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C++ setDirty函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中setDirty函数的典型用法代码示例。如果您正苦于以下问题:C++ setDirty函数的具体用法?C++ setDirty怎么用?C++ setDirty使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了setDirty函数的11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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: setDirty

/**
  \brief Sets the translation component
  \param v A translation vector
*/
void
Dcs::setTranslate(const Vector3& v)
{
  _transMatrix.setTranslate(v);
  setDirty();
}
开发者ID:Meta112555,项目名称:CGFramework,代码行数:10,代码来源:Dcs.cpp


示例2: setDirty

void LLFloaterInspect::dirty()
{
	setDirty();
}
开发者ID:otwstephanie,项目名称:hpa2oar,代码行数:4,代码来源:llfloaterinspect.cpp


示例3: setDirty

void KstPSD::setRemoveMean(bool in_removeMean) {
  setDirty();
  _RemoveMean = in_removeMean;
}
开发者ID:Kst-plot,项目名称:kst-subversion-archive,代码行数:4,代码来源:kstpsd.cpp


示例4: Q_ASSERT

KstObject::UpdateType KstPSD::update(int update_counter) {
  Q_ASSERT(myLockStatus() == KstRWLock::WRITELOCKED);

  bool force = dirty();
  setDirty(false);

  if (KstObject::checkUpdateCounter(update_counter) && !force) {
    return lastUpdateResult();
  }

  if (recursed()) {
    return setLastUpdateResult(NO_CHANGE);
  }

  writeLockInputsAndOutputs();

  KstVectorPtr iv = _inputVectors[INVECTOR];

  if (update_counter <= 0) {
    assert(update_counter == 0);
    force = true;
  }

  bool xUpdated = KstObject::UPDATE == iv->update(update_counter);

  const int v_len = iv->length();

  // Don't touch _last_n_new if !xUpdated since it will certainly be wrong.
  if (!xUpdated && !force) {
    unlockInputsAndOutputs();
    return setLastUpdateResult(NO_CHANGE);
  }

  _last_n_new += iv->numNew();
  assert(_last_n_new >= 0);

  int n_subsets = v_len/_PSDLen;

  // determine if the PSD needs to be updated. if not using averaging, then we need at least _PSDLen/16 new data points. if averaging, then we want enough new data for a complete subset.
  if ( ((_last_n_new < _PSDLen/16) || (_Average && (n_subsets - _last_n_subsets < 1))) &&  iv->length() != iv->numNew() && !force) {
    unlockInputsAndOutputs();
    return setLastUpdateResult(NO_CHANGE);
  }

  _adjustLengths();

  double *psd = (*_sVector)->value();
  double *f = (*_fVector)->value();

  int i_samp;
  for (i_samp = 0; i_samp < _PSDLen; ++i_samp) {
    f[i_samp] = i_samp * 0.5 * _Freq / (_PSDLen - 1);
  }

  _psdCalculator.calculatePowerSpectrum(iv->value(), v_len, psd, _PSDLen, _RemoveMean,  _interpolateHoles, _Average, _averageLen, _Apodize, _apodizeFxn, _gaussianSigma, _Output, _Freq);

  _last_n_subsets = n_subsets;
  _last_n_new = 0;

  updateVectorLabels();
  (*_sVector)->setDirty();
  (*_sVector)->update(update_counter);
  (*_fVector)->setDirty();
  (*_fVector)->update(update_counter);

  unlockInputsAndOutputs();

  return setLastUpdateResult(UPDATE);
}
开发者ID:Kst-plot,项目名称:kst-subversion-archive,代码行数:69,代码来源:kstpsd.cpp


示例5: setDirty

void SynthControl::changeMasterTuning()
{
    synti->setMasterTuning(masterTuning->value());
    changeTuningButton->setEnabled(false);
    setDirty();
}
开发者ID:softins,项目名称:MuseScore,代码行数:6,代码来源:synthcontrol.cpp


示例6: getIDs

//virtual
void LLAvatarList::clear()
{
	getIDs().clear();
	setDirty(true);
	LLFlatListViewEx::clear();
}
开发者ID:NickyPerian,项目名称:viewer-development,代码行数:7,代码来源:llavatarlist.cpp


示例7: getSelectedUUIDs


//.........这里部分代码省略.........
	const std::string waiting_str = LLTrans::getString("AvatarNameWaiting");

	for (uuid_vec_t::const_iterator it=added.begin(); it != added.end(); it++)
	{
		const LLUUID& buddy_id = *it;
		LLAvatarName av_name;
		have_names &= LLAvatarNameCache::get(buddy_id, &av_name);

		if (!have_filter || findInsensitive(av_name.mDisplayName, mNameFilter))
		{
			if (nadded >= ADD_LIMIT)
			{
				add_limit_exceeded = true;
				break;
			}
			else
			{
				// *NOTE: If you change the UI to show a different string,
				// be sure to change the filter code below.
				if (LLRecentPeople::instance().isAvalineCaller(buddy_id))
				{
					const LLSD& call_data = LLRecentPeople::instance().getData(buddy_id);
					addAvalineItem(buddy_id, call_data["session_id"].asUUID(), call_data["call_number"].asString());
				}
				else
				{
					addNewItem(buddy_id, 
						av_name.mDisplayName.empty() ? waiting_str : av_name.mDisplayName, 
						LLAvatarTracker::instance().isBuddyOnline(buddy_id));
				}
				
				modified = true;
				nadded++;
			}
		}
	}

	// Handle removed items.
	for (uuid_vec_t::const_iterator it=removed.begin(); it != removed.end(); it++)
	{
		removeItemByUUID(*it);
		modified = true;
	}

	// Handle filter.
	if (have_filter)
	{
		std::vector<LLSD> cur_values;
		getValues(cur_values);

		for (std::vector<LLSD>::const_iterator it=cur_values.begin(); it != cur_values.end(); it++)
		{
			const LLUUID& buddy_id = it->asUUID();
			LLAvatarName av_name;
			have_names &= LLAvatarNameCache::get(buddy_id, &av_name);
			if (!findInsensitive(av_name.mDisplayName, mNameFilter))
			{
				removeItemByUUID(buddy_id);
				modified = true;
			}
		}
	}

	// Changed item in place, need to request sort and update columns
	// because we might have changed data in a column on which the user
	// has already sorted. JC
	sort();

	// re-select items
	//	selectMultiple(selected_ids); // TODO: implement in LLFlatListView if need
	selectItemByUUID(current_id);

	// If the name filter is specified and the names are incomplete,
	// we need to re-update when the names are complete so that
	// the filter can be applied correctly.
	//
	// Otherwise, if we have no filter then no need to update again
	// because the items will update their names.
	bool dirty = add_limit_exceeded || (have_filter && !have_names);
	setDirty(dirty);

	// Refreshed all items.
	if(!dirty)
	{
		// Highlight items matching the filter.
		std::vector<LLPanel*> items;
		getItems(items);
		for( std::vector<LLPanel*>::const_iterator it = items.begin(); it != items.end(); it++)
		{
			static_cast<LLAvatarListItem*>(*it)->setHighlight(mNameFilter);
		}

		// Send refresh_complete signal.
		mRefreshCompleteSignal(this, LLSD((S32)size(false)));
	}

	// Commit if we've added/removed items.
	if (modified)
		onCommit();
}
开发者ID:NickyPerian,项目名称:viewer-development,代码行数:101,代码来源:llavatarlist.cpp


示例8: fIt

void MeshView::drawMesh( DRAW_MODE d )
{
    if( m_meshPtr )
    {
        std::cout << "MeshView::drawMesh()" << std::endl;

        m_meshPtr->lock();

        Mesh::ConstFaceIter fIt(m_meshPtr->faces_begin()),
             fEnd(m_meshPtr->faces_end());
        Mesh::ConstFaceVertexIter fvIt;
        Mesh::ConstVertexIter vIt(m_meshPtr->vertices_begin());

        float color[4] = { 1.0, 1.0, 1.0, 1.0 };

        switch( d )
        {
        case POINTS_ONLY:
            glBegin(GL_POINTS);
            glColor3fv(color);
            for(; vIt!=m_meshPtr->vertices_end(); ++vIt)
            {
                if( prepareColor( color, m_meshPtr->color(vIt) ) )
                    glColor3fv(color);
                glVertex3dv(m_meshPtr->point(vIt));
            }
            glEnd();
            break;
        case WIREFRAME:
            for (; fIt!=fEnd; ++fIt)
            {
                glBegin(GL_LINE_STRIP);
                glColor3fv(color);
                fvIt = m_meshPtr->cfv_iter(fIt.handle());
                if( prepareColor( color, m_meshPtr->color(fvIt) ) )
                    glColor3fv(color);
                glVertex3dv(m_meshPtr->point(fvIt));
                ++fvIt;
                if( prepareColor( color, m_meshPtr->color(fvIt) ) )
                    glColor3fv(color);
                glVertex3dv(m_meshPtr->point(fvIt));
                ++fvIt;
                if( prepareColor( color, m_meshPtr->color(fvIt) ) )
                    glColor3fv(color);
                glVertex3dv(m_meshPtr->point(fvIt));
                glEnd();
            }
            break;
        case FACETS:
        case FLAT_FACET:
            glBegin(GL_TRIANGLES);
            glColor3fv(color);
            for (; fIt!=fEnd; ++fIt)
            {
                glNormal3fv( m_meshPtr->normal( fIt.handle() ) );
                fvIt = m_meshPtr->cfv_iter(fIt.handle());
                if( prepareColor( color, m_meshPtr->color(fvIt) ) )
                    glColor3fv(color);
                glVertex3dv(m_meshPtr->point(fvIt));
                ++fvIt;
                if( prepareColor( color, m_meshPtr->color(fvIt) ) )
                    glColor3fv(color);
                glVertex3dv(m_meshPtr->point(fvIt));
                ++fvIt;
                if( prepareColor( color, m_meshPtr->color(fvIt) ) )
                    glColor3fv(color);
                glVertex3dv(m_meshPtr->point(fvIt));
            }
            glEnd();
            break;
        case SMOOTH_FACET:
            glBegin(GL_TRIANGLES);
            glColor3fv(color);
            for (; fIt!=fEnd; ++fIt)
            {
                fvIt = m_meshPtr->cfv_iter(fIt.handle());
                glNormal3fv(m_meshPtr->normal(fvIt.handle()) );
                if( prepareColor( color, m_meshPtr->color(fvIt) ) )
                    glColor3fv(color);
                glVertex3dv(m_meshPtr->point(fvIt));
                ++fvIt;
                glNormal3fv(m_meshPtr->normal(fvIt.handle()));
                if( prepareColor( color, m_meshPtr->color(fvIt) ) )
                    glColor3fv(color);
                glVertex3dv(m_meshPtr->point(fvIt));
                ++fvIt;
                glNormal3fv(m_meshPtr->normal(fvIt.handle()));
                if( prepareColor( color, m_meshPtr->color(fvIt) ) )
                    glColor3fv(color);
                glVertex3dv(m_meshPtr->point(fvIt));
            }
            glEnd();
            break;
        default:
            break;
        }
        //glFlush();
        m_meshPtr->unlock();
        setDirty(false);
        //std::cout << " } MeshView::drawMesh()" << std::endl;
//.........这里部分代码省略.........
开发者ID:HennyN,项目名称:QBeam3d,代码行数:101,代码来源:MeshView.cpp


示例9: setDirty

void LLFloaterInspect::onGetCreatorNameCallback(const LLUUID& id)
{
	mCreatorNameCacheConnection.erase(id);
	setDirty();
}
开发者ID:CmdrCupcake,项目名称:SingularityViewer,代码行数:5,代码来源:llfloaterinspect.cpp


示例10: CCASSERT

void Sprite::updateTransform(void)
{
    CCASSERT(_batchNode, "updateTransform is only valid when Sprite is being rendered using an SpriteBatchNode");

    // recalculate matrix only if it is dirty
    if( isDirty() ) {

        // If it is not visible, or one of its ancestors is not visible, then do nothing:
        if( !_visible || ( _parent && _parent != _batchNode && static_cast<Sprite*>(_parent)->_shouldBeHidden) )
        {
            _quad.br.vertices.setZero();
            _quad.tl.vertices.setZero();
            _quad.tr.vertices.setZero();
            _quad.bl.vertices.setZero();
            _shouldBeHidden = true;
        }
        else
        {
            _shouldBeHidden = false;

            if( ! _parent || _parent == _batchNode )
            {
                _transformToBatch = getNodeToParentTransform();
            }
            else
            {
                CCASSERT( dynamic_cast<Sprite*>(_parent), "Logic error in Sprite. Parent must be a Sprite");
                const Mat4 &nodeToParent = getNodeToParentTransform();
                Mat4 &parentTransform = static_cast<Sprite*>(_parent)->_transformToBatch;
                _transformToBatch = parentTransform * nodeToParent;
            }

            //
            // calculate the Quad based on the Affine Matrix
            //

            Size &size = _rect.size;

            float x1 = _offsetPosition.x;
            float y1 = _offsetPosition.y;

            float x2 = x1 + size.width;
            float y2 = y1 + size.height;
            float x = _transformToBatch.m[12];
            float y = _transformToBatch.m[13];

            float cr = _transformToBatch.m[0];
            float sr = _transformToBatch.m[1];
            float cr2 = _transformToBatch.m[5];
            float sr2 = -_transformToBatch.m[4];
            float ax = x1 * cr - y1 * sr2 + x;
            float ay = x1 * sr + y1 * cr2 + y;

            float bx = x2 * cr - y1 * sr2 + x;
            float by = x2 * sr + y1 * cr2 + y;

            float cx = x2 * cr - y2 * sr2 + x;
            float cy = x2 * sr + y2 * cr2 + y;

            float dx = x1 * cr - y2 * sr2 + x;
            float dy = x1 * sr + y2 * cr2 + y;

            _quad.bl.vertices.set(RENDER_IN_SUBPIXEL(ax), RENDER_IN_SUBPIXEL(ay), _positionZ);
            _quad.br.vertices.set(RENDER_IN_SUBPIXEL(bx), RENDER_IN_SUBPIXEL(by), _positionZ);
            _quad.tl.vertices.set(RENDER_IN_SUBPIXEL(dx), RENDER_IN_SUBPIXEL(dy), _positionZ);
            _quad.tr.vertices.set(RENDER_IN_SUBPIXEL(cx), RENDER_IN_SUBPIXEL(cy), _positionZ);
        }

        // MARMALADE CHANGE: ADDED CHECK FOR nullptr, TO PERMIT SPRITES WITH NO BATCH NODE / TEXTURE ATLAS
        if (_textureAtlas)
        {
            _textureAtlas->updateQuad(&_quad, _atlasIndex);
        }

        _recursiveDirty = false;
        setDirty(false);
    }

    // MARMALADE CHANGED
    // recursively iterate over children
/*    if( _hasChildren )
    {
        // MARMALADE: CHANGED TO USE Node*
        // NOTE THAT WE HAVE ALSO DEFINED virtual Node::updateTransform()
        arrayMakeObjectsPerformSelector(_children, updateTransform, Sprite*);
    }*/
    Node::updateTransform();
}
开发者ID:Ratel13,项目名称:Cocos2dGame-v3.7,代码行数:88,代码来源:CCSprite.cpp


示例11: setDirty

void TrackInfoObject::slotCueUpdated() {
    setDirty(true);
    emit(cuesUpdated());
}
开发者ID:Mauru,项目名称:mixxx,代码行数:4,代码来源:trackinfoobject.cpp



注:本文中的setDirty函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,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。


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