本文整理汇总了C++中vconfig::empty方法的典型用法代码示例。如果您正苦于以下问题:C++ vconfig::empty方法的具体用法?C++ vconfig::empty怎么用?C++ vconfig::empty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::empty方法的3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: construct
static std::shared_ptr<unit_filter_abstract_impl> construct(const vconfig & vcfg, const filter_context & fc, bool flat_tod)
{
if (vcfg.empty()) {
return std::make_shared<null_unit_filter_impl> (fc);
}
if (vcfg.get_config().attribute_count() == 1 && vcfg.get_config().all_children_count() == 0 && vcfg.has_attribute("limit")) {
return std::make_shared<null_unit_filter_impl> (fc);
}
return std::make_shared<basic_unit_filter_impl>(vcfg, fc, flat_tod);
//TODO: Add more efficient implementations for special cases
}
示例2: matches_unit_filter
/**
* Determines if @a un_it matches @a filter. If the filter is not empty,
* the unit is required to additionally match the unit that was supplied
* when this was constructed.
*/
bool entity_location::matches_unit_filter(const unit_map::const_iterator & un_it,
const vconfig & filter) const
{
if ( !un_it.valid() )
return false;
if ( filter.empty() )
// Skip the check for un_it matching *this.
return true;
// Filter the unit at the filter location (should be the unit's
// location if no special filter location was specified).
return unit_filter(filter).matches(*un_it, filter_loc_) &&
matches_unit(un_it);
}
示例3: resolve_wml
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());
}
}
}