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C++ Attribute::SetValue方法代码示例

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


在下文中一共展示了Attribute::SetValue方法的7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: ProtoSerialize

    void ActorRigid::ProtoSerialize(XML::Node& CurrentRoot) const
    {
        XML::Node ActorNode = CurrentRoot.AppendChild("ActorRigid");
        if (!ActorNode) { ThrowSerialError("create ActorRigidNode");}

        XML::Attribute Version = ActorNode.AppendAttribute("Version");
        if (Version)
            { Version.SetValue(1); }
        else
            { SerializeError("Create set Version on ActorRigid node", SerializableName()); }

        XML::Attribute ActorName = ActorNode.AppendAttribute("Name");
            ActorName.SetValue(this->GetName());
        XML::Attribute ActorFile = ActorNode.AppendAttribute("File");
            ActorFile.SetValue(this->GraphicsObject->getMesh()->getName());
        XML::Attribute ActorGroup = ActorNode.AppendAttribute("Group");
            ActorGroup.SetValue(this->GraphicsObject->getMesh()->getGroup());
        if( !(ActorName && ActorFile && ActorGroup) )
            { ThrowSerialError("creating ActorRigid Attributes");}

        XML::Node LinearMovementFactor = ActorNode.AppendChild("LinearMovementFactor");
        if (!LinearMovementFactor) { ThrowSerialError("create LinearMovementFactor Node"); }
        this->GetLinearMovementFactor().ProtoSerialize(LinearMovementFactor);

        XML::Node AngularMovementFactor = ActorNode.AppendChild("AngularMovementFactor");
        if (!AngularMovementFactor) { ThrowSerialError("create AngularMovementFactor Node"); }
        this->GetAngularMovementFactor().ProtoSerialize(AngularMovementFactor);

        ActorBase::ProtoSerialize(ActorNode);
    }
开发者ID:zester,项目名称:Mezzanine,代码行数:30,代码来源:actorrigid.cpp

示例2: ProtoSerialize

        void GearConstraint::ProtoSerialize(XML::Node& CurrentRoot) const
        {
            XML::Node P2PNode = CurrentRoot.AppendChild(this->GearConstraint::SerializableName());                     // The base node all the base constraint stuff will go in
            if (!P2PNode)
                { SerializeError("Create P2PNode", SerializableName()); }

            XML::Attribute VerAttr = P2PNode.AppendAttribute("Version");
            XML::Attribute RatioAttr = P2PNode.AppendAttribute("Ratio");

            if( VerAttr && RatioAttr )
            {
                VerAttr.SetValue(1);
                RatioAttr.SetValue(this->GetRotationRatio());
            }else{
                SerializeError("Create P2PNode Attributes", SerializableName());
            }

            XML::Node ActorANode = P2PNode.AppendChild("ActorA");
            if (!ActorANode)
                { SerializeError("Create ActorANode", SerializableName()); }
            this->GetAxisA().ProtoSerialize(ActorANode);

            XML::Node ActorBNode = P2PNode.AppendChild("ActorB");
            if (!ActorBNode)
                { SerializeError("Create ActorBNode", SerializableName()); }
            this->GetAxisB().ProtoSerialize(ActorBNode);

            this->Constraint::ProtoSerialize(P2PNode);
        }
开发者ID:zester,项目名称:Mezzanine,代码行数:29,代码来源:gearconstraint.cpp

示例3: ProtoSerialize

        void CapsuleCollisionShape::ProtoSerialize(XML::Node& CurrentRoot) const
        {
            XML::Node CollisionNode = CurrentRoot.AppendChild(this->CapsuleCollisionShape::SerializableName());
            if (!CollisionNode) { SerializeError("create CollisionNode",this->CapsuleCollisionShape::SerializableName());}

            XML::Attribute Version = CollisionNode.AppendAttribute("Version");
            if (Version)
                { Version.SetValue(1); }
            else
                { SerializeError("Create Version Attribute", SerializableName()); }
/*
            XML::Attribute RadiusAttr = CollisionNode.AppendAttribute("Radius");
            if (RadiusAttr)
                { RadiusAttr.SetValue(this->GetCleanRadius()); }
            else
                { SerializeError("Create RadiusAttr Attribute", SerializableName()); }

            XML::Attribute HeightAttr = CollisionNode.AppendAttribute("Height");
            if (HeightAttr)
                { HeightAttr.SetValue(this->GetCleanHeight()); }
            else
                { SerializeError("Create HeightAttr Attribute", SerializableName()); }
*/
            XML::Attribute AxisAttr = CollisionNode.AppendAttribute("Axis");
            if (AxisAttr)
                { AxisAttr.SetValue(this->GetUpStandardAxis()); }
            else
                { SerializeError("Create AxisAttr Attribute", SerializableName()); }

            this->PrimitiveCollisionShape::ProtoSerialize(CollisionNode);
        }
开发者ID:zester,项目名称:Mezzanine,代码行数:31,代码来源:capsulecollisionshape.cpp

示例4: ProtoSerialize

    void WorldObject::ProtoSerialize(XML::Node& CurrentRoot) const
    {
        XML::Node WorldObjectNode = CurrentRoot.AppendChild("WorldObject");
        if (!WorldObjectNode) { ThrowSerialError("create WorldObjectNode");}

        XML::Node LocationNode = WorldObjectNode.AppendChild("Location");
        if (!LocationNode) { ThrowSerialError("create LocationNode"); }
        this->GetLocation().ProtoSerialize(LocationNode);

        XML::Node ScalingNode = WorldObjectNode.AppendChild("Scaling");
        if (!ScalingNode) { ThrowSerialError("create ScalingNode"); }
        this->GetScaling().ProtoSerialize(ScalingNode);

        this->GetGraphicsSettings()->ProtoSerialize(WorldObjectNode);
        this->GetPhysicsSettings()->ProtoSerialize(WorldObjectNode);

        XML::Attribute WorldObjectName = WorldObjectNode.AppendAttribute("Name");
            WorldObjectName.SetValue(this->GetName());
        XML::Attribute WorldObjectVersion = WorldObjectNode.AppendAttribute("Version");
            WorldObjectVersion.SetValue(1);
        XML::Attribute WorldObjectIsInWorld = WorldObjectNode.AppendAttribute("IsInWorld");
            WorldObjectIsInWorld.SetValue(this->IsInWorld());
        if ( !(WorldObjectName && WorldObjectVersion && WorldObjectIsInWorld) )
            { ThrowSerialError("create WorldObjectNode Attributes"); }

        /*XML::Attribute WorldObjectSoundSetName = WorldObjectNode.AppendAttribute("SoundSet");
        if(this->GetSounds())
        {
            WorldObjectSoundSetName.SetValue(this->GetSounds()->GetName());
        }else{
            WorldObjectSoundSetName.SetValue("");
        }//*/
    }
开发者ID:zester,项目名称:Mezzanine,代码行数:33,代码来源:worldobject.cpp

示例5: ProtoSerialize

    void AreaEffect::ProtoSerialize(XML::Node& CurrentRoot) const
    {
        XML::Node AreaEffectNode = CurrentRoot.AppendChild("AreaEffect");
        if (!AreaEffectNode) { ThrowSerialError("create AreaEffectNode");}

        XML::Attribute AreaEffectVersion = AreaEffectNode.AppendAttribute("Version");
        AreaEffectVersion.SetValue(1);

        NonStaticWorldObject::ProtoSerialize(AreaEffectNode);
    }
开发者ID:zester,项目名称:Mezzanine,代码行数:10,代码来源:areaeffect.cpp

示例6: ProtoSerialize

        void MeshCollisionShape::ProtoSerialize(XML::Node& CurrentRoot) const
        {
            XML::Node CollisionNode = CurrentRoot.AppendChild(this->MeshCollisionShape::GetSerializableName());
            if (!CollisionNode) { SerializeError("create CollisionNode",this->MeshCollisionShape::GetSerializableName());}

            XML::Attribute Version = CollisionNode.AppendAttribute("Version");
            if (Version)
                { Version.SetValue(1); }
            else
                { SerializeError("Create Version Attribute", GetSerializableName()); }

            this->CollisionShape::ProtoSerialize(CollisionNode);

        }
开发者ID:,项目名称:,代码行数:14,代码来源:

示例7: SaveShapesToXMLFile

        void CollisionShapeManager::SaveShapesToXMLFile(const String& FileName, ShapeVector& ShapesToSave)
        {
            XML::Document ShapesDoc;
            XML::Node DeclNode = ShapesDoc.AppendChild(XML::NodeDeclaration);
            XML::Attribute VerAttrib = DeclNode.AppendAttribute("version");

            if( DeclNode.SetName("xml") && VerAttrib.SetValue("1.0") ) {
                XML::Node ShapesRoot = ShapesDoc.AppendChild( "ShapesRoot" );
                for( ShapeVectorIterator ShapeIt = ShapesToSave.begin() ; ShapeIt != ShapesToSave.end() ; ++ShapeIt )
                {
                    (*ShapeIt)->ProtoSerialize( ShapesRoot );
                }

                /// @todo Replace this stack allocated stream for one initialized from the Resource Manager, after the system is ready.
                Resource::FileStream SettingsStream(FileName,".",Resource::SF_Truncate | Resource::SF_Write);
                ShapesDoc.Save(SettingsStream,"\t",XML::FormatIndent);
            }else{
                MEZZ_EXCEPTION(ExceptionBase::INVALID_STATE_EXCEPTION,"Failed to create XML document declaration for file \"" + FileName + "\".");
            }
        }
开发者ID:,项目名称:,代码行数:20,代码来源:


注:本文中的xml::Attribute::SetValue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。