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C++ vconfig::get_children方法代码示例

本文整理汇总了C++中vconfig::get_children方法的典型用法代码示例。如果您正苦于以下问题:C++ vconfig::get_children方法的具体用法?C++ vconfig::get_children怎么用?C++ vconfig::get_children使用的例子?那么恭喜您, 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vconfig的用法示例。


在下文中一共展示了vconfig::get_children方法的4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: wml_animation_internal


//.........这里部分代码省略.........
	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"];
		}
		animator.add_animation(&*u, cfg["flag"], u->get_location(),
			secondary_loc, cfg["value"], cfg["with_bars"].to_bool(),
			text.str(), text_color, hits, primary, secondary,
			cfg["value_second"]);
	}
	const vconfig::child_list sub_anims = cfg.get_children("animate");
	vconfig::child_list::const_iterator anim_itor;
	for(anim_itor = sub_anims.begin(); anim_itor != sub_anims.end();++anim_itor) {
		wml_animation_internal(animator, *anim_itor);
	}

}
开发者ID:PoignardAzur,项目名称:wesnoth,代码行数:101,代码来源:udisplay.cpp

示例2: internal_matches_filter


//.........这里部分代码省略.........
	if (!vcfg["role"].blank() && vcfg["role"].str() != u.get_role()) {
		return false;
	}

	if (!vcfg["ai_special"].blank() && ((vcfg["ai_special"].str() == "guardian") != u.get_state(unit::STATE_GUARDIAN))) {
		return false;
	}

	if (!vcfg["canrecruit"].blank() && vcfg["canrecruit"].to_bool() != u.can_recruit()) {
		return false;
	}

	if (!vcfg["recall_cost"].blank() && vcfg["recall_cost"].to_int(-1) != u.recall_cost()) {
		return false;
	}

	if (!vcfg["level"].blank() && vcfg["level"].to_int(-1) != u.level()) {
		return false;
	}

	if (!vcfg["defense"].blank() && vcfg["defense"].to_int(-1) != u.defense_modifier(fc_.get_disp_context().map().get_terrain(loc))) {
		return false;
	}

	if (!vcfg["movement_cost"].blank() && vcfg["movement_cost"].to_int(-1) != u.movement_cost(fc_.get_disp_context().map().get_terrain(loc))) {
		return false;
	}

	// Now start with the new WML based comparison.
	// If a key is in the unit and in the filter, they should match
	// filter only => not for us
	// unit only => not filtered
	config unit_cfg; // No point in serializing the unit once for each [filter_wml]!
	for (const vconfig& wmlcfg : vcfg.get_children("filter_wml")) {
			config fwml = wmlcfg.get_parsed_config();
			/* Check if the filter only cares about variables.
			   If so, no need to serialize the whole unit. */
			config::all_children_itors ci = fwml.all_children_range();
			if (fwml.all_children_count() == 1 && 
				fwml.attribute_count() == 1 &&
			    ci.front().key == "variables") {
				if (!u.variables().matches(ci.front().cfg))
					return false;
			} else {
				if (unit_cfg.empty())
					u.write(unit_cfg);
				if (!unit_cfg.matches(fwml))
					return false;
			}
	}

	for (const vconfig& vision : vcfg.get_children("filter_vision")) {
		std::set<int> viewers;

		// Use standard side filter
		side_filter ssf(vision, &fc_);
		std::vector<int> sides = ssf.get_teams();
		viewers.insert(sides.begin(), sides.end());

		bool found = false;
		for (const int viewer : viewers) {
			bool fogged = fc_.get_disp_context().teams()[viewer - 1].fogged(loc);
			bool hiding = u.invisible(loc, fc_.get_disp_context());
			bool unit_hidden = fogged || hiding;
			if (vision["visible"].to_bool(true) != unit_hidden) {
				found = true;
开发者ID:aquileia,项目名称:wesnoth,代码行数:67,代码来源:filter.cpp

示例3: resolve_wml

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.........
开发者ID:jamesp-,项目名称:wesnoth,代码行数:101,代码来源:part.cpp

示例4: 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());
		}
	}
}
开发者ID:aadarshasubedi,项目名称:wesnoth,代码行数:86,代码来源:controller.cpp


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