本文整理汇总了C++中variant::is_list方法的典型用法代码示例。如果您正苦于以下问题:C++ variant::is_list方法的具体用法?C++ variant::is_list怎么用?C++ variant::is_list使用的例子?那么, 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variant
的用法示例。
在下文中一共展示了variant::is_list方法的6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: if
BlendEquation::BlendEquation(const variant& node)
: rgb_(BlendEquationConstants::BE_ADD),
alpha_(BlendEquationConstants::BE_ADD)
{
if(node.is_map()) {
if(node.has_key("rgba")) {
rgb_ = alpha_ = convert_string_to_equation(node["rgba"].as_string());
}
if(node.has_key("rgb")) {
rgb_ = convert_string_to_equation(node["rgb"].as_string());
}
if(node.has_key("alpha")) {
alpha_ = convert_string_to_equation(node["alpha"].as_string());
}
if(node.has_key("a")) {
alpha_ = convert_string_to_equation(node["a"].as_string());
}
} else if(node.is_list()) {
ASSERT_LOG(node.num_elements() > 0, "When using a list for blend equation must give at least one element");
if(node.num_elements() == 1) {
rgb_ = alpha_ = convert_string_to_equation(node[0].as_string());
} else {
rgb_ = convert_string_to_equation(node[0].as_string());
alpha_ = convert_string_to_equation(node[1].as_string());
}
} else if(node.is_string()) {
// simply setting the rgb/alpha values that same, from string
rgb_ = alpha_ = convert_string_to_equation(node.as_string());
} else {
ASSERT_LOG(false, "Unrecognised type for blend equation: " << node.to_debug_string());
}
}
示例2: set
void BlendMode::set(const variant& node)
{
if(node.is_string()) {
const std::string& blend = node.as_string();
if(blend == "add") {
set(BlendModeConstants::BM_ONE, BlendModeConstants::BM_ONE);
} else if(blend == "alpha_blend") {
set(BlendModeConstants::BM_SRC_ALPHA, BlendModeConstants::BM_ONE_MINUS_SRC_ALPHA);
} else if(blend == "colour_blend" || blend == "color_blend") {
set(BlendModeConstants::BM_SRC_COLOR, BlendModeConstants::BM_ONE_MINUS_SRC_COLOR);
} else if(blend == "modulate") {
set(BlendModeConstants::BM_DST_COLOR, BlendModeConstants::BM_ZERO);
} else if(blend == "src_colour one" || blend == "src_color one") {
set(BlendModeConstants::BM_SRC_COLOR, BlendModeConstants::BM_ONE);
} else if(blend == "src_colour zero" || blend == "src_color zero") {
set(BlendModeConstants::BM_SRC_COLOR, BlendModeConstants::BM_ZERO);
} else if(blend == "src_colour dest_colour" || blend == "src_color dest_color") {
set(BlendModeConstants::BM_SRC_COLOR, BlendModeConstants::BM_DST_COLOR);
} else if(blend == "dest_colour one" || blend == "dest_color one") {
set(BlendModeConstants::BM_DST_COLOR, BlendModeConstants::BM_ONE);
} else if(blend == "dest_colour src_colour" || blend == "dest_color src_color") {
set(BlendModeConstants::BM_DST_COLOR, BlendModeConstants::BM_SRC_COLOR);
} else {
ASSERT_LOG(false, "BlendMode: Unrecognised scene_blend mode " << blend);
}
} else if(node.is_list() && node.num_elements() >= 2) {
ASSERT_LOG(node[0].is_string() && node[1].is_string(),
"BlendMode: Blend mode must be specified by a list of two strings.");
set(parse_blend_string(node[0].as_string()), parse_blend_string(node[1].as_string()));
} else {
ASSERT_LOG(false, "BlendMode: Setting blend requires either a string or a list of greater than two elements." << node.to_debug_string());
}
}
示例3: luaW_pushfaivariant
void luaW_pushfaivariant(lua_State* L, variant val) {
if(val.is_int()) {
lua_pushinteger(L, val.as_int());
} else if(val.is_decimal()) {
lua_pushnumber(L, val.as_decimal() / 1000.0);
} else if(val.is_string()) {
const std::string result_string = val.as_string();
lua_pushlstring(L, result_string.c_str(), result_string.size());
} else if(val.is_list()) {
lua_newtable(L);
for(const variant& v : val.as_list()) {
lua_pushinteger(L, lua_rawlen(L, -1) + 1);
luaW_pushfaivariant(L, v);
lua_settable(L, -3);
}
} else if(val.is_map()) {
typedef std::map<variant,variant>::value_type kv_type;
lua_newtable(L);
for(const kv_type& v : val.as_map()) {
luaW_pushfaivariant(L, v.first);
luaW_pushfaivariant(L, v.second);
lua_settable(L, -3);
}
} else if(val.is_callable()) {
// First try a few special cases
if(unit_callable* u_ref = val.try_convert<unit_callable>()) {
const unit& u = u_ref->get_unit();
unit_map::iterator un_it = resources::gameboard->units().find(u.get_location());
if(&*un_it == &u) {
luaW_pushunit(L, u.underlying_id());
} else {
luaW_pushunit(L, u.side(), u.underlying_id());
}
} else if(location_callable* loc_ref = val.try_convert<location_callable>()) {
luaW_pushlocation(L, loc_ref->loc());
} else {
// If those fail, convert generically to a map
const formula_callable* obj = val.as_callable();
std::vector<formula_input> inputs;
obj->get_inputs(&inputs);
lua_newtable(L);
for(const formula_input& attr : inputs) {
if(attr.access == FORMULA_WRITE_ONLY) {
continue;
}
lua_pushstring(L, attr.name.c_str());
luaW_pushfaivariant(L, obj->query_value(attr.name));
lua_settable(L, -3);
}
}
} else if(val.is_null()) {
lua_pushnil(L);
}
}
示例4: set_points
void arrow_primitive::set_points(const variant& points)
{
ASSERT_LOG(points.is_list(), "arrow points is not a list: " << points.debug_location());
points_.clear();
for(int n = 0; n != points.num_elements(); ++n) {
variant p = points[n];
ASSERT_LOG(p.is_list() && p.num_elements() == 2, "arrow points in invalid format: " << points.debug_location() << " : " << p.write_json());
FPoint point;
point[0] = p[0].as_int();
point[1] = p[1].as_int();
points_.push_back(point);
}
}
示例5: set_player_value_by_slot
void playable_custom_object::set_player_value_by_slot(int slot, const variant& value)
{
switch(slot) {
case CUSTOM_OBJECT_PLAYER_DIFFICULTY:
difficulty_ = value.as_int();
break;
case CUSTOM_OBJECT_PLAYER_CAN_INTERACT:
can_interact_ = value.as_int();
break;
case CUSTOM_OBJECT_PLAYER_UNDERWATER_CONTROLS:
underwater_controls_ = value.as_bool();
break;
case CUSTOM_OBJECT_PLAYER_VERTICAL_LOOK:
vertical_look_ = value.as_int();
break;
case CUSTOM_OBJECT_PLAYER_CONTROL_LOCK:
if(value.is_null()) {
control_lock_.reset();
} else if(value.is_list()) {
unsigned char state = 0;
for(int n = 0; n != value.num_elements(); ++n) {
ASSERT_LOG(value[n].is_string(), "MEMBER OF control_lock LIST NOT A STRING");
const std::string& str = value[n].as_string();
int control_key = -1;
for(int m = 0; m != sizeof(ctrl)/sizeof(*ctrl); ++m) {
if(ctrl[m] == str) {
control_key = m;
break;
}
}
ASSERT_LOG(control_key != -1, "ILLEGAL STRING SET FOR control_lock: '" << str << "' LEGAL KEYS ARE ctrl_(up|down|left|right|attack|jump)");
state |= 1 << control_key;
}
//destroy the old one before creating a new control_lock,
//since control_lock objects must be constructed and destroyed
//in FIFO order.
control_lock_.reset();
control_lock_.reset(new controls::local_controls_lock(state));
} else {
ASSERT_LOG(false, "BAD VALUE WHEN SETTING control_lock KEY. A LIST OR NULL IS REQUIRED: " << value.to_debug_string());
}
break;
}
}
示例6: execute_variant
//commandline=true when we evaluate formula from commandline, false otherwise (default)
variant formula_ai::execute_variant(const variant& var, ai_context &ai_, bool commandline)
{
std::stack<variant> vars;
if(var.is_list()) {
for(size_t n = 1; n <= var.num_elements() ; ++n) {
vars.push(var[ var.num_elements() - n ]);
}
} else {
vars.push(var);
}
std::vector<variant> made_moves;
variant error;
unit_map& units = *resources::units;
while( !vars.empty() ) {
if(vars.top().is_null()) {
vars.pop();
continue;
}
variant action = vars.top();
vars.pop();
game_logic::safe_call_callable* safe_call = try_convert_variant<game_logic::safe_call_callable>(action);
if(safe_call) {
action = safe_call->get_main();
}
const move_callable* move = try_convert_variant<move_callable>(action);
const move_partial_callable* move_partial = try_convert_variant<move_partial_callable>(action);
const attack_callable* attack = try_convert_variant<attack_callable>(action);
const attack_analysis* _attack_analysis = try_convert_variant<attack_analysis>(action);
const recruit_callable* recruit_command = try_convert_variant<recruit_callable>(action);
const recall_callable* recall_command = try_convert_variant<recall_callable>(action);
const set_var_callable* set_var_command = try_convert_variant<set_var_callable>(action);
const set_unit_var_callable* set_unit_var_command = try_convert_variant<set_unit_var_callable>(action);
const fallback_callable* fallback_command = try_convert_variant<fallback_callable>(action);
if( move || move_partial ) {
move_result_ptr move_result;
if(move)
move_result = ai_.execute_move_action(move->src(), move->dst(), true);
else
move_result = ai_.execute_move_action(move_partial->src(), move_partial->dst(), false);
if ( !move_result->is_ok() ) {
if( move ) {
LOG_AI << "ERROR #" << move_result->get_status() << " while executing 'move' formula function\n" << std::endl;
if(safe_call) {
//safe_call was called, prepare error information
error = variant(new safe_call_result(move,
move_result->get_status(), move_result->get_unit_location()));
}
} else {
LOG_AI << "ERROR #" << move_result->get_status() << " while executing 'move_partial' formula function\n" << std::endl;
if(safe_call) {
//safe_call was called, prepare error information
error = variant(new safe_call_result(move_partial,
move_result->get_status(), move_result->get_unit_location()));
}
}
}
if( move_result->is_gamestate_changed() )
made_moves.push_back(action);
} else if(attack) {
bool gamestate_changed = false;
move_result_ptr move_result;
if( attack->move_from() != attack->src() ) {
move_result = ai_.execute_move_action(attack->move_from(), attack->src(), false);
gamestate_changed |= move_result->is_gamestate_changed();
if (!move_result->is_ok()) {
//move part failed
LOG_AI << "ERROR #" << move_result->get_status() << " while executing 'attack' formula function\n" << std::endl;
if(safe_call) {
//safe_call was called, prepare error information
error = variant(new safe_call_result(attack,
move_result->get_status(), move_result->get_unit_location()));
}
}
}
if (!move_result || move_result->is_ok() ) {
//if move wasn't done at all or was done successfully
attack_result_ptr attack_result = ai_.execute_attack_action(attack->src(), attack->dst(), attack->weapon() );
gamestate_changed |= attack_result->is_gamestate_changed();
if (!attack_result->is_ok()) {
//attack failed
//.........这里部分代码省略.........