本文整理汇总了C++中IsTemplate函数的典型用法代码示例。如果您正苦于以下问题:C++ IsTemplate函数的具体用法?C++ IsTemplate怎么用?C++ IsTemplate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IsTemplate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: GetDynStartPort
void CFlashUIFunctionNode::ProcessEvent( EFlowEvent event,SActivationInfo* pActInfo )
{
if (event == eFE_Activate && IsPortActive(pActInfo, eI_Call))
{
int port = GetDynStartPort();
SUIArguments args;
for (TUIParams::const_iterator iter = m_funcDesc.InputParams.Params.begin(); iter != m_funcDesc.InputParams.Params.end(); ++iter)
{
GetDynInput( args, *iter, pActInfo, port++ );
}
TUIData res;
const int instanceId = GetPortInt( pActInfo, eI_InstanceID );
if (IsTemplate() && !UpdateTmplDesc( GetPortString(pActInfo, eI_TemplateInstanceName), pActInfo ))
return;
SPerInstanceCall2< const SUIArguments &, TUIData & > caller;
caller.Execute(m_pElement, instanceId, functor(*this, &CFlashUIFunctionNode::CallFunction), args, res);
string out;
res.GetValueWithConversion( out );
ActivateOutput( pActInfo, eO_RetVal, out );
ActivateOutput( pActInfo, eO_OnCall, true );
}
}
开发者ID:joewan,项目名称:pycmake,代码行数:27,代码来源:FlashUIElementNodes.cpp
示例2: PostLoad
void UEdGraphNode::PostLoad()
{
Super::PostLoad();
// Create Guid if not present (and not CDO)
if(!NodeGuid.IsValid() && !IsTemplate() && GetLinker() && GetLinker()->IsPersistent() && GetLinker()->IsLoading())
{
UE_LOG(LogBlueprint, Warning, TEXT("Node '%s' missing NodeGuid."), *GetPathName());
// Generate new one
CreateNewGuid();
}
// Duplicating a Blueprint needs to have a new Node Guid generated, which was not occuring before this version
if(GetLinkerUE4Version() < VER_UE4_POST_DUPLICATE_NODE_GUID)
{
// Generate new one
CreateNewGuid();
}
// Moving to the new style comments requires conversion to preserve previous state
if(GetLinkerUE4Version() < VER_UE4_GRAPH_INTERACTIVE_COMMENTBUBBLES)
{
bCommentBubbleVisible = !NodeComment.IsEmpty();
}
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:25,代码来源:EdGraphNode.cpp
示例3: CreateMovieClipsPort
void CFlashUIGotoAndPlayBaseNode::GetConfiguration( SFlowNodeConfig &config )
{
static const SInputPortConfig in_config[] = {
CreateMovieClipsPort(),
CreateInstanceIdPort(),
InputPortConfig_Void( "GotoAndPlay", "GotoAndPlay to frame" ),
InputPortConfig_Void( "GotoAndStop", "GotoAndStop to frame" ),
InputPortConfig<int>( "FrameId", -1, "Frame Number, -1 = use FrameName"),
InputPortConfig<string>( "FrameName", "FrameName, only used if FrameId is set to -1" ),
InputPortConfig_Void( 0 ),
{0}
};
static const SInputPortConfig in_config_tmpl[] = {
CreateMovieClipsForTmplPort(),
CreateInstanceIdPort(),
CreateTmplInstanceNamePort(),
InputPortConfig_Void( "GotoAndPlay", "GotoAndPlay to frame" ),
InputPortConfig_Void( "GotoAndStop", "GotoAndStop to frame" ),
InputPortConfig<int>( "FrameId", -1, "Frame Number, -1 = use FrameName"),
InputPortConfig<string>( "FrameName", "FrameName, only used if FrameId is set to -1" ),
InputPortConfig_Void( 0 ),
};
static const SOutputPortConfig out_config[] = {
OutputPortConfig_Void( "OnGotoAndPlay", "On GotoAndPlay" ),
OutputPortConfig_Void( "OnGotoAndStop", "On GotoAndStop" ),
{0}
};
config.pInputPorts = IsTemplate() ? in_config_tmpl : in_config;
config.pOutputPorts = out_config;
config.sDescription = "Access to MovieClips";
config.SetCategory(EFLN_APPROVED);
}
开发者ID:joewan,项目名称:pycmake,代码行数:35,代码来源:FlashUIElementNodes.cpp
示例4: OnCancel
bool AKUIInterface::Cancel()
{
IKUICancellable* oCancellable = NULL;
int32 iLastIndex = 0;
for ( int32 i = arCancellables.Num() - 1; i >= 0; --i )
{
if ( arCancellables[ i ].Get() == NULL )
continue;
oCancellable = Cast<IKUICancellable>( arCancellables[ i ].Get() );
iLastIndex = i;
break;
}
arCancellables.SetNum( iLastIndex );
if ( oCancellable != NULL )
{
OnCancel( Cast<UObject>( oCancellable ) );
if ( !IsTemplate() )
OnCancelBP( Cast<UObject>( oCancellable ) );
oCancellable->Cancel();
return true;
}
return false;
}
开发者ID:mrG7,项目名称:KeshUI,代码行数:30,代码来源:KUIInterface.cpp
示例5: IsTickable
bool UGASAbility::IsTickable() const
{
if (IsTemplate())
return false;
return bShouldTick;
}
开发者ID:nizihabi,项目名称:ActionRPGGame,代码行数:7,代码来源:GASAbility.cpp
示例6: KUIBroadcastEvent
void AKUIInterface::OnMatchEnd()
{
KUIBroadcastEvent( FKUIInterfaceEvent, EKUIInterfaceContainerEventList::E_MatchEnd );
if ( !IsTemplate() )
OnMatchEndBP();
}
开发者ID:mrG7,项目名称:KeshUI,代码行数:7,代码来源:KUIInterface.cpp
示例7: AddElement
void AKUIInterface::AddElement( uint8 iContainer, UKUIInterfaceElement* oElement )
{
ctRootContainers[ iContainer ]->AddChild( oElement );
if ( !IsTemplate() )
OnElementAddedBP( iContainer, oElement );
}
开发者ID:mrG7,项目名称:KeshUI,代码行数:7,代码来源:KUIInterface.cpp
示例8: CreateVariablesPort
void CFlashUIVariableBaseNode::GetConfiguration( SFlowNodeConfig &config )
{
static const SInputPortConfig in_config[] = {
CreateVariablesPort(),
CreateInstanceIdPort(),
InputPortConfig_Void( "Set", "Set value" ),
InputPortConfig_Void( "Get", "Get value" ),
InputPortConfig_AnyType( "Value", "Value to set" ),
InputPortConfig_Void( 0 ),
{0}
};
static const SInputPortConfig in_config_tmpl[] = {
CreateVariablesForTmplPort(),
CreateInstanceIdPort(),
CreateTmplInstanceNamePort(),
InputPortConfig_Void( "Set", "Set value" ),
InputPortConfig_Void( "Get", "Get value" ),
InputPortConfig_AnyType( "Value", "Value to set" ),
InputPortConfig_Void( 0 ),
};
static const SOutputPortConfig out_config[] = {
OutputPortConfig_Void( "OnSet", "On set value" ),
OutputPortConfig_AnyType( "Value", "Value" ),
{0}
};
config.pInputPorts = IsTemplate() ? in_config_tmpl : in_config;
config.pOutputPorts = out_config;
config.sDescription = "Access to Variables";
config.SetCategory(EFLN_APPROVED);
}
开发者ID:joewan,项目名称:pycmake,代码行数:33,代码来源:FlashUIElementNodes.cpp
示例9: stEventInfo
void AKUIInterface::SetFocus( UKUIInterfaceContainer* ctNewFocus )
{
if ( ctFocused.Get() == ctNewFocus )
return;
UKUIInterfaceContainer* const ctOldFocus = ctFocused.Get();
if ( ctOldFocus != NULL )
{
FKUIInterfaceEvent stEventInfo( EKUIInterfaceContainerEventList::E_Blur );
ctOldFocus->SendEvent( stEventInfo );
}
this->ctFocused = ctNewFocus;
if ( ctNewFocus != NULL )
{
FKUIInterfaceEvent stEventInfo( EKUIInterfaceContainerEventList::E_Focus );
ctNewFocus->SendEvent( stEventInfo );
}
FKUIInterfaceContainerElementEvent stEventInfo( EKUIInterfaceContainerEventList::E_FocusChange, ctNewFocus );
BroadcastEvent( stEventInfo );
if ( !IsTemplate() )
OnFocusChangeBP( ctOldFocus, ctNewFocus );
}
开发者ID:mrG7,项目名称:KeshUI,代码行数:27,代码来源:KUIInterface.cpp
示例10: GetCookedData
FByteBulkData* UBodySetup::GetCookedData(FName Format)
{
if (IsTemplate())
{
return NULL;
}
IInterface_CollisionDataProvider* CDP = Cast<IInterface_CollisionDataProvider>(GetOuter());
// If there is nothing to cook or if we are reading data from a cooked package for an asset with no collision,
// we want to return here
if ((AggGeom.ConvexElems.Num() == 0 && CDP == NULL) || !bHasCookedCollisionData)
{
return NULL;
}
FFormatContainer* UseCookedData = CookedFormatDataOverride ? CookedFormatDataOverride : &CookedFormatData;
bool bContainedData = UseCookedData->Contains(Format);
FByteBulkData* Result = &UseCookedData->GetFormat(Format);
#if WITH_PHYSX
if (!bContainedData)
{
if (FPlatformProperties::RequiresCookedData())
{
UE_LOG(LogPhysics, Error, TEXT("Attempt to build physics data for %s when we are unable to. This platform requires cooked packages."), *GetPathName());
}
if (AggGeom.ConvexElems.Num() == 0 && (CDP == NULL || CDP->ContainsPhysicsTriMeshData(bMeshCollideAll) == false))
{
return NULL;
}
#if WITH_RUNTIME_PHYSICS_COOKING || WITH_EDITOR
TArray<uint8> OutData;
FDerivedDataPhysXCooker* DerivedPhysXData = new FDerivedDataPhysXCooker(Format, this);
if (DerivedPhysXData->CanBuild())
{
#if WITH_EDITOR
GetDerivedDataCacheRef().GetSynchronous(DerivedPhysXData, OutData);
#elif WITH_RUNTIME_PHYSICS_COOKING
DerivedPhysXData->Build(OutData);
#endif
if (OutData.Num())
{
Result->Lock(LOCK_READ_WRITE);
FMemory::Memcpy(Result->Realloc(OutData.Num()), OutData.GetData(), OutData.Num());
Result->Unlock();
}
}
else
#endif
{
UE_LOG(LogPhysics, Warning, TEXT("Attempt to build physics data for %s when we are unable to."), *GetPathName());
}
}
#endif // WITH_PHYSX
check(Result);
return Result->GetBulkDataSize() > 0 ? Result : NULL; // we don't return empty bulk data...but we save it to avoid thrashing the DDC
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:60,代码来源:BodySetup.cpp
示例11: SetComponentTickEnabled
void UActorComponent::SetComponentTickEnabled(bool bEnabled)
{
if (!IsTemplate() && PrimaryComponentTick.bCanEverTick)
{
PrimaryComponentTick.SetTickFunctionEnable(bEnabled);
}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:7,代码来源:ActorComponent.cpp
示例12: Super
UTexture::UTexture(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SRGB = true;
Filter = TF_Default;
#if WITH_EDITORONLY_DATA
AdjustBrightness = 1.0f;
AdjustBrightnessCurve = 1.0f;
AdjustVibrance = 0.0f;
AdjustSaturation = 1.0f;
AdjustRGBCurve = 1.0f;
AdjustHue = 0.0f;
AdjustMinAlpha = 0.0f;
AdjustMaxAlpha = 1.0f;
MaxTextureSize = 0; // means no limitation
MipGenSettings = TMGS_FromTextureGroup;
CompositeTextureMode = CTM_NormalRoughnessToAlpha;
CompositePower = 1.0f;
bUseLegacyGamma = false;
AlphaCoverageThresholds = FVector4(0, 0, 0, 0);
PaddingColor = FColor::Black;
ChromaKeyColor = FColorList::Magenta;
ChromaKeyThreshold = 1.0f / 255.0f;
#endif // #if WITH_EDITORONLY_DATA
if (FApp::CanEverRender() && !IsTemplate())
{
TextureReference.BeginInit_GameThread();
}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:31,代码来源:Texture.cpp
示例13: TEXT
void UTexture::PostLoad()
{
Super::PostLoad();
#if WITH_EDITORONLY_DATA
if (AssetImportData == nullptr)
{
AssetImportData = NewObject<UAssetImportData>(this, TEXT("AssetImportData"));
}
if (!SourceFilePath_DEPRECATED.IsEmpty())
{
FAssetImportInfo Info;
Info.Insert(FAssetImportInfo::FSourceFile(SourceFilePath_DEPRECATED));
AssetImportData->SourceData = MoveTemp(Info);
}
#endif
if( !IsTemplate() )
{
// Update cached LOD bias.
UpdateCachedLODBias();
// The texture will be cached by the cubemap it is contained within on consoles.
UTextureCube* CubeMap = Cast<UTextureCube>(GetOuter());
if (CubeMap == NULL)
{
// Recreate the texture's resource.
UpdateResource();
}
}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:32,代码来源:Texture.cpp
示例14: checkf
void UActorComponent::DoDeferredRenderUpdates_Concurrent()
{
checkf(!HasAnyFlags(RF_Unreachable), TEXT("%s"), *GetFullName());
checkf(!IsTemplate(), TEXT("%s"), *GetFullName());
checkf(!IsPendingKill(), TEXT("%s"), *GetFullName());
if(!IsRegistered())
{
UE_LOG(LogActorComponent, Log, TEXT("UpdateComponent: (%s) Not registered, Aborting."), *GetPathName());
return;
}
if(bRenderStateDirty)
{
SCOPE_CYCLE_COUNTER(STAT_PostTickComponentRecreate);
RecreateRenderState_Concurrent();
checkf(!bRenderStateDirty, TEXT("Failed to route CreateRenderState_Concurrent (%s)"), *GetFullName());
}
else
{
SCOPE_CYCLE_COUNTER(STAT_PostTickComponentLW);
if(bRenderTransformDirty)
{
// Update the component's transform if the actor has been moved since it was last updated.
SendRenderTransform_Concurrent();
}
if(bRenderDynamicDataDirty)
{
SendRenderDynamicData_Concurrent();
}
}
}
开发者ID:mysheng8,项目名称:UnrealEngine,代码行数:33,代码来源:ActorComponent.cpp
示例15: FinishDestroy
void UDataTable::FinishDestroy()
{
Super::FinishDestroy();
if(!IsTemplate())
{
EmptyTable(); // Free memory when UObject goes away
}
}
开发者ID:magetron,项目名称:UnrealEngine4-mod,代码行数:8,代码来源:DataTable.cpp
示例16: Super
UJavascriptHttpRequest::UJavascriptHttpRequest(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
if (!IsTemplate(RF_ClassDefaultObject))
{
Request = FHttpModule::Get().CreateRequest();
}
}
开发者ID:nakosung,项目名称:Unreal.js,代码行数:8,代码来源:JavascriptHttpRequest.cpp
示例17: if
void UChildActorComponent::Serialize(FArchive& Ar)
{
Super::Serialize(Ar);
if (Ar.HasAllPortFlags(PPF_DuplicateForPIE))
{
// PIE duplication should just work normally
Ar << ChildActorTemplate;
}
else if (Ar.HasAllPortFlags(PPF_Duplicate))
{
if (GIsEditor && Ar.IsLoading() && !IsTemplate())
{
// If we're not a template then we do not want the duplicate so serialize manually and destroy the template that was created for us
Ar.Serialize(&ChildActorTemplate, sizeof(UObject*));
if (AActor* UnwantedDuplicate = static_cast<AActor*>(FindObjectWithOuter(this, AActor::StaticClass())))
{
UnwantedDuplicate->MarkPendingKill();
}
}
else if (!GIsEditor && !Ar.IsLoading() && !GIsDuplicatingClassForReinstancing)
{
// Avoid the archiver in the duplicate writer case because we want to avoid the duplicate being created
Ar.Serialize(&ChildActorTemplate, sizeof(UObject*));
}
else
{
// When we're loading outside of the editor we won't have created the duplicate, so its fine to just use the normal path
// When we're loading a template then we want the duplicate, so it is fine to use normal archiver
// When we're saving in the editor we'll create the duplicate, but on loading decide whether to take it or not
Ar << ChildActorTemplate;
}
}
#if WITH_EDITOR
// Since we sometimes serialize properties in instead of using duplication if we are a template
// and are not pointing at a component we own we'll need to fix that
if (ChildActorTemplate && ChildActorTemplate->GetOuter() != this && IsTemplate())
{
const FString TemplateName = FString::Printf(TEXT("%s_%s_CAT"), *GetName(), *ChildActorClass->GetName());
ChildActorTemplate = CastChecked<AActor>(StaticDuplicateObject(ChildActorTemplate, this, *TemplateName));
}
#endif
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:45,代码来源:ChildActorComponent.cpp
示例18: PostInitProperties
void USoundWave::PostInitProperties()
{
Super::PostInitProperties();
if(!IsTemplate())
{
InvalidateCompressedData();
}
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:9,代码来源:SoundWave.cpp
示例19: PostInitProperties
void UBodySetup::PostInitProperties()
{
Super::PostInitProperties();
if(!IsTemplate())
{
BodySetupGuid = FGuid::NewGuid();
}
}
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:9,代码来源:BodySetup.cpp
示例20: PostEditChangeProperty
void UShapeComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
if (!IsTemplate())
{
UpdateBodySetup(); // do this before reregistering components so that new values are used for collision
}
Super::PostEditChangeProperty(PropertyChangedEvent);
}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:9,代码来源:ShapeComponent.cpp
注:本文中的IsTemplate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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