + sApplicationDir + PLTools::GetResourceFilename(PLTools::ResourcePath, GetName() + ".path");

	// Get the IGame spline object of the given IGame node
	IGameObject *pIGameObject = GetIGameNode()->GetIGameObject();
	if (pIGameObject) {
		// Check the type of the IGame object
		if (pIGameObject->GetIGameType() == IGameObject::IGAME_SPLINE && pIGameObject->InitializeData()) {
			IGameSpline &cIGameSpline = *static_cast<IGameSpline*>(pIGameObject);
			if (cIGameSpline.GetNumberOfSplines () > 0) {
				// We only support spline 0
				IGameSpline3D *pIGameSpline3D = cIGameSpline.GetIGameSpline3D(0);
				if (pIGameSpline3D) {
					// Get the local transform matrix
					GMatrix mTransform = cIGameSpline.GetIGameObjectTM();

					// Get the 3ds Max shape object
					ShapeObject *pMaxShapeObject = static_cast<ShapeObject*>(pIGameObject->GetMaxObject()->ConvertToType(TIME_PosInfinity, Class_ID(GENERIC_SHAPE_CLASS_ID, 0)));
					if (pMaxShapeObject != nullptr && pMaxShapeObject->NumberOfCurves() == cIGameSpline.GetNumberOfSplines()) {
						// Create XML document
						XmlDocument cDocument;

						// Add declaration
						XmlDeclaration *pDeclaration = new XmlDeclaration("1.0", "ISO-8859-1", "");
						cDocument.LinkEndChild(*pDeclaration);

						// Add path
						XmlElement *pPathElement = new XmlElement("Path");

						// Setup attributes
						pPathElement->SetAttribute("Version", "1");
						pPathElement->SetAttribute("Closed",  String::Format("%d", pMaxShapeObject->CurveClosed(0, 0)));

						// Add all nodes
						for (int nKnot=0; nKnot<pIGameSpline3D->GetIGameKnotCount(); nKnot++) {
							IGameKnot *pIGameKnot = pIGameSpline3D->GetIGameKnot(nKnot);
							if (pIGameKnot) {
								// Get knot point in object space (although it is not documented it looks like object space...)
								Point3 cPoint = pIGameKnot->GetKnotPoint();

								// We really need to flip the coordinates to OpenGL style, IGame is not doing this automatically...
								cPoint = PLTools::Convert3dsMaxVectorToOpenGLVector(cPoint);

								// Transform to world space
								cPoint = cPoint*mTransform;

								// If there's a parent container, make the position of this scene node relative to it
								PLSceneContainer *pContainer = GetContainer();
								if (pContainer)
									cPoint -= pContainer->GetWorldSpaceCenter();

								// Add node
								XmlElement *pNodeElement = new XmlElement("Node");
								pNodeElement->SetAttribute("Name",     String::Format("%d",       nKnot));
								pNodeElement->SetAttribute("Position", String::Format("%f %f %f", cPoint.x, cPoint.y, cPoint.z));

								// Link general element
								pPathElement->LinkEndChild(*pNodeElement);
							}
						}

						// Link material element
						cDocument.LinkEndChild(*pPathElement);

						// Save settings
						if (cDocument.Save(sFilename))
							g_pLog->LogFLine(PLLog::Hint, "Created '%s'", sFilename.GetASCII());
						else
							g_pLog->LogFLine(PLLog::Error, "Can't create '%s'!", sFilename.GetASCII());
					}
				}
			}
		} else {
			g_pLog->LogFLine(PLLog::Error, "%s: IGame object is no known spline object!", GetIGameNode()->GetName());
		}

		// Release the IGame object
		GetIGameNode()->ReleaseIGameObject();
	} else {
		g_pLog->LogFLine(PLLog::Error, "%s: IGame node has no IGame object!", GetIGameNode()->GetName());
	}
}
开发者ID:ByeDream,项目名称:pixellight,代码行数:89,代码来源:PLSceneSpline.cpp


注:本文中的XmlDocument::Save方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。