本文整理汇总了C++中vconfig::child方法的典型用法代码示例。如果您正苦于以下问题:C++ vconfig::child方法的具体用法?C++ vconfig::child怎么用?C++ vconfig::child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vconfig
的用法示例。
在下文中一共展示了vconfig::child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: update
/**
* Updates *this based on @a vcfg.
* This corresponds to what can appear in [set_menu_item].
*/
void wml_menu_item::update(const vconfig & vcfg)
{
const bool old_use_hotkey = use_hotkey_;
// Tracks whether or not the hotkey has been updated.
bool hotkey_updated = false;
if ( vcfg.has_attribute("image") )
image_ = vcfg["image"].str();
if ( vcfg.has_attribute("description") ) {
description_ = vcfg["description"].t_str();
hotkey_updated = true;
}
if ( vcfg.has_attribute("needs_select") )
needs_select_ = vcfg["needs_select"].to_bool();
if ( const vconfig & child = vcfg.child("show_if") ) {
show_if_ = child;
show_if_.make_safe();
}
if ( const vconfig & child = vcfg.child("filter_location") ) {
filter_location_ = child;
filter_location_.make_safe();
}
if ( const vconfig & child = vcfg.child("default_hotkey") ) {
default_hotkey_ = child.get_parsed_config();
hotkey_updated = true;
}
if ( vcfg.has_attribute("use_hotkey") ) {
const config::attribute_value & use_hotkey_av = vcfg["use_hotkey"];
use_hotkey_ = use_hotkey_av.to_bool(true);
use_wml_menu_ = use_hotkey_av.str() != "only";
}
if ( const vconfig & cmd = vcfg.child("command") ) {
const bool delayed = cmd["delayed_variable_substitution"].to_bool(true);
update_command(delayed ? cmd.get_config() : cmd.get_parsed_config());
}
// Update the registered hotkey?
if ( use_hotkey_ && !old_use_hotkey )
// The hotkey needs to be enabled.
hotkey::add_wml_hotkey(hotkey_id_, description_, default_hotkey_);
else if ( use_hotkey_ && hotkey_updated )
// The hotkey needs to be updated.
hotkey::add_wml_hotkey(hotkey_id_, description_, default_hotkey_);
else if ( !use_hotkey_ && old_use_hotkey )
// The hotkey needs to be disabled.
hotkey::remove_wml_hotkey(hotkey_id_);
}
示例2: toggle_fog
/**
* Implements the lifting and resetting of fog via WML.
* Keeping affect_normal_fog as false causes only the fog override to be affected.
* Otherwise, fog lifting will be implemented similar to normal sight (cannot be
* individually reset and ends at the end of the turn), and fog resetting will, in
* addition to removing overrides, extend the specified teams' normal fog to all
* hexes.
*/
void toggle_fog(const bool clear, const vconfig& cfg, const bool affect_normal_fog=false)
{
// Filter the sides.
const vconfig &ssf = cfg.child("filter_side");
const side_filter s_filter(ssf.null() ? vconfig::empty_vconfig() : ssf, resources::filter_con);
const std::vector<int> sides = s_filter.get_teams();
// Filter the locations.
std::set<map_location> locs;
const terrain_filter t_filter(cfg, resources::filter_con);
t_filter.get_locations(locs, true);
// Loop through sides.
BOOST_FOREACH(const int &side_num, sides)
{
team &t = (*resources::teams)[side_num-1];
if ( !clear )
{
// Extend fog.
t.remove_fog_override(locs);
if ( affect_normal_fog )
t.refog();
}
else if ( !affect_normal_fog )
// Force the locations clear of fog.
t.add_fog_override(locs);
else
// Simply clear fog from the locations.
BOOST_FOREACH(const map_location &hex, locs)
t.clear_fog(hex);
}
示例3: wml_animation_internal
void wml_animation_internal(unit_animator &animator, const vconfig &cfg, const map_location &default_location)
{
unit_const_ptr u;
unit_map::const_iterator u_it = resources::units->find(default_location);
if (u_it.valid()) {
u = u_it.get_shared_ptr();
}
// Search for a valid unit filter,
// and if we have one, look for the matching unit
vconfig filter = cfg.child("filter");
if(!filter.null()) {
const unit_filter ufilt(filter, resources::filter_con);
u = ufilt.first_match_on_map();
}
// We have found a unit that matches the filter
if (u && !resources::screen->fogged(u->get_location()))
{
attack_type *primary = nullptr;
attack_type *secondary = nullptr;
Uint32 text_color;
unit_animation::hit_type hits= unit_animation::hit_type::INVALID;
std::vector<attack_type> attacks = u->attacks();
std::vector<attack_type>::iterator itor;
std::unique_ptr<attack_type> dummy_primary;
std::unique_ptr<attack_type> dummy_secondary;
// death and victory animations are handled here because usually
// the code iterates through all the unit's attacks
// but in these two specific cases we need to create dummy attacks
// to fire correctly certain animations
// this is especially evident with the Wose's death animations
if (cfg["flag"] == "death" || cfg["flag"] == "victory") {
filter = cfg.child("primary_attack");
if(!filter.null()) {
dummy_primary.reset(new attack_type(filter.get_config()));
primary = dummy_primary.get();
}
filter = cfg.child("secondary_attack");
if(!filter.null()) {
dummy_secondary.reset(new attack_type(filter.get_config()));
secondary = dummy_secondary.get();
}
}
else {
filter = cfg.child("primary_attack");
if(!filter.null()) {
for(itor = attacks.begin(); itor != attacks.end(); ++itor){
if(itor->matches_filter(filter.get_parsed_config())) {
primary = &*itor;
break;
}
}
}
filter = cfg.child("secondary_attack");
if(!filter.null()) {
for(itor = attacks.begin(); itor != attacks.end(); ++itor){
if(itor->matches_filter(filter.get_parsed_config())) {
secondary = &*itor;
break;
}
}
}
}
if(cfg["hits"] == "yes" || cfg["hits"] == "hit") {
hits = unit_animation::hit_type::HIT;
}
if(cfg["hits"] == "no" || cfg["hits"] == "miss") {
hits = unit_animation::hit_type::MISS;
}
if( cfg["hits"] == "kill" ) {
hits = unit_animation::hit_type::KILL;
}
if(cfg["red"].empty() && cfg["green"].empty() && cfg["blue"].empty()) {
text_color = display::rgb(0xff,0xff,0xff);
} else {
text_color = display::rgb(cfg["red"], cfg["green"], cfg["blue"]);
}
resources::screen->scroll_to_tile(u->get_location(), game_display::ONSCREEN, true, false);
vconfig t_filter = cfg.child("facing");
map_location secondary_loc = map_location::null_location();
if(!t_filter.empty()) {
terrain_filter filter(t_filter, resources::filter_con);
std::set<map_location> locs;
filter.get_locations(locs);
if (!locs.empty() && u->get_location() != *locs.begin()) {
map_location::DIRECTION dir =u->get_location().get_relative_dir(*locs.begin());
u->set_facing(dir);
secondary_loc = u->get_location().get_direction(dir);
}
}
config::attribute_value text = u->gender() == unit_race::FEMALE ? cfg["female_text"] : cfg["male_text"];
if(text.blank()) {
text = cfg["text"];
}
//.........这里部分代码省略.........
示例4: string_tblock_loc
void part::resolve_wml(const vconfig &cfg)
{
if(cfg.null()) {
return;
}
// Converts shortcut syntax to members of [background_layer]
background_layer bl;
if(cfg.has_attribute("background")) {
bl.set_file(cfg["background"].str());
}
if(cfg.has_attribute("scale_background")) {
bl.set_scale_horizontally(cfg["scale_background"].to_bool(true));
bl.set_scale_vertically(cfg["scale_background"].to_bool(true));
} else {
if(cfg.has_attribute("scale_background_vertically")) {
bl.set_scale_vertically(cfg["scale_background_vertically"].to_bool(true));
}
if(cfg.has_attribute("scale_background_horizontally")) {
bl.set_scale_horizontally(cfg["scale_background_horizontally"].to_bool(true));
}
}
if(cfg.has_attribute("tile_background")) {
bl.set_tile_horizontally(cfg["tile_background"].to_bool(false));
bl.set_tile_vertically(cfg["tile_background"].to_bool(false));
} else {
if(cfg.has_attribute("tile_background_vertically")) {
bl.set_tile_vertically(cfg["tile_background_vertically"].to_bool(false));
}
if(cfg.has_attribute("tile_background_horizontally")) {
bl.set_tile_vertically(cfg["tile_background_horizontally"].to_bool(false));
}
}
if(cfg.has_attribute("keep_aspect_ratio")) {
bl.set_keep_aspect_ratio(cfg["keep_aspect_ratio"].to_bool(true));
}
background_layers_.push_back(bl);
if(cfg.has_attribute("show_title")) {
show_title_ = cfg["show_title"].to_bool();
}
if(cfg.has_attribute("story")) {
text_ = cfg["story"].str();
}
if(cfg.has_attribute("title")) {
text_title_ = cfg["title"].str();
if(!cfg.has_attribute("show_title")) {
show_title_ = true;
}
}
if(cfg.has_attribute("text_layout")) {
text_block_loc_ = string_tblock_loc(cfg["text_layout"]);
}
if(cfg.has_attribute("title_alignment")) {
title_alignment_ = string_title_align(cfg["title_alignment"]);
}
if(cfg.has_attribute("music")) {
music_ = cfg["music"].str();
}
if(cfg.has_attribute("sound")) {
sound_ = cfg["sound"].str();
}
// Execution flow/branching/[image]
for(vconfig::all_children_iterator i = cfg.ordered_begin(); i != cfg.ordered_end(); ++ i) {
// i->first and i->second are goddamn temporaries; do not make references
const std::string key = i->first;
const vconfig node = i->second;
// [background_layer]
if (key == "background_layer") {
background_layers_.push_back(node.get_parsed_config());
}
// [image]
else if(key == "image") {
floating_images_.push_back(node.get_parsed_config());
}
// [if]
else if(key == "if") {
// check if the [if] tag has a [then] child;
// if we try to execute a non-existing [then], we get a segfault
if (game_events::conditional_passed(node)) {
if (node.has_child("then")) {
resolve_wml(node.child("then"));
}
}
// condition not passed, check [elseif] and [else]
else {
// get all [elseif] children and set a flag
vconfig::child_list elseif_children = node.get_children("elseif");
bool elseif_flag = false;
// for each [elseif]: test if it has a [then] child
// if the condition matches, execute [then] and raise flag
for (vconfig::child_list::const_iterator elseif = elseif_children.begin(); elseif != elseif_children.end(); ++elseif) {
if (game_events::conditional_passed(*elseif)) {
if (elseif->has_child("then")) {
resolve_wml(elseif->child("then"));
}
//.........这里部分代码省略.........
示例5: internal_matches_filter
bool basic_unit_filter_impl::internal_matches_filter(const unit & u, const map_location& loc, const unit* u2) const
{
if (!vcfg["name"].blank() && vcfg["name"].t_str() != u.name()) {
return false;
}
if (!vcfg["id"].empty()) {
std::vector<std::string> id_list = utils::split(vcfg["id"]);
if (std::find(id_list.begin(), id_list.end(), u.id()) == id_list.end()) {
return false;
}
}
// Allow 'speaker' as an alternative to id, since people use it so often
if (!vcfg["speaker"].blank() && vcfg["speaker"].str() != u.id()) {
return false;
}
if (vcfg.has_child("filter_location")) {
if (vcfg.count_children("filter_location") > 1) {
FAIL("Encountered multiple [filter_location] children of a standard unit filter. "
"This is not currently supported and in all versions of wesnoth would have "
"resulted in the later children being ignored. You must use [and] or similar "
"to achieve the desired result.");
}
terrain_filter filt(vcfg.child("filter_location"), &fc_, use_flat_tod_);
if (!filt.match(loc)) {
return false;
}
}
if(vcfg.has_child("filter_side")) {
if (vcfg.count_children("filter_side") > 1) {
FAIL("Encountered multiple [filter_side] children of a standard unit filter. "
"This is not currently supported and in all versions of wesnoth would have "
"resulted in the later children being ignored. You must use [and] or similar "
"to achieve the desired result.");
}
side_filter filt(vcfg.child("filter_side"), &fc_);
if(!filt.match(u.side()))
return false;
}
// Also allow filtering on location ranges outside of the location filter
if (!vcfg["x"].blank() || !vcfg["y"].blank()){
if(vcfg["x"] == "recall" && vcfg["y"] == "recall") {
//locations on the map are considered to not be on a recall list
if (fc_.get_disp_context().map().on_board(loc))
{
return false;
}
} else if(vcfg["x"].empty() && vcfg["y"].empty()) {
return false;
} else if(!loc.matches_range(vcfg["x"], vcfg["y"])) {
return false;
}
}
// The type could be a comma separated list of types
if (!vcfg["type"].empty()) {
std::vector<std::string> types = utils::split(vcfg["type"]);
if (std::find(types.begin(), types.end(), u.type_id()) == types.end()) {
return false;
}
}
// Shorthand for all advancements of a given type
if (!vcfg["type_tree"].empty()) {
std::set<std::string> types;
for(const std::string type : utils::split(vcfg["type_tree"])) {
if(types.count(type)) {
continue;
}
if(const unit_type* ut = unit_types.find(type)) {
const auto& tree = ut->advancement_tree();
types.insert(tree.begin(), tree.end());
types.insert(type);
}
}
if(types.find(u.type_id()) == types.end()) {
return false;
}
}
// The variation_type could be a comma separated list of types
if (!vcfg["variation"].empty())
{
std::vector<std::string> types = utils::split(vcfg["variation"]);
if (std::find(types.begin(), types.end(), u.variation()) == types.end()) {
return false;
}
}
// The has_variation_type could be a comma separated list of types
if (!vcfg["has_variation"].empty())
{
bool match = false;
// If this unit is a variation itself then search in the base unit's variations.
const unit_type* const type = u.variation().empty() ? &u.type() : unit_types.find(u.type().base_id());
assert(type);
//.........这里部分代码省略.........
示例6: resolve_wml
void part::resolve_wml(const vconfig &cfg)
{
if(cfg.null()) {
return;
}
if(cfg.has_attribute("background")) {
background_file_ = cfg["background"].str();
}
if(cfg.has_attribute("scale_background")) {
scale_background_ = cfg["scale_background"].to_bool(true);
}
if(cfg.has_attribute("show_title")) {
show_title_ = cfg["show_title"].to_bool();
}
if(cfg.has_attribute("story")) {
text_ = cfg["story"].str();
}
if(cfg.has_attribute("title")) {
text_title_ = cfg["title"].str();
if(!cfg.has_attribute("show_title")) {
show_title_ = true;
}
}
if(cfg.has_attribute("text_layout")) {
text_block_loc_ = string_tblock_loc(cfg["text_layout"]);
}
if(cfg.has_attribute("title_alignment")) {
title_alignment_ = string_title_align(cfg["title_alignment"]);
}
if(cfg.has_attribute("music")) {
music_ = cfg["music"].str();
}
if(cfg.has_attribute("sound")) {
sound_ = cfg["sound"].str();
}
// Execution flow/branching/[image]
for(vconfig::all_children_iterator i = cfg.ordered_begin(); i != cfg.ordered_end(); ++ i) {
// i->first and i->second are goddamn temporaries; do not make references
const std::string key = i->first;
const vconfig node = i->second;
// [image]
if(key == "image") {
floating_images_.push_back(node.get_parsed_config());
}
// [if]
else if(key == "if") {
const std::string branch_label =
game_events::conditional_passed(node) ?
"then" : "else";
if(node.has_child(branch_label)) {
const vconfig branch = node.child(branch_label);
resolve_wml(branch);
}
}
// [switch]
else if(key == "switch") {
const std::string var_name = node["variable"];
const std::string var_actual_value = resources::state_of_game->get_variable_const(var_name);
bool case_not_found = true;
for(vconfig::all_children_iterator j = node.ordered_begin(); j != node.ordered_end(); ++j) {
if(j->first != "case") continue;
// Enter all matching cases.
const std::string var_expected_value = (j->second)["value"];
if(var_actual_value == var_expected_value) {
case_not_found = false;
resolve_wml(j->second);
}
}
if(case_not_found) {
for(vconfig::all_children_iterator j = node.ordered_begin(); j != node.ordered_end(); ++j) {
if(j->first != "else") continue;
// Enter all elses.
resolve_wml(j->second);
}
}
}
// [deprecated_message]
else if(key == "deprecated_message") {
// Won't appear until the scenario start event finishes.
game_events::handle_deprecated_message(node.get_parsed_config());
}
// [wml_message]
else if(key == "wml_message") {
// Pass to game events handler. As with [deprecated_message],
// it won't appear until the scenario start event is complete.
game_events::handle_wml_log_message(node.get_parsed_config());
}
}
}
示例7: story_part
void controller::resolve_wml(const vconfig& cfg)
{
for(vconfig::all_children_iterator i = cfg.ordered_begin(); i != cfg.ordered_end(); ++i)
{
// i->first and i->second are goddamn temporaries; do not make references
const std::string key = i->first;
const vconfig node = i->second;
if(key == "part" && !node.empty()) {
part_pointer_type const story_part(new part(node));
// Use scenario name as part title if the WML doesn't supply a custom one.
if((*story_part).show_title() && (*story_part).title().empty()) {
(*story_part).set_title( scenario_name_ );
}
parts_.push_back(story_part);
}
// [if]
else if(key == "if") {
// check if the [if] tag has a [then] child;
// if we try to execute a non-existing [then], we get a segfault
if (game_events::conditional_passed(node)) {
if (node.has_child("then")) {
resolve_wml(node.child("then"));
}
}
// condition not passed, check [elseif] and [else]
else {
// get all [elseif] children and set a flag
vconfig::child_list elseif_children = node.get_children("elseif");
bool elseif_flag = false;
// for each [elseif]: test if it has a [then] child
// if the condition matches, execute [then] and raise flag
for (vconfig::child_list::const_iterator elseif = elseif_children.begin(); elseif != elseif_children.end(); ++elseif) {
if (game_events::conditional_passed(*elseif)) {
if (elseif->has_child("then")) {
resolve_wml(elseif->child("then"));
}
elseif_flag = true;
break;
}
}
// if we have an [else] tag and no [elseif] was successful (flag not raised), execute it
if (node.has_child("else") && !elseif_flag) {
resolve_wml(node.child("else"));
}
}
}
// [switch]
else if(key == "switch") {
const std::string var_name = node["variable"];
const std::string var_actual_value = resources::gamedata->get_variable_const(var_name);
bool case_not_found = true;
for(vconfig::all_children_iterator j = node.ordered_begin(); j != node.ordered_end(); ++j) {
if(j->first != "case") continue;
// Enter all matching cases.
const std::string var_expected_value = (j->second)["value"];
if(var_actual_value == var_expected_value) {
case_not_found = false;
resolve_wml(j->second);
}
}
if(case_not_found) {
for(vconfig::all_children_iterator j = node.ordered_begin(); j != node.ordered_end(); ++j) {
if(j->first != "else") continue;
// Enter all elses.
resolve_wml(j->second);
}
}
}
// [deprecated_message]
else if(key == "deprecated_message") {
// Won't appear until the scenario start event finishes.
game_events::handle_deprecated_message(node.get_parsed_config());
}
// [wml_message]
else if(key == "wml_message") {
// Pass to game events handler. As with [deprecated_message],
// it won't appear until the scenario start event is complete.
game_events::handle_wml_log_message(node.get_parsed_config());
}
}
}