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C++ String::FloatValue方法代码示例

本文整理汇总了C++中common::String::FloatValue方法的典型用法代码示例。如果您正苦于以下问题:C++ String::FloatValue方法的具体用法?C++ String::FloatValue怎么用?C++ String::FloatValue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common::String的用法示例。


在下文中一共展示了String::FloatValue方法的1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: Init

bool TerrainApp::Init()
{
	Common::INIFile inif;
	inif.SetFilename(m_sConfigFilename);
	inif.Open();

	Common::String sTemp;

	inif.GetINI("Window", "Title", m_sTitle);
	inif.GetINI("Window", "Width", sTemp);
	m_Width = sTemp.IntValue();
	inif.GetINI("Window", "Height", sTemp);
	m_Height = sTemp.IntValue();

	if(!InitWindow())  // Initialize the window
	{
		return false;
	}
	gLog.WriteLine("Window created OK!");

	// Inititalize the D3D

	Render::RenderCoreDesc rcdesc;
	memset(&rcdesc, 0, sizeof(rcdesc));

	rcdesc.m_hWnd = m_hWnd;  // HWND

	inif.GetINI("Render", "Adapter", sTemp);
	rcdesc.m_Adapter = sTemp.IntValue();  // Adapter

	inif.GetINI("HardwareRequirements", "DeviceType", sTemp);
	rcdesc.m_DeviceType = Render::IntToDevType((unsigned int)sTemp.IntValue());  // D3D device type

	inif.GetINI("Render", "ColorBits", sTemp);
	rcdesc.m_DisplayColorBits = sTemp.IntValue();  // Display color bits

	inif.GetINI("HardwareRequirements", "UsesMixedVertexProcessing", sTemp);
	rcdesc.HR_UsesMixedVP = (bool)sTemp.IntValue();

	inif.GetINI("HardwareRequirements", "MinimumStencilBits", sTemp);
	rcdesc.HR_MinStencilBits = sTemp.IntValue();

	rcdesc.m_PresentParameters.BackBufferWidth = m_Width;
	rcdesc.m_PresentParameters.BackBufferHeight = m_Height;

	rcdesc.m_PresentParameters.hDeviceWindow = m_hWnd;
	inif.GetINI("Render", "IsFullscreen", sTemp);
	rcdesc.m_PresentParameters.Windowed = !((bool)sTemp.IntValue());

	gLog.WriteLine("Try to initialize D3D...");
	if(!g_GetRenderCore()->Init(rcdesc))  //********** ==> Initializing D3D RenderCore
	{
		gLog.WriteLine("D3D initialization failed!");
		return false;
	}

	gLog.WriteLine("D3D initialized OK!");

	inif.GetINI("Terrain", "Name", sTemp);
	g_GetTerrainTree()->SetName(sTemp);

	inif.SetFilename(sTemp + ".ttd");
	inif.Open();
	inif.GetINI("TreeInfo", "CPX", sTemp);
	float cpx = sTemp.FloatValue();
	inif.GetINI("TreeInfo", "CPY", sTemp);
	float cpy = sTemp.FloatValue();
	inif.GetINI("TreeInfo", "CPZ", sTemp);
	float cpz = sTemp.FloatValue();
	g_GetTerrainTree()->CreateD3DResources();
	g_GetTerrainTree()->CreateQuadTree(cpx, cpy, cpz);

	inif.Close();


	m_Camera.Init(Maths::Vector3F(cpx, cpy + 256.f, cpz), Maths::Vector3F(cpx, cpy + 256.f, cpz + 100.f),
		Maths::Vector3F(0.f, 1.f, 0.f), 5.f, 30000.f, PI / 3, (float)m_Height / (float)m_Width);

	m_Camera.GetViewMatrix(m_mtxView);
	m_Camera.GetProjectionMatrix(m_mtxProj);

	m_pVB = g_GetRenderCore()->CreateVertexBuffer(3, sizeof(TEST_VERTEX), TEST_VERTEX_FVF);
	void* pVB = 0;
	m_pVB->Lock(0, 0, &pVB, 0);
	TEST_VERTEX varray[] =
	{
		0,   cpy + 256.f, 0, D3DCOLOR_XRGB(0, 255, 0),
		1024,  cpy + 256.f, -1024,  D3DCOLOR_XRGB(0, 255, 0),
		-1024, cpy + 256.f, -1024,  D3DCOLOR_XRGB(0, 0, 255)
	};

	memcpy(pVB, varray, 3 * sizeof(TEST_VERTEX));
	m_pVB->Unlock();

	return true;
}
开发者ID:viticm,项目名称:pap2,代码行数:96,代码来源:TerrainApp.cpp


注:本文中的common::String::FloatValue方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。