本文整理汇总了C++中xml::Node::AppendAttribute方法的典型用法代码示例。如果您正苦于以下问题:C++ Node::AppendAttribute方法的具体用法?C++ Node::AppendAttribute怎么用?C++ Node::AppendAttribute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xml::Node
的用法示例。
在下文中一共展示了Node::AppendAttribute方法的14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);
}
示例2: 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);
}
示例3: 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("");
}//*/
}
示例4: ProtoSerializeProperties
void SliderConstraint::ProtoSerializeProperties(XML::Node& SelfRoot) const
{
this->Constraint::ProtoSerializeProperties(SelfRoot);
XML::Node PropertiesNode = SelfRoot.AppendChild( SliderConstraint::GetSerializableName() + "Properties" );
if( PropertiesNode.AppendAttribute("Version").SetValue("1") &&
PropertiesNode.AppendAttribute("UseFrameOffset").SetValue( this->GetUseFrameOffset() ) &&
PropertiesNode.AppendAttribute("UpperLinLimit").SetValue( this->GetUpperLinLimit() ) &&
PropertiesNode.AppendAttribute("UpperAngLimit").SetValue( this->GetUpperAngLimit() ) &&
PropertiesNode.AppendAttribute("LowerLinLimit").SetValue( this->GetLowerLinLimit() ) &&
PropertiesNode.AppendAttribute("LowerAngLimit").SetValue( this->GetLowerAngLimit() ) &&
PropertiesNode.AppendAttribute("PoweredLinMotor").SetValue( this->GetPoweredLinMotor() ) &&
PropertiesNode.AppendAttribute("PoweredAngMotor").SetValue( this->GetPoweredAngMotor() ) &&
PropertiesNode.AppendAttribute("TargetLinMotorVelocity").SetValue( this->GetTargetLinMotorVelocity() ) &&
PropertiesNode.AppendAttribute("TargetAngMotorVelocity").SetValue( this->GetTargetAngMotorVelocity() ) &&
PropertiesNode.AppendAttribute("MaxLinMotorForce").SetValue( this->GetMaxLinMotorForce() ) &&
PropertiesNode.AppendAttribute("MaxAngMotorForce").SetValue( this->GetMaxAngMotorForce() ) &&
PropertiesNode.AppendAttribute("SoftnessLimLin").SetValue( this->GetSoftnessLimLin() ) &&
PropertiesNode.AppendAttribute("SoftnessLimAng").SetValue( this->GetSoftnessLimAng() ) &&
PropertiesNode.AppendAttribute("SoftnessOrthoLin").SetValue( this->GetSoftnessOrthoLin() ) &&
PropertiesNode.AppendAttribute("SoftnessOrthoAng").SetValue( this->GetSoftnessOrthoAng() ) )
{
return;
}else{
SerializeError("Create XML Attribute Values",SliderConstraint::GetSerializableName() + "Properties",true);
}
}
示例5: ProtoSerialize
void WorldProxy::ProtoSerialize(XML::Node& ParentNode) const
{
XML::Node SelfRoot = ParentNode.AppendChild(this->GetDerivedSerializableName());
if( !SelfRoot.AppendAttribute("InWorld").SetValue( this->IsInWorld() ? "true" : "false" ) ) {
SerializeError("Create XML Attribute Values",WorldProxy::GetSerializableName(),true);
}
this->ProtoSerializeImpl(SelfRoot);
}
示例6: 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);
}
示例7: AppendCurrentSettings
void GraphicsManager::AppendCurrentSettings(XML::Node& SettingsRootNode)
{
// Create the Group node to be returned
XML::Node CurrentSettings = SettingsRootNode.AppendChild("Current");
// Create and initialize the rendersystem settings
XML::Node RenderSystemNode = CurrentSettings.AppendChild("RenderSystem");
RenderSystemNode.AppendAttribute("Name").SetValue( this->GetShortenedRenderSystemName(CurrRenderSys) );
// Create and initialize the window configuration
for( GameWindowIterator WinIt = this->BeginGameWindow() ; WinIt != this->EndGameWindow() ; ++WinIt )
{ (*WinIt)->ProtoSerialize(CurrentSettings); }
}
示例8: ProtoSerializeEvents
void Widget::ProtoSerializeEvents(XML::Node& SelfRoot) const
{
XML::Node EventsNode = SelfRoot.AppendChild( "Events" );
if( EventsNode.AppendAttribute("Version").SetValue("1") ) {
for( ConstEventIterator EvIt = this->Events.begin() ; EvIt != this->Events.end() ; ++EvIt )
{
XML::Node BindingNode = EventsNode.AppendChild( "Event" );
if( BindingNode.AppendAttribute("Version").SetValue("1") &&
BindingNode.AppendAttribute("Name").SetValue( (*EvIt).first ) )
{
continue;
}else{
SerializeError("Create XML Version Attribute","Event",true);
}
}
}else{
SerializeError("Create XML Version Attribute","Events",true);
}
}
示例9: ProtoSerializeStateGroupBindings
void Widget::ProtoSerializeStateGroupBindings(XML::Node& SelfRoot) const
{
XML::Node BindingsNode = SelfRoot.AppendChild( "StateGroupBindings" );
if( BindingsNode.AppendAttribute("Version").SetValue("1") ) {
for( ConstStateLayerGroupIterator BindingIt = this->StateGroupBindings.begin() ; BindingIt != this->StateGroupBindings.end() ; ++BindingIt )
{
XML::Node BindingNode = BindingsNode.AppendChild( "StateGroupBinding" );
if( BindingNode.AppendAttribute("Version").SetValue("1") &&
BindingNode.AppendAttribute("StateID").SetValue( (*BindingIt).first ) &&
BindingNode.AppendAttribute("LayerGroupID").SetValue( (*BindingIt).second->GetGroupID() ) )
{
continue;
}else{
SerializeError("Create XML Version Attribute","StateGroupBinding",true);
}
}
}else{
SerializeError("Create XML Version Attribute","StateGroupBindings",true);
}
}
示例10: ProtoSerializeButtonBindings
void TabSet::ProtoSerializeButtonBindings(XML::Node& SelfRoot) const
{
XML::Node BindingsNode = SelfRoot.AppendChild( "SubSetBindings" );
if( BindingsNode.AppendAttribute("Version").SetValue("1") ) {
for( ConstTabbedSubSetIterator BindingIt = this->SubSetBindings.begin() ; BindingIt != this->SubSetBindings.end() ; ++BindingIt )
{
XML::Node BindingNode = BindingsNode.AppendChild( "SubSetBinding" );
if( BindingNode.AppendAttribute("Version").SetValue("1") &&
BindingNode.AppendAttribute("ConfigID").SetValue( (*BindingIt).second ) &&
BindingNode.AppendAttribute("ButtonName").SetValue( (*BindingIt).first->GetName() ) )
{
continue;
}else{
SerializeError("Create XML Version Attribute","SubSetBinding",true);
}
}
}else{
SerializeError("Create XML Version Attribute","SubSetBindings",true);
}
}
示例11: ProtoSerializeCustomParameters
void ParticleAffector::ProtoSerializeCustomParameters(XML::Node& SelfRoot) const
{
XML::Node CustomParametersNode = SelfRoot.AppendChild( "CustomParameters" );
if( CustomParametersNode.AppendAttribute("Version").SetValue("1") )
{
for( NameValuePairMap::const_iterator ParamIt = this->CustomAffectorParameters.begin() ; ParamIt != this->CustomAffectorParameters.end() ; ++ParamIt )
{
XML::Node CustomParamNode = CustomParametersNode.AppendChild( "CustomParam" );
if( CustomParamNode.AppendAttribute("Version").SetValue("1") &&
CustomParamNode.AppendAttribute("ParamName").SetValue( (*ParamIt).first ) &&
CustomParamNode.AppendAttribute("ParamValue").SetValue( (*ParamIt).second ) )
{
return;
}else{
SerializeError("Create XML Attribute Values",ParticleAffector::GetSerializableName() + "CustomParameters",true);
}
}
}else{
SerializeError("Create XML Attribute Values",ParticleAffector::GetSerializableName() + "CustomParameters",true);
}
}
示例12: ProtoSerialize
void Transform::ProtoSerialize(XML::Node& CurrentRoot) const
{
XML::Node TransformNode = CurrentRoot.AppendChild(SerializableName()); // The base node all the base constraint stuff will go in
if (!TransformNode)
{ SerializeError("Create TransformNode", SerializableName()); }
Mezzanine::XML::Attribute Version = TransformNode.AppendAttribute("Version"); // Version
if (!Version)
{ SerializeError("Create Version", SerializableName()); }
Version.SetValue(1);
this->Location.ProtoSerialize(TransformNode);
this->Rotation.ProtoSerialize(TransformNode);
}
示例13: ProtoSerializeGroupButtons
void RadioButton::ProtoSerializeGroupButtons(XML::Node& SelfRoot) const
{
XML::Node ButtonsNode = SelfRoot.AppendChild( "GroupButtons" );
if( ButtonsNode.AppendAttribute("Version").SetValue("1") ) {
RadioButtonGroup::ConstRadioButtonIterator ButBeg = this->ButtonGroup->RadioButtonBegin();
RadioButtonGroup::ConstRadioButtonIterator ButEnd = this->ButtonGroup->RadioButtonEnd();
for( RadioButtonGroup::ConstRadioButtonIterator ButIt = ButBeg ; ButIt != ButEnd ; ++ButIt )
{
XML::Node ButtonNode = ButtonsNode.AppendChild( "GroupButton" );
if( ButtonNode.AppendAttribute("Version").SetValue("1") &&
ButtonNode.AppendAttribute("GroupButtonName").SetValue( (*ButIt)->GetName() ) )
{
continue;
}else{
SerializeError("Create XML Version Attribute","GroupButton",true);
}
}
}else{
SerializeError("Create XML Version Attribute","GroupButtons",true);
}
}
示例14: 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 + "\".");
}
}