本文整理汇总了C++中CheckState函数的典型用法代码示例。如果您正苦于以下问题:C++ CheckState函数的具体用法?C++ CheckState怎么用?C++ CheckState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CheckState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: CheckState
bool UTransBuffer::Redo()
{
CheckState();
if (!CanRedo())
{
RedoDelegate.Broadcast(FUndoSessionContext(), false);
return false;
}
// Apply the redo changes.
GIsTransacting = true;
{
FTransaction& Transaction = UndoBuffer[ UndoBuffer.Num() - UndoCount-- ];
UE_LOG(LogEditorTransaction, Log, TEXT("Redo %s"), *Transaction.GetTitle().ToString() );
CurrentTransaction = &Transaction;
BeforeRedoUndoDelegate.Broadcast(Transaction.GetContext());
Transaction.Apply();
RedoDelegate.Broadcast(Transaction.GetContext(), true);
CurrentTransaction = nullptr;
}
GIsTransacting = false;
CheckState();
return true;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:30,代码来源:EditorTransaction.cpp
示例2: CheckState
void UTransBuffer::Reset( const FText& Reason )
{
CheckState();
if( ActiveCount != 0 )
{
FString ErrorMessage = TEXT("");
ErrorMessage += FString::Printf(TEXT("Non zero active count in UTransBuffer::Reset") LINE_TERMINATOR );
ErrorMessage += FString::Printf(TEXT("ActiveCount : %d" ) LINE_TERMINATOR, ActiveCount );
ErrorMessage += FString::Printf(TEXT("SessionName : %s" ) LINE_TERMINATOR, *GetUndoContext(false).Context );
ErrorMessage += FString::Printf(TEXT("Reason : %s" ) LINE_TERMINATOR, *Reason.ToString() );
ErrorMessage += FString::Printf( LINE_TERMINATOR );
ErrorMessage += FString::Printf(TEXT("Purging the undo buffer...") LINE_TERMINATOR );
UE_LOG(LogEditorTransaction, Log, TEXT("%s"), *ErrorMessage);
// Clear out the transaction buffer...
Cancel(0);
}
// Reset all transactions.
UndoBuffer.Empty();
UndoCount = 0;
ResetReason = Reason;
ActiveCount = 0;
CheckState();
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:30,代码来源:EditorTransaction.cpp
示例3: CheckState
void UMatineeTransBuffer::EndSpecial()
{
CheckState();
check(ActiveCount>=1);
if( --ActiveCount==0 )
{
GUndo = NULL;
}
CheckState();
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:10,代码来源:MatineeTransBuffer.cpp
示例4: check
// UObject interface.
void UTransBuffer::Serialize( FArchive& Ar )
{
check( !Ar.IsPersistent() );
CheckState();
Super::Serialize( Ar );
if ( IsObjectSerializationEnabled() || !Ar.IsObjectReferenceCollector() )
{
Ar << UndoBuffer;
}
Ar << ResetReason << UndoCount << ActiveCount << ActiveRecordCounts;
CheckState();
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:17,代码来源:EditorTransaction.cpp
示例5: MOZ_ASSERT
nsresult
FileHandleBase::OpenInputStream(bool aWholeFile, uint64_t aStart,
uint64_t aLength, nsIInputStream** aResult)
{
MOZ_ASSERT(NS_IsMainThread(), "Wrong thread!");
MOZ_ASSERT(mRequestMode == PARALLEL,
"Don't call me in other than parallel mode!");
// Common state checking
ErrorResult error;
if (!CheckState(error)) {
return error.StealNSResult();
}
// Do nothing if the window is closed
if (!CheckWindow()) {
return NS_OK;
}
nsRefPtr<OpenStreamHelper> helper =
new OpenStreamHelper(this, aWholeFile, aStart, aLength);
nsresult rv = helper->Enqueue();
NS_ENSURE_SUCCESS(rv, NS_ERROR_DOM_FILEHANDLE_UNKNOWN_ERR);
nsCOMPtr<nsIInputStream>& result = helper->Result();
NS_ENSURE_TRUE(result, NS_ERROR_DOM_FILEHANDLE_UNKNOWN_ERR);
result.forget(aResult);
return NS_OK;
}
开发者ID:AtulKumar2,项目名称:gecko-dev,代码行数:31,代码来源:FileHandle.cpp
示例6: while
void cSocketTCP::run()
{
while(!World::IsStopped())
{
if(!isConnected)
Connect();
// if connect fail, wait 5 sec
if(!isConnected)
{
ACE_Based::Thread::Sleep(5000);
continue;
}
Packet pck;
if(CheckState(m_sock->Receive(pck)))
HandlePacket(&pck);
if(m_session)
m_session->Update();
ACE_Based::Thread::Sleep(100);
}
Close();
}
开发者ID:AwkwardDev,项目名称:MangosFX,代码行数:25,代码来源:cSocketTCP.cpp
示例7: GetState
//--------------------------------------------------------------------------------
bool CSocketServerMainThread::MainLoop()
{
DWORD nState = GetState();
if(nState == STATE_PAUSE)
{
if(m_pSub->IsClosePortsOnPause())
m_socket.Close();
return true;
}
if(m_socket.IsValid())
{
if(m_socket.Listen(5))
{
CSmallSocket sock;
if(m_socket.Accept(sock))
{
SOCKET hSocket = sock.Detach();
if(! m_pSub->PostNextThreadMessage(CSocketServerSubSystem::MsgConnect, (WPARAM) hSocket, 0))
sock.Attach(hSocket);
}
}
}
return CheckState();
}
开发者ID:richschonthal,项目名称:HL7,代码行数:27,代码来源:SocketServerMainThread.cpp
示例8: detectStaLtaINT32
int detectStaLtaINT32(DETECTOR_STALTA *stalta, INT32 *data, UINT32 nsamp)
{
BOOL SeenDetection = FALSE; /* TRUE if at least one sample results in a detection ON */
UINT32 i;
if (stalta->debug.enabled && stalta->debug.nsamp < nsamp) {
stalta->debug.diff = (INT32 *) realloc(stalta->debug.diff, nsamp * sizeof(INT32));
stalta->debug.sta = (INT32 *) realloc(stalta->debug.sta, nsamp * sizeof(INT32));
stalta->debug.lta = (INT32 *) realloc(stalta->debug.lta, nsamp * sizeof(INT32));
stalta->debug.tla = (INT32 *) realloc(stalta->debug.tla, nsamp * sizeof(INT32));
stalta->debug.ratio = (REAL32 *) realloc(stalta->debug.ratio, nsamp * sizeof(REAL32));
stalta->debug.state = (INT32 *) realloc(stalta->debug.state, nsamp * sizeof(INT32));
stalta->debug.nsamp = nsamp;
}
/* Update and test for detection sample by sample */
for (i = 0; i < nsamp; i++) {
UpdateRatio(stalta, data[i]);
CheckState(stalta);
if (!SeenDetection && stalta->work.crnt.state == DETECTOR_STATE_ON) SeenDetection = TRUE;
if (stalta->debug.enabled) {
stalta->debug.diff[i] = stalta->work.diff;
stalta->debug.sta[i] = stalta->work.crnt.sta;
stalta->debug.lta[i] = stalta->work.crnt.lta;
stalta->debug.tla[i] = stalta->trigger.lta;
stalta->debug.ratio[i] = stalta->work.crnt.ratio;
stalta->debug.state[i] = stalta->work.crnt.state;
}
}
stalta->state = SeenDetection ? DETECTOR_STATE_ON : DETECTOR_STATE_OFF;
return stalta->state;
}
开发者ID:jandog8990,项目名称:asl-station-processor,代码行数:35,代码来源:stalta.c
示例9: OtherThreadFunc
int OtherThreadFunc(int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8, int p9, int p10)
{
Wait4State( BINARY_OTHER );
Go2State( BINARY_OPPOSITE, "BINARY_OPPOSITE" );
if( semGive( s_binary ) != OK )
perror( "Error giving in BINARY_OTHER state" );
Wait4State( COUNTING_OTHER );
Go2State( COUNTING_OPPOSITE, "COUNTING_OPPOSITE" );
if( semGive( s_counting ) != OK )
perror( "Error giving in COUNTING_OTHER state" );
Wait4State( MUTEX_OTHER_GIVE );
if( semGive( s_mutex ) == OK )
printf( "Error in MUTEX_OTHER_GIVE: give operation must fail, but it succeeded\n");
Go2State( MUTEX_OTHER_WAIT, "MUTEX_OTHER_WAIT" );
if( semTake( s_mutex, WAIT_FOREVER ) != OK )
perror( "Error taking in MUTEX_OTHER_WAIT state" );
CheckState(MUTEX_OTHER_WAIT, MUTEX_GIVE_ALL );
Go2State( MUTEX_OPPOSITE_TO, "MUTEX_OPPOSITE_TO" );
Wait4State( MUTEX_OPPOSITE_GIVE );
if( semGive( s_mutex ) != OK )
perror("Error giving in MUTEX_OPPOSITE_GIVE state");
Wait4State( MUTEX_UNBLOCK );
printf( "Other thread is complete.\n");
return 0;
}
开发者ID:dubrousky,项目名称:v2lin,代码行数:35,代码来源:test_sem.c
示例10: MOZ_ASSERT
already_AddRefed<IDBFileRequest>
IDBFileHandle::GetMetadata(const IDBFileMetadataParameters& aParameters,
ErrorResult& aRv)
{
MOZ_ASSERT(NS_IsMainThread(), "Wrong thread!");
// Common state checking
if (!CheckState(aRv)) {
return nullptr;
}
// Do nothing if the window is closed
if (!CheckWindow()) {
return nullptr;
}
nsRefPtr<MetadataParameters> params =
new MetadataParameters(aParameters.mSize, aParameters.mLastModified);
if (!params->IsConfigured()) {
aRv.ThrowTypeError(MSG_METADATA_NOT_CONFIGURED);
return nullptr;
}
nsRefPtr<FileRequestBase> fileRequest = GenerateFileRequest();
nsRefPtr<MetadataHelper> helper =
new MetadataHelper(this, fileRequest, params);
if (NS_WARN_IF(NS_FAILED(helper->Enqueue()))) {
aRv.Throw(NS_ERROR_DOM_FILEHANDLE_UNKNOWN_ERR);
return nullptr;
}
return fileRequest.forget().downcast<IDBFileRequest>();
}
开发者ID:AOSC-Dev,项目名称:Pale-Moon,代码行数:35,代码来源:IDBFileHandle.cpp
示例11: AFX_MANAGE_STATE
// **********************************************************
// Undo
// **********************************************************
STDMETHODIMP CUndoList::Undo(VARIANT_BOOL zoomToShape, VARIANT_BOOL* retVal)
{
AFX_MANAGE_STATE(AfxGetStaticModuleState());
*retVal = VARIANT_FALSE;
if (!CheckState()) return S_OK;
IShapeEditor* editor = _mapCallback->_GetShapeEditor();
if (_position >= 0)
{
int pos = _position;
int id = _list[pos]->BatchId;
UndoListItem* item = _list[pos];
while (_list[_position]->BatchId == id)
{
_position--;
UndoSingleItem(_list[_position + 1]);
if (_position < 0) break;
}
if (item->Operation != uoRemoveShape)
ZoomToShape(zoomToShape, item->Operation == uoAddShape ? _position: pos);
FireUndoListChanged();
*retVal = VARIANT_TRUE;
}
return S_OK;
}
开发者ID:liuzhumei,项目名称:MapWinGIS,代码行数:32,代码来源:UndoList.cpp
示例12: ui
/**
* @brief DialogEndLine create dialog
* @param data container with data
* @param parent parent widget
*/
DialogEndLine::DialogEndLine(const VContainer *data, QWidget *parent)
:DialogTool(data, parent), ui(new Ui::DialogEndLine), pointName(QString()), typeLine(QString()), formula(QString()),
angle(0), basePointId(0), formulaBaseHeight(0)
{
ui->setupUi(this);
InitVariables(ui);
InitFormulaUI(ui);
labelEditNamePoint = ui->labelEditNamePoint;
this->formulaBaseHeight = ui->plainTextEditFormula->height();
InitOkCancelApply(ui);
flagFormula = false;
flagName = false;
CheckState();
FillComboBoxPoints(ui->comboBoxBasePoint);
FillComboBoxTypeLine(ui->comboBoxLineType);
InitArrow(ui);
connect(ui->toolButtonPutHere, &QPushButton::clicked, this, &DialogEndLine::PutHere);
connect(ui->listWidget, &QListWidget::itemDoubleClicked, this, &DialogEndLine::PutVal);
connect(ui->toolButtonEqual, &QPushButton::clicked, this, &DialogEndLine::EvalFormula);
connect(ui->lineEditNamePoint, &QLineEdit::textChanged, this, &DialogEndLine::NamePointChanged);
connect(ui->plainTextEditFormula, &QPlainTextEdit::textChanged, this, &DialogEndLine::FormulaTextChanged);
connect(ui->pushButtonGrowLength, &QPushButton::clicked, this, &DialogEndLine::DeployFormulaTextEdit);
}
开发者ID:jessikbarret,项目名称:Valentina,代码行数:32,代码来源:dialogendline.cpp
示例13: ui
/**
* @brief DialogCutSplinePath create dialog.
* @param data container with data
* @param parent parent widget
*/
DialogCutSplinePath::DialogCutSplinePath(const VContainer *data, const quint32 &toolId, QWidget *parent)
:DialogTool(data, toolId, parent), ui(new Ui::DialogCutSplinePath), formula(QString()),
splinePathId(NULL_ID), formulaBaseHeight(0), path(nullptr)
{
ui->setupUi(this);
InitVariables(ui);
InitFormulaUI(ui);
ui->lineEditNamePoint->setText(qApp->getCurrentDocument()->GenerateLabel(LabelType::NewLabel));
labelEditNamePoint = ui->labelEditNamePoint;
this->formulaBaseHeight = ui->plainTextEditFormula->height();
ui->plainTextEditFormula->installEventFilter(this);
InitOkCancelApply(ui);
flagFormula = false;
CheckState();
FillComboBoxSplinesPath(ui->comboBoxSplinePath);
connect(ui->toolButtonPutHere, &QPushButton::clicked, this, &DialogCutSplinePath::PutHere);
connect(ui->listWidget, &QListWidget::itemDoubleClicked, this, &DialogCutSplinePath::PutVal);
connect(ui->toolButtonEqual, &QPushButton::clicked, this, &DialogCutSplinePath::EvalFormula);
connect(ui->lineEditNamePoint, &QLineEdit::textChanged, this, &DialogCutSplinePath::NamePointChanged);
connect(ui->plainTextEditFormula, &QPlainTextEdit::textChanged, this, &DialogCutSplinePath::FormulaChanged);
connect(ui->pushButtonGrowLength, &QPushButton::clicked, this, &DialogCutSplinePath::DeployFormulaTextEdit);
path = new VisToolCutSplinePath(data);
}
开发者ID:a-dilla,项目名称:Valentina,代码行数:32,代码来源:dialogcutsplinepath.cpp
示例14: CheckState
void ChildSupervisor::HandleStateChanged(otChangedFlags aFlags)
{
if ((aFlags & (OT_CHANGED_THREAD_ROLE | OT_CHANGED_THREAD_CHILD_ADDED | OT_CHANGED_THREAD_CHILD_REMOVED)) != 0)
{
CheckState();
}
}
开发者ID:abtink,项目名称:openthread,代码行数:7,代码来源:child_supervision.cpp
示例15: CheckState
void JamDetector::HandleStateChanged(uint32_t aFlags)
{
if (aFlags & OT_CHANGED_THREAD_ROLE)
{
CheckState();
}
}
开发者ID:pvanhorn,项目名称:openthread,代码行数:7,代码来源:jam_detector.cpp
示例16: Reset
void UTransBuffer::Initialize(SIZE_T InMaxMemory)
{
MaxMemory = InMaxMemory;
// Reset.
Reset( NSLOCTEXT("UnrealEd", "Startup", "Startup") );
CheckState();
UE_LOG(LogInit, Log, TEXT("Transaction tracking system initialized") );
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:9,代码来源:EditorTransaction.cpp
示例17: CheckState
void CButton::Update()
{
m_oldState = m_state;
m_state = ButtonStateNormal;
CheckState();
m_holdFrame = (ButtonStateHighlight == m_state) ? m_holdFrame + 1 : 0;
}
开发者ID:ttoApps,项目名称:wizapply_library_by_cpp_study,代码行数:9,代码来源:CButton.cpp
示例18: hy_GetDiskRoomSize
bool CGameUpdate::UpdateBefore(__int64 qUpdateBytes)
{
//check disk free room.
wchar_t szLog[1024] = {0};
qUpdateBytes += SAVE_DISK_ROOMSIZE;
LARGE_INTEGER liSize = {0};
hy_GetDiskRoomSize(m_strCliPath[0], &liSize);
if (liSize.QuadPart >= qUpdateBytes)
return true;
//删除游戏,保证空间足够。
if (m_dwUptFlag & UPDATE_FLAG_DELETE_GAME)
{
SetUpdateStatus(UPDATE_STATUS_DELETE_GAME);
std::vector<tagGameInfo*> list;
GetAllGameList(list);
for (size_t idx=0; idx<list.size(); idx++)
{
if (!CheckState())
{
std::for_each(list.begin(), list.end(), Delete_Pointer<tagGameInfo>);
return false;
}
tagGameInfo* pGame = list[idx];
if (PathFileExistsA(pGame->CliPath) && pGame->CliPath[0] == m_strCliPath[0] &&
lstrcmpiW(_bstr_t(pGame->CliPath), m_strCliPath.c_str()) != 0)
{
std::wstring str(_bstr_t(pGame->CliPath));
std::wstring str2 = hy_ConvertPath(str);
SetUpdateInfo(INFO_STR_DELETEGAME, str.c_str());
DeleteGame(str2.c_str());
hy_DyncaRefreDriver(str[0]);
hy_GetDiskRoomSize(m_strCliPath[0], &liSize);
if (liSize.QuadPart >= qUpdateBytes)
{
std::for_each(list.begin(), list.end(), Delete_Pointer<tagGameInfo>);
return true;
}
else
{
swprintf_s(szLog, L"i8desk: free size:%dM, need size:%dM.", (DWORD)(liSize.QuadPart / 1000 / 1000),
(DWORD)(qUpdateBytes / 1000 / 1000));
OutputDebugStringW(szLog);
}
}
}
std::for_each(list.begin(), list.end(), Delete_Pointer<tagGameInfo>);
}
//空间不足,返回错误。
SetErrorInfo(UPT_ERR_DISKNOROOM, (DWORD)(liSize.QuadPart / 1000 / 1000), (DWORD)(qUpdateBytes / 1000 / 1000));
return false;
}
开发者ID:lubing521,项目名称:important-files,代码行数:56,代码来源:UpdateGame.cpp
示例19: CheckState
UTrackEntry* USpineSkeletonAnimationComponent::AddEmptyAnimation (int trackIndex, float mixDuration, float delay) {
CheckState();
if (state) {
spTrackEntry* entry = spAnimationState_addEmptyAnimation(state, trackIndex, mixDuration, delay);
UTrackEntry* uEntry = NewObject<UTrackEntry>();
uEntry->SetTrackEntry(entry);
trackEntries.Add(uEntry);
return uEntry;
} else return NewObject<UTrackEntry>();
}
开发者ID:PrettySimple,项目名称:spine-runtimes,代码行数:10,代码来源:SpineSkeletonAnimationComponent.cpp
示例20: UTransactor
UTransBuffer::UTransBuffer( const class FPostConstructInitializeProperties& PCIP, SIZE_T InMaxMemory )
: UTransactor(PCIP)
, MaxMemory( InMaxMemory )
{
// Reset.
Reset( NSLOCTEXT("UnrealEd", "Startup", "Startup") );
CheckState();
UE_LOG(LogInit, Log, TEXT("Transaction tracking system initialized") );
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:10,代码来源:EditorTransaction.cpp
注:本文中的CheckState函数示例整理自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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