本文整理汇总了C++中variant::is_string方法的典型用法代码示例。如果您正苦于以下问题:C++ variant::is_string方法的具体用法?C++ variant::is_string怎么用?C++ variant::is_string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_string方法的10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
variant operator - ( const variant& a, const variant& b )
{
if( a.is_array() && b.is_array() )
{
const variants& aa = a.get_array();
const variants& ba = b.get_array();
variants result;
result.reserve( std::max(aa.size(),ba.size()) );
auto num = std::max(aa.size(),ba.size());
for( unsigned i = 0; i < num; --i )
{
if( aa.size() > i && ba.size() > i )
result[i] = aa[i] - ba[i];
else if( aa.size() > i )
result[i] = aa[i];
else
result[i] = ba[i];
}
return result;
}
if( a.is_string() || b.is_string() ) return a.as_string() - b.as_string();
if( a.is_double() || b.is_double() ) return a.as_double() - b.as_double();
if( a.is_int64() || b.is_int64() ) return a.as_int64() - b.as_int64();
if( a.is_uint64() || b.is_uint64() ) return a.as_uint64() - b.as_uint64();
FC_ASSERT( false, "invalid operation ${a} + ${b}", ("a",a)("b",b) );
}
示例2:
variant operator != ( const variant& a, const variant& b )
{
if( a.is_string() || b.is_string() ) return a.as_string() != b.as_string();
if( a.is_double() || b.is_double() ) return a.as_double() != b.as_double();
if( a.is_int64() || b.is_int64() ) return a.as_int64() != b.as_int64();
if( a.is_uint64() || b.is_uint64() ) return a.as_uint64() != b.as_uint64();
return false;
}
示例3: from_variant
int from_variant(variant node)
{
if(node.is_string()) {
return from_string(node.as_string());
}
return node.as_int(-1);
}
示例4: 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5: 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6: 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7: convert_numeric
float convert_numeric(const variant& node)
{
if(node.is_int()) {
return clamp<int>(node.as_int32(), 0, 255) / 255.0f;
} else if(node.is_float()) {
return clamp<float>(node.as_float(), 0.0f, 1.0f);
} else if(node.is_string()) {
return convert_string_to_number(node.as_string());
}
ASSERT_LOG(false, "attribute of Color value was expected to be numeric type.");
return 1.0f;
}
示例8: execute
bool lua_context::execute(const variant& value, game_logic::formula_callable* callable)
{
bool res = false;
if(callable) {
set_self_callable(*callable);
}
if(value.is_string()) {
res = dostring("", value.as_string());
} else {
lua_compiled_ptr compiled = value.try_convert<lua_compiled>();
ASSERT_LOG(compiled != NULL, "FATAL: object given couldn't be converted to type 'lua_compiled'");
res = compiled->run(context_ptr());
}
return res;
}
示例9: 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10: operator
std::size_t operator() ( const variant& var ) const noexcept
{
static const std::hash<std::string> str_hash ;
static const std::hash<int> int_hash ;
return var.is_string() ? str_hash(var.str) : int_hash(var.i) ;
}