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C++ Document::save方法代码示例

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


在下文中一共展示了Document::save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: saveSettings

void EditorState::saveSettings(const MyGUI::UString& _fileName)
{
	std::string _instance = "Editor";

	MyGUI::xml::Document doc;
	doc.createDeclaration();
	MyGUI::xml::ElementPtr root = doc.createRoot("MyGUI");
	root->addAttribute("type", "Settings");

	mPropertiesPanelView->save(root);
	mSettingsWindow->save(root);
	mWidgetsWindow->save(root);
	mMetaSolutionWindow->save(root);

	// cleanup for duplicates

	std::reverse(recentFiles.begin(), recentFiles.end());
	for (size_t i = 0; i < recentFiles.size(); ++i)
		recentFiles.erase(std::remove(recentFiles.begin() + i + 1, recentFiles.end(), recentFiles[i]), recentFiles.end());

	// remove old files
	while (recentFiles.size() > MAX_RECENT_FILES)
		recentFiles.pop_back();
	std::reverse(recentFiles.begin(), recentFiles.end());

	for (std::vector<MyGUI::UString>::iterator iter = recentFiles.begin(); iter != recentFiles.end(); ++iter)
	{
		MyGUI::xml::ElementPtr nodeProp = root->createChild("RecentFile");
		nodeProp->addAttribute("name", *iter);
	}

	for (std::vector<MyGUI::UString>::iterator iter = additionalPaths.begin(); iter != additionalPaths.end(); ++iter)
	{
		MyGUI::xml::ElementPtr nodeProp = root->createChild("AdditionalPath");
		nodeProp->addAttribute("name", *iter);
	}

	if (!doc.save(_fileName))
	{
		MYGUI_LOGGING(LogSection, Error, _instance << " : " << doc.getLastError());
		return;
	}
}
开发者ID:sskoruppa,项目名称:Glove_Code,代码行数:43,代码来源:EditorState.cpp

示例2: saveToFile

	void DemoKeeper::saveToFile(const std::string& _filename)
	{
		MyGUI::xml::Document doc;

		// есть такой файл
		if (!doc.open(_filename))
		{
			doc.clear();
		}

		doc.createDeclaration();
		MyGUI::xml::ElementPtr root = doc.createRoot("AnimationGraph");

		// сохраняем сами ноды
		wraps::BaseGraphView::EnumeratorNode node = mGraphView->getNodeEnumerator();
		while (node.next())
		{
			BaseAnimationNode* anim_node = dynamic_cast<BaseAnimationNode*>(node.current());
			if (anim_node)
			{
				MyGUI::xml::ElementPtr node_type = root->createChild("Node");
				node_type->addAttribute("type", anim_node->getType());
				node_type->addAttribute("name", anim_node->getName());
				anim_node->serialization(node_type);
			}
		}

		// сохраняем соединения
		node = mGraphView->getNodeEnumerator();
		while (node.next())
		{
			BaseAnimationNode* anim_node = dynamic_cast<BaseAnimationNode*>(node.current());
			if (anim_node && anim_node->isAnyConnection())
			{
				MyGUI::xml::ElementPtr connection = root->createChild("Connections");
				connection->addAttribute("node", anim_node->getName());

				wraps::EnumeratorConnection node_conn = anim_node->getConnectionEnumerator();
				while (node_conn.next())
				{
					wraps::EnumeratorConnection conn = node_conn->getConnectionEnumerator();
					while (conn.next())
					{
						BaseAnimationNode* anim_node2 = dynamic_cast<BaseAnimationNode*>(conn->getOwnerNode());
						if (anim_node2)
						{
							MyGUI::xml::ElementPtr item = connection->createChild("Connection");
							item->addAttribute("node", anim_node2->getName());
							item->addAttribute("from", node_conn->getName());
							item->addAttribute("to", conn->getName());
						}
					}
				}
			}
		}

		// сохраняем данные для редактора
		MyGUI::xml::ElementPtr data = root->createChild("EditorData");
		node = mGraphView->getNodeEnumerator();
		while (node.next())
		{
			BaseAnimationNode* anim_node = dynamic_cast<BaseAnimationNode*>(node.current());
			if (anim_node)
			{
				MyGUI::xml::ElementPtr item_data = data->createChild("Node");
				item_data->addAttribute("name", anim_node->getName());
				item_data->addAttribute("coord", anim_node->getCoord().print());
			}
		}

		doc.save(_filename);
	}
开发者ID:LiberatorUSA,项目名称:GUCEF,代码行数:72,代码来源:DemoKeeper.cpp

示例3: loadFont

    void FontLoader::loadFont(const std::string &fileName, bool exportToFile)
    {
        Ogre::DataStreamPtr file = Ogre::ResourceGroupManager::getSingleton().openResource(fileName);

        float fontSize;
        int one;
        file->read(&fontSize, sizeof(fontSize));

        file->read(&one, sizeof(int));
        assert(one == 1);
        file->read(&one, sizeof(int));
        assert(one == 1);

        char name_[284];
        file->read(name_, sizeof(name_));
        std::string name(name_);

        GlyphInfo data[256];
        file->read(data, sizeof(data));
        file->close();

        // Create the font texture
        std::string bitmapFilename = "Fonts/" + std::string(name) + ".tex";
        Ogre::DataStreamPtr bitmapFile = Ogre::ResourceGroupManager::getSingleton().openResource(bitmapFilename);

        int width, height;
        bitmapFile->read(&width, sizeof(int));
        bitmapFile->read(&height, sizeof(int));

        std::vector<Ogre::uchar> textureData;
        textureData.resize(width*height*4);
        bitmapFile->read(&textureData[0], width*height*4);
        bitmapFile->close();

        std::string resourceName;
        if (name.size() >= 5 && Misc::StringUtils::ciEqual(name.substr(0, 5), "magic"))
            resourceName = "Magic Cards";
        else if (name.size() >= 7 && Misc::StringUtils::ciEqual(name.substr(0, 7), "century"))
            resourceName = "Century Gothic";
        else if (name.size() >= 7 && Misc::StringUtils::ciEqual(name.substr(0, 7), "daedric"))
            resourceName = "Daedric";
        else
            return; // no point in loading it, since there is no way of using additional fonts

        std::string textureName = name;
        Ogre::Image image;
        image.loadDynamicImage(&textureData[0], width, height, Ogre::PF_BYTE_RGBA);
        Ogre::TexturePtr texture = Ogre::TextureManager::getSingleton().createManual(textureName,
            Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
            Ogre::TEX_TYPE_2D,
            width, height, 0, Ogre::PF_BYTE_RGBA);
        texture->loadImage(image);

        if (exportToFile)
            image.save(resourceName + ".png");

        // Register the font with MyGUI
        MyGUI::ResourceManualFont* font = static_cast<MyGUI::ResourceManualFont*>(
                    MyGUI::FactoryManager::getInstance().createObject("Resource", "ResourceManualFont"));

        // We need to emulate loading from XML because the data members are private as of mygui 3.2.0
        MyGUI::xml::Document xmlDocument;
        MyGUI::xml::ElementPtr root = xmlDocument.createRoot("ResourceManualFont");
        root->addAttribute("name", resourceName);

        MyGUI::xml::ElementPtr defaultHeight = root->createChild("Property");
        defaultHeight->addAttribute("key", "DefaultHeight");
        defaultHeight->addAttribute("value", fontSize);
        MyGUI::xml::ElementPtr source = root->createChild("Property");
        source->addAttribute("key", "Source");
        source->addAttribute("value", std::string(textureName));
        MyGUI::xml::ElementPtr codes = root->createChild("Codes");

        for(int i = 0; i < 256; i++)
        {
            float x1 = data[i].top_left.x*width;
            float y1 = data[i].top_left.y*height;
            float w  = data[i].top_right.x*width - x1;
            float h  = data[i].bottom_left.y*height - y1;

            ToUTF8::Utf8Encoder encoder(mEncoding);
            unsigned long unicodeVal = utf8ToUnicode(getUtf8(i, encoder, mEncoding));

            MyGUI::xml::ElementPtr code = codes->createChild("Code");
            code->addAttribute("index", unicodeVal);
            code->addAttribute("coord", MyGUI::utility::toString(x1) + " "
                                        + MyGUI::utility::toString(y1) + " "
                                        + MyGUI::utility::toString(w) + " "
                                        + MyGUI::utility::toString(h));
            code->addAttribute("advance", data[i].width);
            code->addAttribute("bearing", MyGUI::utility::toString(data[i].kerning) + " "
                               + MyGUI::utility::toString((fontSize-data[i].ascent)));
            code->addAttribute("size", MyGUI::IntSize(data[i].width, data[i].height));

            // More hacks! The french game uses several win1252 characters that are not included
            // in the cp437 encoding of the font. Fall back to similar available characters.
            if (mEncoding == ToUTF8::CP437)
            {
                std::multimap<int, int> additional; // <cp437, unicode>
                additional.insert(std::make_pair(39, 0x2019)); // apostrophe
//.........这里部分代码省略.........
开发者ID:Bodillium,项目名称:openmw,代码行数:101,代码来源:fontloader.cpp


注:本文中的mygui::xml::Document::save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。