本文整理汇总了C++中vconfig::ordered_begin方法的典型用法代码示例。如果您正苦于以下问题:C++ vconfig::ordered_begin方法的具体用法?C++ vconfig::ordered_begin怎么用?C++ vconfig::ordered_begin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::ordered_begin方法的5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: conditional_passed
bool conditional_passed(const vconfig& cond)
{
bool matches = internal_conditional_passed(cond);
// Handle [and], [or], and [not] with in-order precedence
vconfig::all_children_iterator cond_i = cond.ordered_begin();
vconfig::all_children_iterator cond_end = cond.ordered_end();
while(cond_i != cond_end)
{
const std::string& cond_name = cond_i.get_key();
const vconfig& cond_filter = cond_i.get_child();
// Handle [and]
if(cond_name == "and")
{
matches = matches && conditional_passed(cond_filter);
}
// Handle [or]
else if(cond_name == "or")
{
matches = matches || conditional_passed(cond_filter);
}
// Handle [not]
else if(cond_name == "not")
{
matches = matches && !conditional_passed(cond_filter);
}
++cond_i;
}
return matches;
}
示例2: vcfg
basic_unit_filter_impl(const vconfig & vcfg, const filter_context & fc, bool flat_tod)
: fc_(fc)
, vcfg(vcfg)
, use_flat_tod_(flat_tod)
, cond_children_()
, cond_child_types_()
{
// Handle [and], [or], and [not] with in-order precedence
vconfig::all_children_iterator cond = vcfg.ordered_begin();
vconfig::all_children_iterator cond_end = vcfg.ordered_end();
while(cond != cond_end)
{
const std::string& cond_name = cond.get_key();
conditional::TYPE type;
if(type.parse(cond_name)) {
const vconfig& cond_filter = cond.get_child();
cond_children_.push_back(unit_filter(cond_filter, &fc_, use_flat_tod_));
cond_child_types_.push_back(type);
}
else {
static const int NUM_VALID_TAGS = 5;
static const std::string valid_tags[NUM_VALID_TAGS] = {
"filter_vision",
"filter_adjacent",
"filter_location",
"filter_side",
"filter_wml",
};
static const std::string* const valid_tags_end = valid_tags + NUM_VALID_TAGS;
if (std::find(valid_tags, valid_tags_end, cond_name) == valid_tags_end){
std::stringstream errmsg;
errmsg << "encountered a child [" << cond_name << "] of a standard unit filter, it is being ignored";
DBG_CF << errmsg.str() << std::endl; //FAIL( errmsg.str() );
}
}
++cond;
}
this->vcfg.make_safe();
}
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.........
示例4: 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5: 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());
}
}
}