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C++ It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It函数的典型用法代码示例。如果您正苦于以下问题:C++ It函数的具体用法?C++ It怎么用?C++ It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It函数的20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: CloseAllAssetEditors

bool FAssetEditorManager::CloseAllAssetEditors()
{
	bool bAllEditorsClosed = true;
	for (TMultiMap<IAssetEditorInstance*, UObject*>::TIterator It(OpenedEditors); It; ++It)
	{
		IAssetEditorInstance* Editor = It.Key();
		if (Editor != NULL)
		{
			if ( !Editor->CloseWindow() )
			{
				bAllEditorsClosed = false;
			}
		}
	}

	return bAllEditorsClosed;
}
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:17,代码来源:AssetEditorManager.cpp


示例2: check

void FShaderPipelineType::Initialize()
{
	check(!bInitialized);

	TSet<FName> UsedNames;

	for (TLinkedList<FShaderPipelineType*>::TIterator It(FShaderPipelineType::GetTypeList()); It; It.Next())
	{
		const auto* PipelineType = *It;

		// Validate stages
		for (int32 Index = 0; Index < SF_NumFrequencies; ++Index)
		{
			check(!PipelineType->AllStages[Index] || PipelineType->AllStages[Index]->GetFrequency() == (EShaderFrequency)Index);
		}

		auto& Stages = PipelineType->GetStages();

		// #todo-rco: Do we allow mix/match of global/mesh/material stages?
		// Check all shaders are the same type, start from the top-most stage
		const FGlobalShaderType* GlobalType = Stages[0]->GetGlobalShaderType();
		const FMeshMaterialShaderType* MeshType = Stages[0]->GetMeshMaterialShaderType();
		const FMaterialShaderType* MateriallType = Stages[0]->GetMaterialShaderType();
		for (int32 Index = 1; Index < Stages.Num(); ++Index)
		{
			if (GlobalType)
			{
				checkf(Stages[Index]->GetGlobalShaderType(), TEXT("Invalid combination of Shader types on Pipeline %s"), PipelineType->Name);
			}
			else if (MeshType)
			{
				checkf(Stages[Index]->GetMeshMaterialShaderType(), TEXT("Invalid combination of Shader types on Pipeline %s"), PipelineType->Name);
			}
			else if (MateriallType)
			{
				checkf(Stages[Index]->GetMaterialShaderType(), TEXT("Invalid combination of Shader types on Pipeline %s"), PipelineType->Name);
			}
		}

		FName PipelineName = PipelineType->GetFName();
		checkf(!UsedNames.Contains(PipelineName), TEXT("Two Pipelines with the same name %s found!"), PipelineType->Name);
		UsedNames.Add(PipelineName);
	}

	bInitialized = true;
}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:46,代码来源:Shader.cpp


示例3: GetOutdatedTypes

void FShaderType::GetOutdatedTypes(TArray<FShaderType*>& OutdatedShaderTypes, TArray<const FVertexFactoryType*>& OutdatedFactoryTypes)
{
	for(TLinkedList<FShaderType*>::TIterator It(GetTypeList()); It; It.Next())
	{
		FShaderType* Type = *It;
		Type->GetOutdatedCurrentType(OutdatedShaderTypes, OutdatedFactoryTypes);
	}

	for (int32 TypeIndex = 0; TypeIndex < OutdatedShaderTypes.Num(); TypeIndex++)
	{
		UE_LOG(LogShaders, Warning, TEXT("		Recompiling %s"), OutdatedShaderTypes[TypeIndex]->GetName());
	}
	for (int32 TypeIndex = 0; TypeIndex < OutdatedFactoryTypes.Num(); TypeIndex++)
	{
		UE_LOG(LogShaders, Warning, TEXT("		Recompiling %s"), OutdatedFactoryTypes[TypeIndex]->GetName());
	}
}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:17,代码来源:Shader.cpp


示例4:

TArray<const FShaderPipelineType*> FShaderPipelineType::GetShaderPipelineTypesByFilename(const TCHAR* Filename)
{
	TArray<const FShaderPipelineType*> PipelineTypes;
	for (TLinkedList<FShaderPipelineType*>::TIterator It(FShaderPipelineType::GetTypeList()); It; It.Next())
	{
		auto* PipelineType = *It;
		for (auto* ShaderType : PipelineType->Stages)
		{
			if (FPlatformString::Strcmp(Filename, ShaderType->GetShaderFilename()) == 0)
			{
				PipelineTypes.AddUnique(PipelineType);
				break;
			}
		}
	}
	return PipelineTypes;
}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:17,代码来源:Shader.cpp


示例5: GetDefaultPawnClassForController

AActor* AGameModeBase::ChoosePlayerStart_Implementation(AController* Player)
{
	// Choose a player start
	APlayerStart* FoundPlayerStart = nullptr;
	UClass* PawnClass = GetDefaultPawnClassForController(Player);
	APawn* PawnToFit = PawnClass ? PawnClass->GetDefaultObject<APawn>() : nullptr;
	TArray<APlayerStart*> UnOccupiedStartPoints;
	TArray<APlayerStart*> OccupiedStartPoints;
	for (TActorIterator<APlayerStart> It(GetWorld()); It; ++It)
	{
		APlayerStart* PlayerStart = *It;

		if (PlayerStart->IsA<APlayerStartPIE>())
		{
			// Always prefer the first "Play from Here" PlayerStart, if we find one while in PIE mode
			FoundPlayerStart = PlayerStart;
			break;
		}
		else
		{
			FVector ActorLocation = PlayerStart->GetActorLocation();
			const FRotator ActorRotation = PlayerStart->GetActorRotation();
			if (!GetWorld()->EncroachingBlockingGeometry(PawnToFit, ActorLocation, ActorRotation))
			{
				UnOccupiedStartPoints.Add(PlayerStart);
			}
			else if (GetWorld()->FindTeleportSpot(PawnToFit, ActorLocation, ActorRotation))
			{
				OccupiedStartPoints.Add(PlayerStart);
			}
		}
	}
	if (FoundPlayerStart == nullptr)
	{
		if (UnOccupiedStartPoints.Num() > 0)
		{
			FoundPlayerStart = UnOccupiedStartPoints[FMath::RandRange(0, UnOccupiedStartPoints.Num() - 1)];
		}
		else if (OccupiedStartPoints.Num() > 0)
		{
			FoundPlayerStart = OccupiedStartPoints[FMath::RandRange(0, OccupiedStartPoints.Num() - 1)];
		}
	}
	return FoundPlayerStart;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:45,代码来源:GameModeBase.cpp


示例6: ASSERT

///////////////////////////////////////////////////////////////////////////////
// Descripcion:
// - Guarda los items almacenados en disco.
// Parametros:
// - hFile. Handle al fichero donde almacenar.
// - udOffset. Offset donde depositar la info.
// Devuelve:
// Notas:
// - No se usara un metodo que recorra previamente el vector de slots para
//   hallar el numero de items equipados por motivos de optimizacion.
///////////////////////////////////////////////////////////////////////////////
void 
CEquipmentSlots::Save(const FileDefs::FileHandle& hFile, 
					  dword& udOffset)
{
  // SOLO si parametros correctos
  ASSERT(hFile);
 
  // Se guarda el numero de slots de equipamiento con datos de forma temporal
  iCFileSystem* const pFileSys = SYSEngine::GetFileSystem();
  ASSERT(pFileSys); 
  word uwNumItems = 0;
  const dword udNumItemsOffset = udOffset;
  udOffset += pFileSys->Write(hFile, udOffset, (sbyte *)(&uwNumItems), sizeof(word));

  // Se itera por la lista de items guardandolos  
  iCWorld* const pWorld = SYSEngine::GetWorld();
  ASSERT(pWorld);  
  byte ubSlotIt = 0;
  EquipSlotsVectorIt It(m_EquipSlotsInfo.EquipSlots.begin());
  for (; It != m_EquipSlotsInfo.EquipSlots.end(); ++It, ++ubSlotIt) {
	// ¿Slot con informacion?
	if (*It) {
	  // Se guardan datos
	  // Identificador slot
	  const RulesDefs::eIDEquipmentSlot Slot = RulesDefs::eIDEquipmentSlot(ubSlotIt);
	  udOffset += pFileSys->Write(hFile, 
							      udOffset, 
							      (sbyte *)(&Slot), 
							      sizeof(RulesDefs::eIDEquipmentSlot));	  

	  // Datos del item equipado
	  CItem* const pItem = pWorld->GetItem(*It);
	  ASSERT(pItem);
	  pItem->Save(hFile, udOffset);

	  // Se incrementa contador
	  ++uwNumItems;
	}
  }

  // Se guarda el valor final del numero de slots de equipamiento con datos
  if (uwNumItems > 0) {
	pFileSys->Write(hFile, udNumItemsOffset, (sbyte *)(&uwNumItems), sizeof(word));
  }
}
开发者ID:Frodrig,项目名称:CrisolEngine,代码行数:56,代码来源:CEquipmentSlots.cpp


示例7: FComponentPropertySkipper

void UActorComponent::DetermineUCSModifiedProperties()
{
	UCSModifiedProperties.Empty();

	if (CreationMethod == EComponentCreationMethod::SimpleConstructionScript)
	{
		class FComponentPropertySkipper : public FArchive
		{
		public:
			FComponentPropertySkipper()
				: FArchive()
			{
				ArIsSaving = true;
			}

			virtual bool ShouldSkipProperty(const UProperty* InProperty) const override
			{
				return (    InProperty->HasAnyPropertyFlags(CPF_Transient | CPF_ContainsInstancedReference | CPF_InstancedReference)
						|| !InProperty->HasAnyPropertyFlags(CPF_Edit | CPF_Interp));
			}
		} PropertySkipper;

		UClass* ComponentClass = GetClass();
		UObject* ComponentArchetype = GetArchetype();

		for (TFieldIterator<UProperty> It(ComponentClass); It; ++It)
		{
			UProperty* Property = *It;
			if( Property->ShouldSerializeValue(PropertySkipper) )
			{
				for( int32 Idx=0; Idx<Property->ArrayDim; Idx++ )
				{
					uint8* DataPtr      = Property->ContainerPtrToValuePtr           <uint8>((uint8*)this, Idx);
					uint8* DefaultValue = Property->ContainerPtrToValuePtrForDefaults<uint8>(ComponentClass, (uint8*)ComponentArchetype, Idx);
					if (!Property->Identical( DataPtr, DefaultValue))
					{
						UCSModifiedProperties.Add(FSimpleMemberReference());
						FMemberReference::FillSimpleMemberReference<UProperty>(Property, UCSModifiedProperties.Last());
						break;
					}
				}
			}
		}
	}
}
开发者ID:mysheng8,项目名称:UnrealEngine,代码行数:45,代码来源:ActorComponent.cpp


示例8: UnMarkAllObjects

void UnMarkAllObjects(EObjectMark Marks)
{
	if (Marks == OBJECTMARK_ALLMARKS)
	{
		MarkAnnotation.RemoveAllAnnotations();
	}
	else
	{
		const TMap<const UObjectBase *, FObjectMark>& Map = MarkAnnotation.GetAnnotationMap();
		for (TMap<const UObjectBase *, FObjectMark>::TConstIterator It(Map); It; ++It)
		{
			if(It.Value().Marks & Marks)
			{
				MarkAnnotation.AddAnnotation((UObject*)It.Key(),FObjectMark(EObjectMark(It.Value().Marks & ~Marks)));
			}
		}
	}
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:18,代码来源:UObjectMarks.cpp


示例9: FindExpiredSessions

void FSessionManager::FindExpiredSessions( const FDateTime& Now )
{
	bool Dirty = false;

	for (TMap<FGuid, TSharedPtr<FSessionInfo> >::TIterator It(Sessions); It; ++It)
	{
		if (Now > It.Value()->GetLastUpdateTime() + FTimespan::FromSeconds(10.0))
		{
			It.RemoveCurrent();
			Dirty = true;
		}
	}

	if (Dirty)
	{
		SessionsUpdatedDelegate.Broadcast();
	}
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:18,代码来源:SessionManager.cpp


示例10: ASSERT

///////////////////////////////////////////////////////////////////////////////
// Descripcion:
// - Metodo encargado de recorrer todos los items asociados a selectores para
//   enviarles la notificacion acerca de si el item esta o no visible.
// Parametros:
// - bVisible.
// Devuelve:
// Notas:
// - Este metodo sera utilizado como metodo de apoyo en las operaciones
//   de scroll.
///////////////////////////////////////////////////////////////////////////////
void 
CGUIWBaseItemSelector::SetItemsInSelectorsVisibles(const bool bVisible)
{
  // SOLO si instancia inicializada
  ASSERT(IsInitOk());

  // Procede a notificar la visibilidad de los items
  VisualizableItemListIt It(m_InterfazInfo.VisualizableItems.begin());
  for (; It != m_InterfazInfo.VisualizableItems.end(); ++It) {
	// ¿Tiene item asociado?
	if ((*It)->hItem) {
	  // Si, se manda la notificacion que proceda
	  CItem* const pItem = SYSEngine::GetWorld()->GetItem((*It)->hItem);
	  ASSERT(pItem);
	  pItem->VisibleInScreen(bVisible);
	}
  }
}
开发者ID:Frodrig,项目名称:CrisolEngine,代码行数:29,代码来源:CGUIWBaseItemSelector.cpp


示例11: GetOpponents

/** Gets the closest enemy to a world location that can be pursued */
AMagicBattleSoccerCharacter* AMagicBattleSoccerGameState::GetClosestOpponentToLocation(AMagicBattleSoccerCharacter* Player, FVector Location)
{
	const TArray<AMagicBattleSoccerCharacter*>& Opponents = GetOpponents(Cast<AMagicBattleSoccerPlayerState>(Player->PlayerState));
	AMagicBattleSoccerGameMode* GameMode = Cast<AMagicBattleSoccerGameMode>(GetWorld()->GetAuthGameMode());
	AMagicBattleSoccerCharacter* ClosestOpponent = nullptr;

	float ClosestOpponentDistance = 0.0f;
	for (TArray<AMagicBattleSoccerCharacter*>::TConstIterator It(Opponents.CreateConstIterator()); It; ++It)
	{
		float d = FVector::DistSquared((*It)->GetActorLocation(), Location);
		if (nullptr == ClosestOpponent || d < ClosestOpponentDistance && GameMode->CanBePursued(*It))
		{
			ClosestOpponent = *It;
			ClosestOpponentDistance = d;
		}
	}
	return ClosestOpponent;
}
开发者ID:Gamieon,项目名称:UBattleSoccerPrototype,代码行数:19,代码来源:MagicBattleSoccerGameState.cpp


示例12: WriteRow

bool FDataTableExporterJSON::WriteRow(const void* InRowData)
{
	if (!DataTable->RowStruct)
	{
		return false;
	}

	for (TFieldIterator<UProperty> It(DataTable->RowStruct); It; ++It)
	{
		UProperty* BaseProp = *It;
		check(BaseProp);

		const void* Data = BaseProp->ContainerPtrToValuePtr<void>(InRowData, 0);
		WriteStructEntry(InRowData, BaseProp, Data);
	}

	return true;
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:18,代码来源:DataTableJSON.cpp


示例13: HandleRemoveInterceptor

void FMessageRouter::HandleRemoveInterceptor( IMessageInterceptorRef Interceptor, FName MessageType )
{
	if (MessageType == NAME_All)
	{
		for (TMap<FName, TArray<IMessageInterceptorPtr> >::TIterator It(ActiveInterceptors); It; ++It)
		{
			TArray<IMessageInterceptorPtr>& Interceptors = It.Value();
			Interceptors.Remove(Interceptor);
		}
	}
	else
	{
		TArray<IMessageInterceptorPtr>& Interceptors = ActiveInterceptors.FindOrAdd(MessageType);
		Interceptors.Remove(Interceptor);
	}

	Tracer->TraceRemovedInterceptor(Interceptor, MessageType);
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:18,代码来源:MessageRouter.cpp


示例14: It

///////////////////////////////////////////////////////////////////////////////
// Descripcion:
// - Elimina la alineacion de todas aquellas entidades que se hallen alineadas
//   en el map recibido.
// - Al eliminar alineacion, tambien se establecera orden nula.
// Parametros:
// - Map. Map de alineacion
// Devuelve:
// Notas:
///////////////////////////////////////////////////////////////////////////////
void 
CCombatSystem::RemoveAlingment(AlingmentMap& Map)
{
  // Procede a eliminar contenido de alineacion
  AlingmentMapIt It(Map.begin());
  while (It != Map.end()) {
	// Se desvincula modulo como observer de la criatura
	CCriature* const pCriature = m_pWorld->GetCriature(It->first);
	if (pCriature) {
	  pCriature->RemoveObserver(this);
	  pCriature->m_ActOrder = CCriature::AO_NONE;
	}

	// Se borra nodo en memoria y map
	delete It->second;
	It = Map.erase(It);
  }
}
开发者ID:Frodrig,项目名称:CrisolEngine,代码行数:28,代码来源:CCombatSystem.cpp


示例15: Tick

void FJavascriptUMGViewportClient::Tick(float InDeltaTime)
{
	if (!GIntraFrameDebuggingGameThread)
	{
		// Begin Play
		if (!GameScene->GetWorld()->bBegunPlay)
		{
			for (FActorIterator It(GameScene->GetWorld()); It; ++It)
			{
				It->BeginPlay();
			}
			GameScene->GetWorld()->bBegunPlay = true;
		}

		// Tick
		GameScene->GetWorld()->Tick(LEVELTICK_All, InDeltaTime);
	}
}
开发者ID:Jeezymang,项目名称:Unreal.js-core,代码行数:18,代码来源:JavascriptGameViewport.cpp


示例16: DefaultUserDefinedStructs

void FUserDefinedStructureCompilerUtils::DefaultUserDefinedStructs(UObject* Object, FCompilerResultsLog& MessageLog)
{
	if (Object && FStructureEditorUtils::UserDefinedStructEnabled())
	{
		for (TFieldIterator<UProperty> It(Object->GetClass()); It; ++It)
		{
			if (const UProperty* Property = (*It))
			{
				uint8* Mem = Property->ContainerPtrToValuePtr<uint8>(Object);
				if (!FStructureEditorUtils::Fill_MakeStructureDefaultValue(Property, Mem))
				{
					MessageLog.Warning(*FString::Printf(*LOCTEXT("MakeStructureDefaultValue_Error", "MakeStructureDefaultValue parsing error. Object: %s, Property: %s").ToString(),
						*Object->GetName(), *Property->GetName()));
				}
			}
		}
	}
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:18,代码来源:UserDefinedStructureCompilerUtils.cpp


示例17: RemoveExpiredTextureResources

void FDynamicResourceMap::RemoveExpiredTextureResources()
{
	// We attempt to purge every 10Mb of accumulated textures.
	static const uint64 PurgeAfterAddingNewBytes = 1024 * 1024 * 10; // 10Mb

	if ( TextureMemorySincePurge >= PurgeAfterAddingNewBytes )
	{
		for ( TextureResourceMap::TIterator It(TextureMap); It; ++It )
		{
			if ( It.Key().IsStale() )
			{
				It.RemoveCurrent();
			}
		}

		TextureMemorySincePurge = 0;
	}
}
开发者ID:magetron,项目名称:UnrealEngine4-mod,代码行数:18,代码来源:SlateRHIResourceManager.cpp


示例18: UE_LOG

void FStreamableManager::OnPostGarbageCollect()
{
	// now lets make sure it actually worked
	for (TStreamableMap::TIterator It(StreamableItems); It; ++It)
	{
		FStreamable* Existing = It.Value();
		if (Existing->bAsyncUnloadRequestOutstanding && Existing->RelatedRequests.Num() == 0)
		{
			if (Existing->WeakTarget.Get())
			{
				// This is reasonable if someone else has made a hard reference to it
				UE_LOG(LogStreamableManager, Verbose, TEXT("Failed to unload %s."), *It.Key().ToString());
			}
			delete Existing;
			It.RemoveCurrent();
		}
	}
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:18,代码来源:StreamableManager.cpp


示例19: OnPostGarbageCollect

void UUnrealEdEngine::OnPostGarbageCollect()
{
	// Refresh Editor browsers after GC in case objects where removed.  Note that if the user is currently
	// playing in a PIE level, we don't want to interrupt performance by refreshing the Generic Browser window.
	if( GIsEditor && !GIsPlayInEditorWorld )
	{
		FEditorDelegates::RefreshAllBrowsers.Broadcast();
	}

	// Clean up any GCed packages in the PackageToNotifyState
	for( TMap<TWeakObjectPtr<UPackage>,uint8>::TIterator It(PackageToNotifyState); It; ++It )
	{
		if( It.Key().IsValid() == false )
		{
			It.RemoveCurrent();
		}
	}
}
开发者ID:johndpope,项目名称:UE4,代码行数:18,代码来源:UnrealEdEngine.cpp


示例20:

bool FKeyHandleMap::operator==(const FKeyHandleMap& Other) const
{
	if (KeyHandlesToIndices.Num() != Other.KeyHandlesToIndices.Num())
	{
		return false;
	}

	for (TMap<FKeyHandle, int32>::TConstIterator It(KeyHandlesToIndices); It; ++It)
	{
		int32 const* OtherVal = Other.KeyHandlesToIndices.Find(It.Key());
		if (!OtherVal || *OtherVal != It.Value() )
		{
			return false;
		}
	}

	return true;
}
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:18,代码来源:CurveBase.cpp



注:本文中的It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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C++ Item函数代码示例发布时间:2022-05-30
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