本文整理汇总了C++中idHierarchy类的典型用法代码示例。如果您正苦于以下问题:C++ idHierarchy类的具体用法?C++ idHierarchy怎么用?C++ idHierarchy使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了idHierarchy类的2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: Init
/*
================
idClass::Init
Should be called after all idTypeInfos are initialized, so must be called
manually upon game code initialization. Tells all the idTypeInfos to initialize
their event callback table for the associated class. This should only be called
once during the execution of the program or DLL.
================
*/
void idClass::Init( void ) {
idTypeInfo *c;
int num;
// RAVEN BEGIN
// jnewquist: Tag scope and callees to track allocations using "new".
MEM_SCOPED_TAG(tag,MA_CLASS);
// RAVEN END
gameLocal.Printf( "Initializing class hierarchy\n" );
if ( initialized ) {
gameLocal.Printf( "...already initialized\n" );
return;
}
// init the event callback tables for all the classes
for( c = typelist; c != NULL; c = c->next ) {
// RAVEN BEGIN
// jnewquist: Make sure the superclass was actually registered!
if ( c->super == NULL && (c->superclass && idStr::Cmp(c->superclass, "NULL")) ) {
common->Error("Superclass %s of %s was never registered!", c->superclass, c->classname);
}
// RAVEN END
c->Init();
}
// number the types according to the class hierarchy so we can quickly determine if a class
// is a subclass of another
num = 0;
for( c = classHierarchy.GetNext(); c != NULL; c = c->node.GetNext(), num++ ) {
c->typeNum = num;
c->lastChild += num;
}
// number of bits needed to send types over network
typeNumBits = idMath::BitsForInteger( num );
// create a list of the types so we can do quick lookups
// one list in alphabetical order, one in typenum order
types.SetGranularity( 1 );
types.SetNum( num );
typenums.SetGranularity( 1 );
typenums.SetNum( num );
num = 0;
for( c = typelist; c != NULL; c = c->next, num++ ) {
types[ num ] = c;
typenums[ c->typeNum ] = c;
}
initialized = true;
gameLocal.Printf( "...%i classes, %i bytes for event callbacks\n", types.Num(), eventCallbackMemory );
}
开发者ID:ET-NiK,项目名称:amxxgroup,代码行数:63,代码来源:Class.cpp
示例2: Init
/*
================
idClass::Init
Should be called after all idTypeInfos are initialized, so must be called
manually upon game code initialization. Tells all the idTypeInfos to initialize
their event callback table for the associated class. This should only be called
once during the execution of the program or DLL.
================
*/
void idClass::Init()
{
idTypeInfo* c;
int num;
gameLocal.Printf( "Initializing class hierarchy\n" );
if( initialized )
{
gameLocal.Printf( "...already initialized\n" );
return;
}
// init the event callback tables for all the classes
for( c = typelist; c != NULL; c = c->next )
{
c->Init();
}
// number the types according to the class hierarchy so we can quickly determine if a class
// is a subclass of another
num = 0;
for( c = classHierarchy.GetNext(); c != NULL; c = c->node.GetNext(), num++ )
{
c->typeNum = num;
c->lastChild += num;
}
// number of bits needed to send types over network
typeNumBits = idMath::BitsForInteger( num );
// create a list of the types so we can do quick lookups
// one list in alphabetical order, one in typenum order
types.SetGranularity( 1 );
types.SetNum( num );
typenums.SetGranularity( 1 );
typenums.SetNum( num );
num = 0;
for( c = typelist; c != NULL; c = c->next, num++ )
{
types[ num ] = c;
typenums[ c->typeNum ] = c;
}
initialized = true;
gameLocal.Printf( "...%i classes, %i bytes for event callbacks\n", types.Num(), eventCallbackMemory );
}
开发者ID:dcahrakos,项目名称:RBDOOM-3-BFG,代码行数:58,代码来源:Class.cpp
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