本文整理汇总了C++中variant::is_map方法的典型用法代码示例。如果您正苦于以下问题:C++ variant::is_map方法的具体用法?C++ variant::is_map怎么用?C++ variant::is_map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_map方法的7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: rect
std::vector<CastlePart> parse_dir(const variant& node)
{
std::vector<CastlePart> res;
const std::vector<std::string> keys = { "bl", "br", "l", "r", "tl", "tr" };
ASSERT_LOG(node.is_map(), "must be a map type.");
for(auto key : keys) {
ASSERT_LOG(node.has_key(key), "Must have attribute '" << key << "' in definition.");
const variant& dir = node[key];
ASSERT_LOG(dir.has_key("rect"), "Attribute '" << key << "' must have 'rect' definition.");
CastlePart cp;
cp.r_ = rect(dir["rect"]);
if(dir.has_key("border")) {
ASSERT_LOG(dir["border"].num_elements() == 4, "'border' attribute must be list of 4 integers.");
for(int n = 0; n != 4; ++n) {
cp.border_[n] = dir["border"][n].as_int32();
}
} else {
for(int n = 0; n != 4; ++n) {
cp.border_[n] = 0;
}
}
if(dir.has_key("offset")) {
cp.offs_ = point(dir["offset"]);
} else {
cp.offs_.x = cp.offs_.y = 0;
}
res.emplace_back(cp);
}
return res;
}
示例2:
RenderTarget::RenderTarget(const variant& node)
: width_(0),
height_(0),
color_attachments_(1),
depth_attachment_(false),
stencil_attachment_(false),
multi_sampling_(false),
multi_samples_(0),
clear_color_(0.0f, 0.0f, 0.0f, 1.0f)
{
ASSERT_LOG(node.is_map(), "RenderTarget definitions must be maps: " << node.to_debug_string());
ASSERT_LOG(node.has_key("width"), "Render target must have a 'width' attribute.");
ASSERT_LOG(node.has_key("height"), "Render target must have a 'height' attribute.");
width_ = node["width"].as_int32();
height_ = node["height"].as_int32();
if(node.has_key("color_planes")) {
color_attachments_ = node["color_planes"].as_int32();
ASSERT_LOG(color_attachments_ >= 0, "Number of 'color_planes' must be zero or greater: " << color_attachments_);
}
if(node.has_key("depth_buffer")) {
depth_attachment_ = node["depth_buffer"].as_bool();
}
if(node.has_key("stencil_buffer")) {
stencil_attachment_ = node["stencil_buffer"].as_bool();
}
if(node.has_key("use_multisampling")) {
multi_sampling_ = node["use_multisampling"].as_bool();
if(node.has_key("samples")) {
multi_samples_ = node["samples"].as_int32();
}
}
// XXX Maybe we need to add some extra filtering from min to max values based on order ?
}
示例3: 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4: load_castle_definitions
void load_castle_definitions(const variant& castle_def)
{
ASSERT_LOG(castle_def.is_map(), "Castle definitions must be a map.");
for(const auto& def : castle_def.as_map()) {
const std::string name = def.first.as_string();
get_castle_def()[name] = std::make_shared<CastleDef>(name, def.second);
}
}
示例5: 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6: init
void Material::init(const variant& node)
{
blend_.set(BlendModeConstants::BM_SRC_ALPHA, BlendModeConstants::BM_ONE_MINUS_SRC_ALPHA);
if(node.is_string()) {
name_ = node.as_string();
tex_.emplace_back(DisplayDevice::createTexture(name_));
} else if(node.is_map()) {
name_ = node["name"].as_string();
// XXX: technically a material could have multiple technique's and passes -- ignoring for now.
ASSERT_LOG(node.has_key("technique"), "PSYSTEM2: 'material' must have 'technique' attribute.");
ASSERT_LOG(node["technique"].has_key("pass"), "PSYSTEM2: 'material' must have 'pass' attribute.");
const variant& pass = node["technique"]["pass"];
use_lighting_ = pass["lighting"].as_bool(false);
use_fog_ = pass["fog_override"].as_bool(false);
do_depth_write_ = pass["depth_write"].as_bool(true);
do_depth_check_ = pass["depth_check"].as_bool(true);
if(pass.has_key("scene_blend")) {
blend_.set(pass["scene_blend"]);
}
if(pass.has_key("texture_unit")) {
if(pass["texture_unit"].is_map()) {
tex_.emplace_back(createTexture(pass["texture_unit"]));
} else if(pass["texture_unit"].is_list()) {
for(size_t n = 0; n != pass["texture_unit"].num_elements(); ++n) {
tex_.emplace_back(createTexture(pass["texture_unit"][n]));
}
} else {
ASSERT_LOG(false, "'texture_unit' attribute must be map or list ");
}
}
if(pass.has_key("rect")) {
draw_rect_ = rectf(pass["rect"]);
}
} else {
ASSERT_LOG(false, "Materials(Textures) must be either a single string filename or a map.");
}
}
示例7: if
Renderable::Renderable(const variant& node)
: order_(0),
position_(0.0f),
rotation_(1.0f, 0.0f, 0.0f, 0.0f),
scale_(1.0f),
shader_(ShaderProgram::getSystemDefault()),
enabled_(true),
ignore_global_model_(false),
derived_position_(0.0f),
derived_rotation_(),
derived_scale_(1.0f)
{
if(!node.is_map()) {
return;
}
if(node.has_key("ignore_global_model")) {
ignore_global_model_ = node["ignore_global_model"].as_bool(false);
}
if(node.has_key("order")) {
order_ = node["order"].as_int32();
}
// XXX set other stuff here, tbd
if(node.has_key("blend")) {
setBlendMode(KRE::BlendMode(node["blend"]));
}
if(node.has_key("blend_equation")) {
setBlendEquation(KRE::BlendEquation(node["blend_equation"]));
} else if(node.has_key("blend_eq")) {
setBlendEquation(KRE::BlendEquation(node["blend_eq"]));
}
if(node.has_key("rotation")) {
const variant& rot = node["rotation"];
if(rot.is_numeric()) {
// Assume it's a simple rotation around z-axis
setRotation(rot.as_float(), glm::vec3(0.f,0.f,1.f));
} else if(rot.is_list()) {
// Either a single rotation formatted as [angle,[x,y,z]] or a list of three euler angles
if(rot.num_elements() == 2) {
ASSERT_LOG(rot[1].is_list() && rot[1].num_elements() == 3,
"Format for a single rotation is [angle, [x,y,z]]");
setRotation(rot[0].as_float(), variant_to_vec3(rot[1]));
} else if(rot.num_elements() == 3) {
setRotation(rot[0].as_float(), glm::vec3(1.,0.,0.));
setRotation(rot[1].as_float(), glm::vec3(0.,1.,0.));
setRotation(rot[2].as_float(), glm::vec3(0.,0.,1.));
} else {
ASSERT_LOG(false, "Need a list of three (x/y/z rotations) or 2 elements (angle, [axis])");
}
}
}
if(node.has_key("translation") || node.has_key("position")) {
const variant& pos = node.has_key("translation") ? node["translation"] : node["position"];
ASSERT_LOG(pos.is_list() && (pos.num_elements() == 2 || pos.num_elements() == 3),
"'translation'/'position' attribute should have 2 [x,y] or 3 [x,y,z] elements.");
if(pos.num_elements() == 3) {
setPosition(variant_to_vec3(pos));
} else {
setPosition(pos[0].as_float(), pos[1].as_float());
}
}
if(node.has_key("scale")) {
const variant& sc = node["scale"];
if(sc.is_numeric()) {
const float scale = sc.as_float();
setScale(scale, scale, scale);
} else if(sc.is_list()) {
float xs = 1.0f;
float ys = 1.0f;
float zs = 1.0f;
if(sc.num_elements() == 1) {
xs = sc[0].as_float();
} else if(sc.num_elements() == 2) {
xs = sc[0].as_float();
ys = sc[1].as_float();
} else if(sc.num_elements() == 3) {
xs = sc[0].as_float();
ys = sc[1].as_float();
zs = sc[2].as_float();
}
setScale(xs, ys, zs);
} else {
ASSERT_LOG(false, "Scale should be a number of a list of up to three elements.");
}
}
if(node.has_key("color")) {
setColor(KRE::Color(node["color"]));
}
if(node.has_key("texture")) {
texture_ = Texture::createTexture(node["texture"]);
} else if(node.has_key("image")) {
texture_ = Texture::createTexture(node["image"]);
}
if(node.has_key("depth_check")) {
setDepthEnable(node["depth_check"].as_bool());
}
if(node.has_key("depth_write")) {
setDepthWrite(node["depth_write"].as_bool());
}
// XXX add depth function.
//.........这里部分代码省略.........