本文整理汇总了C++中ArrayHelper函数的典型用法代码示例。如果您正苦于以下问题:C++ ArrayHelper函数的具体用法?C++ ArrayHelper怎么用?C++ ArrayHelper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ArrayHelper函数的17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: if
UActorComponent* FComponentVisualizer::GetComponentFromPropertyName(const AActor* CompOwner, const FPropertyNameAndIndex& Property)
{
UActorComponent* ResultComp = NULL;
if(CompOwner && Property.IsValid())
{
UClass* ActorClass = CompOwner->GetClass();
UProperty* Prop = FindField<UProperty>(ActorClass, Property.Name);
if (UObjectProperty* ObjectProp = Cast<UObjectProperty>(Prop))
{
UObject* Object = ObjectProp->GetObjectPropertyValue(ObjectProp->ContainerPtrToValuePtr<void>(CompOwner, Property.Index));
ResultComp = Cast<UActorComponent>(Object);
}
else if (UArrayProperty* ArrayProp = Cast<UArrayProperty>(Prop))
{
if (UObjectProperty* InnerProp = Cast<UObjectProperty>(ArrayProp->Inner))
{
FScriptArrayHelper ArrayHelper(ArrayProp, ArrayProp->ContainerPtrToValuePtr<void>(CompOwner));
UObject* Object = InnerProp->GetObjectPropertyValue(ArrayHelper.GetRawPtr(Property.Index));
ResultComp = Cast<UActorComponent>(Object);
}
}
}
return ResultComp;
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:25,代码来源:ComponentVisualizer.cpp
示例2: TEXT
uint8* UAnimSequenceBase::FindNotifyPropertyData(int32 NotifyIndex, UArrayProperty*& ArrayProperty)
{
// initialize to NULL
ArrayProperty = NULL;
if(Notifies.IsValidIndex(NotifyIndex))
{
// find Notifies property start point
UProperty* Property = FindField<UProperty>(GetClass(), TEXT("Notifies"));
// found it and if it is array
if(Property && Property->IsA(UArrayProperty::StaticClass()))
{
// find Property Value from UObject we got
uint8* PropertyValue = Property->ContainerPtrToValuePtr<uint8>(this);
// it is array, so now get ArrayHelper and find the raw ptr of the data
ArrayProperty = CastChecked<UArrayProperty>(Property);
FScriptArrayHelper ArrayHelper(ArrayProperty, PropertyValue);
if(ArrayProperty->Inner && NotifyIndex < ArrayHelper.Num())
{
//Get property data based on selected index
return ArrayHelper.GetRawPtr(NotifyIndex);
}
}
}
return NULL;
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:29,代码来源:AnimSequenceBase.cpp
示例3: Fill_MakeStructureDefaultValue
bool FStructureEditorUtils::Fill_MakeStructureDefaultValue(const UProperty* Property, uint8* PropertyData)
{
bool bResult = true;
if (const UStructProperty* StructProperty = Cast<const UStructProperty>(Property))
{
if (const UUserDefinedStruct* InnerStruct = Cast<const UUserDefinedStruct>(StructProperty->Struct))
{
bResult &= Fill_MakeStructureDefaultValue(InnerStruct, PropertyData);
}
}
else if (const UArrayProperty* ArrayProp = Cast<const UArrayProperty>(Property))
{
StructProperty = Cast<const UStructProperty>(ArrayProp->Inner);
const UUserDefinedStruct* InnerStruct = StructProperty ? Cast<const UUserDefinedStruct>(StructProperty->Struct) : NULL;
if(InnerStruct)
{
FScriptArrayHelper ArrayHelper(ArrayProp, PropertyData);
for (int32 Index = 0; Index < ArrayHelper.Num(); ++Index)
{
uint8* const ValuePtr = ArrayHelper.GetRawPtr(Index);
bResult &= Fill_MakeStructureDefaultValue(InnerStruct, ValuePtr);
}
}
}
return bResult;
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:28,代码来源:StructureEditorUtils.cpp
示例4: checkSlow
const TCHAR* UArrayProperty::ImportText_Internal( const TCHAR* Buffer, void* Data, int32 PortFlags, UObject* Parent, FOutputDevice* ErrorText ) const
{
checkSlow(Inner);
if ( *Buffer++ != TCHAR('(') )
{
return NULL;
}
FScriptArrayHelper ArrayHelper(this, Data);
// only clear the array if we're not importing localized text
if ( (PortFlags&PPF_LocalizedOnly) == 0 )
{
ArrayHelper.EmptyValues();
}
SkipWhitespace(Buffer);
int32 Index = 0;
ArrayHelper.ExpandForIndex(0);
while ((Buffer != NULL) && (*Buffer != TCHAR(')')))
{
SkipWhitespace(Buffer);
if (*Buffer != TCHAR(','))
{
// Parse the item
Buffer = Inner->ImportText(Buffer, ArrayHelper.GetRawPtr(Index), PortFlags | PPF_Delimited, Parent, ErrorText);
if(!Buffer)
{
return NULL;
}
SkipWhitespace(Buffer);
}
if (*Buffer == TCHAR(','))
{
Buffer++;
Index++;
ArrayHelper.ExpandForIndex(Index);
}
else
{
break;
}
}
// Make sure we ended on a )
if (*Buffer++ != TCHAR(')'))
{
return NULL;
}
return Buffer;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:60,代码来源:PropertyArray.cpp
示例5: ArrayHelper
void UArrayProperty::DestroyValueInternal( void* Dest ) const
{
FScriptArrayHelper ArrayHelper(this, Dest);
ArrayHelper.EmptyValues();
//@todo UE4 potential double destroy later from this...would be ok for a script array, but still
((FScriptArray*)Dest)->~FScriptArray();
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:8,代码来源:PropertyArray.cpp
示例6: ArrayHelper
void UKismetArrayLibrary::GenericArray_Clear(void* TargetArray, const UArrayProperty* ArrayProp)
{
if( TargetArray )
{
FScriptArrayHelper ArrayHelper(ArrayProp, TargetArray);
ArrayHelper.EmptyValues();
}
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:9,代码来源:KismetArrayLibrary.cpp
示例7: check
//------------------------------------------------------------------------------
static int32 LinkerPlaceholderObjectImpl::ResolvePlaceholderValues(const TArray<const UProperty*>& PropertyChain, int32 ChainIndex, uint8* ValueAddress, UObject* OldValue, UObject* ReplacementValue)
{
int32 ReplacementCount = 0;
for (int32 PropertyIndex = ChainIndex; PropertyIndex >= 0; --PropertyIndex)
{
const UProperty* Property = PropertyChain[PropertyIndex];
if (PropertyIndex == 0)
{
#if USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TESTS
check(Property->IsA<UObjectProperty>());
#endif // USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TESTS
const UObjectProperty* ReferencingProperty = (const UObjectProperty*)Property;
if (ReferencingProperty->GetObjectPropertyValue(ValueAddress) == OldValue)
{
// @TODO: use an FArchiver with ReferencingProperty->SerializeItem()
// so that we can utilize CheckValidObject()
ReferencingProperty->SetObjectPropertyValue(ValueAddress, ReplacementValue);
// @TODO: unfortunately, this is currently protected
//ReferencingProperty->CheckValidObject(ValueAddress);
++ReplacementCount;
}
}
else if (const UArrayProperty* ArrayProperty = Cast<const UArrayProperty>(Property))
{
#if USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TESTS
const UProperty* NextProperty = PropertyChain[PropertyIndex - 1];
check(NextProperty == ArrayProperty->Inner);
#endif // USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TESTS
// because we can't know which array entry was set with a reference
// to this object, we have to comb through them all
FScriptArrayHelper ArrayHelper(ArrayProperty, ValueAddress);
for (int32 ArrayIndex = 0; ArrayIndex < ArrayHelper.Num(); ++ArrayIndex)
{
uint8* MemberAddress = ArrayHelper.GetRawPtr(ArrayIndex);
ReplacementCount += ResolvePlaceholderValues(PropertyChain, PropertyIndex - 1, MemberAddress, OldValue, ReplacementValue);
}
// the above recursive call chewed through the rest of the
// PropertyChain, no need to keep on here
break;
}
else
{
const UProperty* NextProperty = PropertyChain[PropertyIndex - 1];
#if USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TESTS
check(NextProperty->GetOuter() == Property);
#endif // USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TESTS
ValueAddress = Property->ContainerPtrToValuePtr<uint8>(ValueAddress, /*ArrayIndex =*/0);
}
}
return ReplacementCount;
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:58,代码来源:LinkerPlaceholderBase.cpp
示例8: TEXT
void USpeedTreeImportData::SaveOptions()
{
int32 PortFlags = 0;
for (UProperty* Property = GetClass()->PropertyLink; Property; Property = Property->PropertyLinkNext)
{
if (!Property->HasAnyPropertyFlags(CPF_Config))
{
continue;
}
FString Section = TEXT("SpeedTree_Import_UI_Option_") + GetClass()->GetName();
FString Key = Property->GetName();
const bool bIsPropertyInherited = Property->GetOwnerClass() != GetClass();
UObject* SuperClassDefaultObject = GetClass()->GetSuperClass()->GetDefaultObject();
UArrayProperty* Array = dynamic_cast<UArrayProperty*>(Property);
if (Array)
{
FConfigSection* Sec = GConfig->GetSectionPrivate(*Section, 1, 0, *GEditorPerProjectIni);
check(Sec);
Sec->Remove(*Key);
FScriptArrayHelper_InContainer ArrayHelper(Array, this);
for (int32 i = 0; i < ArrayHelper.Num(); i++)
{
FString Buffer;
Array->Inner->ExportTextItem(Buffer, ArrayHelper.GetRawPtr(i), ArrayHelper.GetRawPtr(i), this, PortFlags);
Sec->Add(*Key, *Buffer);
}
}
else
{
TCHAR TempKey[MAX_SPRINTF] = TEXT("");
for (int32 Index = 0; Index < Property->ArrayDim; Index++)
{
if (Property->ArrayDim != 1)
{
FCString::Sprintf(TempKey, TEXT("%s[%i]"), *Property->GetName(), Index);
Key = TempKey;
}
FString Value;
Property->ExportText_InContainer(Index, Value, this, this, this, PortFlags);
GConfig->SetString(*Section, *Key, *Value, *GEditorPerProjectIni);
}
}
}
GConfig->Flush(0);
}
开发者ID:AndyHuang7601,项目名称:EpicGames-UnrealEngine,代码行数:50,代码来源:SpeedTreeImportData.cpp
示例9: ClearPropertyValue
// Clears the value of the given property.
void ClearPropertyValue( UProperty* Property, UProperty* Outer, void* Data, int32 ArrayIndex )
{
UArrayProperty* ArrayProperty = Cast<UArrayProperty>(Outer);
if (ArrayProperty != nullptr)
{
check(ArrayProperty->Inner == Property)
FScriptArrayHelper ArrayHelper(ArrayProperty, ArrayProperty->template ContainerPtrToValuePtr<void>(Data));
ArrayIndex = ArrayHelper.AddValue();
}
Property->ClearValue_InContainer(Data, ArrayIndex);
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:15,代码来源:JsonStructDeserializerBackend.cpp
示例10: ArrayHelper
void UKismetArrayLibrary::GenericArray_Resize(void* TargetArray, const UArrayProperty* ArrayProp, int32 Size)
{
if( TargetArray )
{
if(Size >= 0)
{
FScriptArrayHelper ArrayHelper(ArrayProp, TargetArray);
ArrayHelper.Resize(Size);
}
else
{
UE_LOG(LogArray, Warning, TEXT("Attempted to resize an array using negative size: Array = %s, Size = %d!"), *ArrayProp->GetName(), Size);
}
}
}
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:15,代码来源:KismetArrayLibrary.cpp
示例11: FPropertyNameAndIndex
FComponentVisualizer::FPropertyNameAndIndex FComponentVisualizer::GetComponentPropertyName(const UActorComponent* Component)
{
if (Component)
{
const AActor* CompOwner = Component->GetOwner();
if (CompOwner)
{
// Iterate over UObject* fields of this actor
UClass* ActorClass = CompOwner->GetClass();
for (TFieldIterator<UObjectProperty> It(ActorClass); It; ++It)
{
// See if this property points to the component in question
UObjectProperty* ObjectProp = *It;
for (int32 Index = 0; Index < ObjectProp->ArrayDim; ++Index)
{
UObject* Object = ObjectProp->GetObjectPropertyValue(ObjectProp->ContainerPtrToValuePtr<void>(CompOwner, Index));
if (Object == Component)
{
// It does! Return this name
return FPropertyNameAndIndex(ObjectProp->GetFName(), Index);
}
}
}
// If nothing found, look in TArray<UObject*> fields
for (TFieldIterator<UArrayProperty> It(ActorClass); It; ++It)
{
UArrayProperty* ArrayProp = *It;
if (UObjectProperty* InnerProp = Cast<UObjectProperty>(It->Inner))
{
FScriptArrayHelper ArrayHelper(ArrayProp, ArrayProp->ContainerPtrToValuePtr<void>(CompOwner));
for (int32 Index = 0; Index < ArrayHelper.Num(); ++Index)
{
UObject* Object = InnerProp->GetObjectPropertyValue(ArrayHelper.GetRawPtr(Index));
if (Object == Component)
{
return FPropertyNameAndIndex(ArrayProp->GetFName(), Index);
}
}
}
}
}
}
// Didn't find actor property referencing this component
return FPropertyNameAndIndex();
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:47,代码来源:ComponentVisualizer.cpp
示例12: if
bool FDataTableExporterJSON::WriteStructEntry(const void* InRowData, const UProperty* InProperty, const void* InPropertyData)
{
if (const UNumericProperty *NumProp = Cast<const UNumericProperty>(InProperty))
{
if (NumProp->IsInteger())
{
const int64 PropertyValue = NumProp->GetSignedIntPropertyValue(InPropertyData);
JsonWriter->WriteValue(InProperty->GetName(), PropertyValue);
}
else
{
const double PropertyValue = NumProp->GetFloatingPointPropertyValue(InPropertyData);
JsonWriter->WriteValue(InProperty->GetName(), PropertyValue);
}
}
else if (const UBoolProperty* BoolProp = Cast<const UBoolProperty>(InProperty))
{
const bool PropertyValue = BoolProp->GetPropertyValue(InPropertyData);
JsonWriter->WriteValue(InProperty->GetName(), PropertyValue);
}
else if (const UArrayProperty* ArrayProp = Cast<const UArrayProperty>(InProperty))
{
JsonWriter->WriteArrayStart(InProperty->GetName());
FScriptArrayHelper ArrayHelper(ArrayProp, InPropertyData);
for (int32 ArrayEntryIndex = 0; ArrayEntryIndex < ArrayHelper.Num(); ++ArrayEntryIndex)
{
const void* ArrayEntryData = ArrayHelper.GetRawPtr(ArrayEntryIndex);
WriteArrayEntry(ArrayProp->Inner, ArrayEntryData);
}
JsonWriter->WriteArrayEnd();
}
else
{
const FString PropertyValue = DataTableUtils::GetPropertyValueAsString(InProperty, (uint8*)InRowData);
JsonWriter->WriteValue(InProperty->GetName(), PropertyValue);
}
return true;
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:41,代码来源:DataTableJSON.cpp
示例13: checkSlow
void UArrayProperty::SerializeItem( FArchive& Ar, void* Value, void const* Defaults ) const
{
checkSlow(Inner);
// Ensure that the Inner itself has been loaded before calling SerializeItem() on it
Ar.Preload(Inner);
FScriptArrayHelper ArrayHelper(this, Value);
int32 n = ArrayHelper.Num();
Ar << n;
if( Ar.IsLoading() )
{
ArrayHelper.EmptyAndAddValues(n);
}
ArrayHelper.CountBytes( Ar );
for( int32 i=0; i<n; i++ )
{
Inner->SerializeItem( Ar, ArrayHelper.GetRawPtr(i) );
}
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:21,代码来源:PropertyArray.cpp
示例14: SetPropertyValue
bool SetPropertyValue( UProperty* Property, UProperty* Outer, void* Data, int32 ArrayIndex, const PropertyType& Value )
{
PropertyType* ValuePtr = nullptr;
UArrayProperty* ArrayProperty = Cast<UArrayProperty>(Outer);
if (ArrayProperty != nullptr)
{
if (ArrayProperty->Inner != Property)
{
return false;
}
FScriptArrayHelper ArrayHelper(ArrayProperty, ArrayProperty->template ContainerPtrToValuePtr<void>(Data));
int32 Index = ArrayHelper.AddValue();
ValuePtr = (PropertyType*)ArrayHelper.GetRawPtr(Index);
}
else
{
UPropertyType* TypedProperty = Cast<UPropertyType>(Property);
if (TypedProperty == nullptr)
{
return false;
}
ValuePtr = TypedProperty->template ContainerPtrToValuePtr<PropertyType>(Data, ArrayIndex);
}
if (ValuePtr == nullptr)
{
return false;
}
*ValuePtr = Value;
return true;
}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:38,代码来源:JsonStructDeserializerBackend.cpp
示例15: ArrayHelper
uint8* UAnimSequenceBase::FindArrayProperty(const TCHAR* PropName, UArrayProperty*& ArrayProperty, int32 ArrayIndex)
{
// find Notifies property start point
UProperty* Property = FindField<UProperty>(GetClass(), PropName);
// found it and if it is array
if (Property && Property->IsA(UArrayProperty::StaticClass()))
{
// find Property Value from UObject we got
uint8* PropertyValue = Property->ContainerPtrToValuePtr<uint8>(this);
// it is array, so now get ArrayHelper and find the raw ptr of the data
ArrayProperty = CastChecked<UArrayProperty>(Property);
FScriptArrayHelper ArrayHelper(ArrayProperty, PropertyValue);
if (ArrayProperty->Inner && ArrayIndex < ArrayHelper.Num())
{
//Get property data based on selected index
return ArrayHelper.GetRawPtr(ArrayIndex);
}
}
return NULL;
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:23,代码来源:AnimSequenceBase.cpp
示例16: ProcessStruct
bool FFrontendFilter_GameplayTags::ProcessProperty(void* Data, UProperty* Prop) const
{
void* InnerData = Prop->ContainerPtrToValuePtr<void>(Data);
if (UStructProperty* StructProperty = Cast<UStructProperty>(Prop))
{
if (StructProperty->Struct == FGameplayTag::StaticStruct())
{
FGameplayTag& ThisTag = *static_cast<FGameplayTag*>(InnerData);
const bool bAnyTagIsOK = TagContainer->Num() == 0;
const bool bPassesTagSearch = bAnyTagIsOK || TagContainer->HasTag(ThisTag, EGameplayTagMatchType::Explicit, EGameplayTagMatchType::IncludeParentTags);
return bPassesTagSearch;
}
else
{
return ProcessStruct(InnerData, StructProperty->Struct);
}
}
else if (UArrayProperty* ArrayProperty = Cast<UArrayProperty>(Prop))
{
FScriptArrayHelper ArrayHelper(ArrayProperty, InnerData);
for (int32 ArrayIndex = 0; ArrayIndex < ArrayHelper.Num(); ++ArrayIndex)
{
void* ArrayData = ArrayHelper.GetRawPtr(ArrayIndex);
if (ProcessProperty(ArrayData, ArrayProperty->Inner))
{
return true;
}
}
}
return false;
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:36,代码来源:GameplayTagSearchFilter.cpp
示例17: checkSlow
void FPoseLinkMappingRecord::PatchLinkIndex(uint8* DestinationPtr, int32 LinkID, int32 SourceLinkID) const
{
checkSlow(IsValid());
DestinationPtr = ChildProperty->ContainerPtrToValuePtr<uint8>(DestinationPtr);
if (ChildPropertyIndex != INDEX_NONE)
{
UArrayProperty* ArrayProperty = CastChecked<UArrayProperty>(ChildProperty);
FScriptArrayHelper ArrayHelper(ArrayProperty, DestinationPtr);
check(ArrayHelper.IsValidIndex(ChildPropertyIndex));
DestinationPtr = ArrayHelper.GetRawPtr(ChildPropertyIndex);
}
// Check to guard against accidental infinite loops
check((LinkID == INDEX_NONE) || (LinkID != SourceLinkID));
// Patch the pose link
FPoseLinkBase& PoseLink = *((FPoseLinkBase*)DestinationPtr);
PoseLink.LinkID = LinkID;
PoseLink.SourceLinkID = SourceLinkID;
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:24,代码来源:AnimGraphNode_Root.cpp
注:本文中的ArrayHelper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。 |
请发表评论