本文整理汇总了C++中IsRegistered函数的典型用法代码示例。如果您正苦于以下问题:C++ IsRegistered函数的具体用法?C++ IsRegistered怎么用?C++ IsRegistered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IsRegistered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: check
void UActorComponent::CreatePhysicsState()
{
check(IsRegistered());
check(ShouldCreatePhysicsState());
check(World->GetPhysicsScene());
check(!bPhysicsStateCreated);
bPhysicsStateCreated = true;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:8,代码来源:ActorComponent.cpp
示例2: MarkRenderTransformDirty
void UActorComponent::MarkRenderTransformDirty()
{
if (IsRegistered() && bRenderStateCreated)
{
bRenderTransformDirty = true;
MarkForNeededEndOfFrameUpdate();
}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:8,代码来源:ActorComponent.cpp
示例3: checkf
void UActorComponent::RegisterComponentWithWorld(UWorld* InWorld)
{
checkf(!HasAnyFlags(RF_Unreachable), TEXT("%s"), *GetFullName());
if(IsPendingKill())
{
UE_LOG(LogActorComponent, Log, TEXT("RegisterComponentWithWorld: (%s) Trying to register component with IsPendingKill() == true. Aborting."), *GetPathName());
return;
}
// If the component was already registered, do nothing
if(IsRegistered())
{
UE_LOG(LogActorComponent, Log, TEXT("RegisterComponentWithWorld: (%s) Already registered. Aborting."), *GetPathName());
return;
}
if(InWorld == NULL)
{
//UE_LOG(LogActorComponent, Log, TEXT("RegisterComponentWithWorld: (%s) NULL InWorld specified. Aborting."), *GetPathName());
return;
}
// If not registered, should not have a scene
checkf(World == NULL, TEXT("%s"), *GetFullName());
// Follow outer chain to see if we can find an Actor
AActor* Owner = GetOwner();
ensureMsgf(Owner == NULL || Owner == GetOuter(), TEXT("Component %s is owned by %s by has an Outer of %s."), *GetName(), *Owner->GetName(), *GetOuter()->GetName());
if ((Owner != NULL) && Owner->GetClass()->HasAnyClassFlags(CLASS_NewerVersionExists))
{
UE_LOG(LogActorComponent, Log, TEXT("RegisterComponentWithWorld: Owner belongs to a DEADCLASS"));
return;
}
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
// Can only register with an Actor if we are created within one
if(Owner != NULL)
{
checkf(!Owner->HasAnyFlags(RF_Unreachable), TEXT("%s"), *GetFullName());
// can happen with undo because the owner will be restored "next"
//checkf(!Owner->IsPendingKill(), TEXT("%s"), *GetFullName());
if(InWorld != GetOwner()->GetWorld())
{
// The only time you should specify a scene that is not GetOwner()->GetWorld() is when you don't have an Actor
UE_LOG(LogActorComponent, Log, TEXT("RegisterComponentWithWorld: (%s) Specifying a world, but an Owner Actor found, and InWorld is not GetOwner()->GetWorld()"), *GetPathName());
}
}
#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
World = InWorld;
ExecuteRegisterEvents();
RegisterAllComponentTickFunctions(true);
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:58,代码来源:ActorComponent.cpp
示例4: check_registered
/*
** check_registered user cancels message, if 'x' is not
** registered (e.g. we don't know yet whether a server
** or user)
*/
int check_registered(aClient *sptr)
{
if (!IsRegistered(sptr))
{
sendto_one(sptr, replies[ERR_NOTREGISTERED], ME, "*");
return -1;
}
return 0;
}
开发者ID:NoelMinamino,项目名称:irc,代码行数:14,代码来源:s_misc.c
示例5: mr_pong
/*
* mr_pong - registration message handler
*
* parv[0] = sender prefix
* parv[1] = pong response echo
* NOTE: cptr is always unregistered here
*/
int mr_pong(struct Client* cptr, struct Client* sptr, int parc, char* parv[])
{
assert(0 != cptr);
assert(cptr == sptr);
assert(!IsRegistered(sptr));
ClearPingSent(cptr);
return (parc > 1) ? auth_set_pong(cli_auth(sptr), strtoul(parv[parc - 1], NULL, 10)) : 0;
}
开发者ID:Compy,项目名称:Undernet-IRCU,代码行数:16,代码来源:m_pong.c
示例6: check_registered
/*
* * check_registered user cancels message, if 'x' is not * registered
* (e.g. we don't know yet whether a server * or user)
*/
int
check_registered(aClient *sptr)
{
if (!IsRegistered(sptr)) {
sendto_one(sptr, err_str(ERR_NOTREGISTERED), me.name, "*");
return -1;
}
return 0;
}
开发者ID:mysidia,项目名称:irc2010bahamut,代码行数:13,代码来源:s_misc.c
示例7: m_notice
int m_notice(struct Client *cptr,
struct Client *sptr,
int parc,
char *parv[])
{
if (!IsRegistered(cptr))
return 0;
return m_message(cptr, sptr, parc, parv, 1);
}
开发者ID:BackupTheBerlios,项目名称:phoenixfn-svn,代码行数:9,代码来源:m_message.c
示例8: operator
FormatPtr FormatManager::operator()(FormatPtr format)
{
if (!format || IsRegistered(format))
{
return format;
}
return RegisterFormat(format->type, format->bps, format->sample, format->subsample_w, format->subsample_h);
}
开发者ID:mawen1250,项目名称:Rewrite-Library,代码行数:9,代码来源:format.cpp
示例9: Register
BOOL CParticleGroupManager::Register(CParticleGroup *prototype)
{
if(prototype == NULL) return FALSE;
if( prototype->GetName() == "" || IsRegistered(prototype->GetName()) ) return FALSE;
my_map::value_type registerTri( prototype->GetName(), prototype );
//등록 성공 or 실패 정보를 리턴
return m_mapRegistered.insert( registerTri ).second;
}
开发者ID:RocketersAlex,项目名称:LCSource,代码行数:9,代码来源:CParticleGroupManager.cpp
示例10: cap_ls
static void
cap_ls(struct Client *source_p, const char *arg)
{
if(!IsRegistered(source_p))
source_p->flags |= FLAGS_CLICAP;
/* list of what we support */
clicap_generate(source_p, "LS", 0, 0);
}
开发者ID:Macs,项目名称:NeoIRCd,代码行数:9,代码来源:m_cap.c
示例11: SetChildActorClass
void UChildActorComponent::SetChildActorClass(TSubclassOf<AActor> Class)
{
ChildActorClass = Class;
if (IsRegistered())
{
DestroyChildActor();
CreateChildActor();
}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:9,代码来源:ChildActorComponent.cpp
示例12: m_pong
/*
** m_pong
** parv[0] = sender prefix
** parv[1] = origin
** parv[2] = destination
*/
int m_pong(struct Client *cptr,
struct Client *sptr,
int parc,
char *parv[])
{
struct Client *acptr = NULL;
char *origin, *destination;
if (parc < 2 || *parv[1] == '\0')
{
sendto_one(sptr, form_str(ERR_NOORIGIN), me.name, parv[0]);
return 0;
}
origin = parv[1];
destination = parv[2];
/* Now attempt to route the PONG, comstud pointed out routable PING
* is used for SPING. routable PING should also probably be left in
* -Dianora
* That being the case, we will route, but only for registered clients (a
* case can be made to allow them only from servers). -Shadowfax
*/
if (!EmptyString(destination) && irccmp(destination, me.name) != 0
&& IsRegistered(sptr))
{
if ((acptr = find_client(destination, NULL)) ||
(acptr = find_server(destination)))
sendto_one(acptr,":%s PONG %s %s",
parv[0], origin, destination);
else
{
sendto_one(sptr, form_str(ERR_NOSUCHSERVER),
me.name, parv[0], destination);
return 0;
}
}
else
{
if (MyConnect(sptr))
{
sptr->flags &= ~FLAGS_PINGSENT;
#ifdef NEED_SPLITCODE
#ifdef SPLIT_PONG
if (IsServer(sptr))
got_server_pong = 1;
#endif
#endif
}
#ifdef DEBUGMODE
Debug((DEBUG_NOTICE, "PONG: %s %s", origin,
destination ? destination : "*"));
#endif
}
return 0;
}
开发者ID:grawity,项目名称:ircd-hybrid-6,代码行数:62,代码来源:m_pong.c
示例13: MarkRenderStateDirty
void UActorComponent::MarkRenderStateDirty()
{
// If registered and has a render state to make as dirty
if((!bRenderStateDirty || !GetWorld()) && IsRegistered() && bRenderStateCreated)
{
// Flag as dirty
bRenderStateDirty = true;
MarkForNeededEndOfFrameRecreate();
}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:10,代码来源:ActorComponent.cpp
示例14: ReregisterComponent
void UActorComponent::ReregisterComponent()
{
if(!IsRegistered())
{
UE_LOG(LogActorComponent, Log, TEXT("ReregisterComponent: (%s) Not currently registered. Aborting."), *GetPathName());
return;
}
FComponentReregisterContext(this);
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:10,代码来源:ActorComponent.cpp
示例15: MarkRenderDynamicDataDirty
void UActorComponent::MarkRenderDynamicDataDirty()
{
// If registered and has a render state to make as dirty
if(IsRegistered() && bRenderStateCreated)
{
// Flag as dirty
bRenderDynamicDataDirty = true;
MarkForNeededEndOfFrameUpdate();
}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:10,代码来源:ActorComponent.cpp
示例16: handle_command
/*
* handle_command
*
* inputs - pointer to message block
* - pointer to client
* - pointer to client message is from
* - count of number of args
* - pointer to argv[] array
* output - -1 if error from server
* side effects -
*/
static int
handle_command(struct Message *mptr, struct Client *client_p,
struct Client *from, int i, char *hpara[MAXPARA])
{
MessageHandler handler = 0;
if(IsServer(client_p))
mptr->rcount++;
mptr->count++;
/* New patch to avoid server flooding from unregistered connects
- Pie-Man 07/27/2000 */
if(!IsRegistered(client_p))
{
/* if its from a possible server connection
* ignore it.. more than likely its a header thats sneaked through
*/
if(IsAnyServer(client_p) && !(mptr->flags & MFLG_UNREG))
return (1);
}
handler = mptr->handlers[client_p->handler];
/* check right amount of params is passed... --is */
if(i < (int)mptr->parameters)
{
if(!IsServer(client_p))
{
sendto_one(client_p, form_str(ERR_NEEDMOREPARAMS),
me.name, BadPtr(hpara[0]) ? "*" : hpara[0], mptr->cmd);
if(MyClient(client_p))
return (1);
else
return (-1);
}
sendto_realops_flags(UMODE_ALL, L_ALL,
"Dropping server %s due to (invalid) command '%s'"
"with only %d arguments (expecting %d).",
client_p->name, mptr->cmd, i, mptr->parameters);
ilog(L_CRIT, "Insufficient parameters (%d) for command '%s' from %s.",
i, mptr->cmd, client_p->name);
exit_client(client_p, client_p, client_p,
"Not enough arguments to server command.");
return (-1);
}
(*handler) (client_p, from, i, hpara);
return (1);
}
开发者ID:Cloudxtreme,项目名称:ircd-ratbox,代码行数:65,代码来源:parse.c
示例17: cap_end
static void
cap_end(struct Client *source_p, const char *arg)
{
if(IsRegistered(source_p))
return;
source_p->flags &= ~FLAGS_CLICAP;
if(source_p->name[0] && source_p->flags & FLAGS_SENTUSER)
{
register_local_user(source_p, source_p);
}
}
开发者ID:maxteufel,项目名称:charybdis,代码行数:13,代码来源:m_cap.c
示例18: EndPlay
void UActorComponent::DestroyComponent(bool bPromoteChildren/*= false*/)
{
// Avoid re-entrancy
if (bIsBeingDestroyed)
{
return;
}
bIsBeingDestroyed = true;
if (bHasBegunPlay)
{
EndPlay(EEndPlayReason::Destroyed);
}
// Ensure that we call UninitializeComponent before we destroy this component
if (bHasBeenInitialized)
{
UninitializeComponent();
}
// Unregister if registered
if(IsRegistered())
{
UnregisterComponent();
}
// Then remove from Components array, if we have an Actor
if(AActor* MyOwner = GetOwner())
{
if (IsCreatedByConstructionScript())
{
MyOwner->BlueprintCreatedComponents.Remove(this);
}
else
{
MyOwner->RemoveInstanceComponent(this);
}
MyOwner->RemoveOwnedComponent(this);
if (MyOwner->GetRootComponent() == this)
{
MyOwner->SetRootComponent(NULL);
}
}
// Tell the component it is being destroyed
OnComponentDestroyed();
// Finally mark pending kill, to NULL out any other refs
MarkPendingKill();
}
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:51,代码来源:ActorComponent.cpp
示例19: PostPhysicsTick
void UDestructibleComponent::PostPhysicsTick( FPrimitiveComponentPostPhysicsTickFunction &ThisTickFunction )
{
Super::PostPhysicsTick(ThisTickFunction);
if (IsRegistered())
{
if (BodyInstance.bSimulatePhysics)
{
SyncComponentToRBPhysics();
}
RefreshBoneTransforms();
}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:14,代码来源:DestructibleComponent.cpp
示例20: object
//-----------------------------------------------------------------------------
// Adds a callable to the end of the CListenerManager vector.
//-----------------------------------------------------------------------------
void CListenerManager::RegisterListener(PyObject* pCallable)
{
// Get the object instance of the callable
object oCallable = object(handle<>(borrowed(pCallable)));
// Is the callable already in the vector?
if( !IsRegistered(oCallable) )
{
m_vecCallables.AddToTail(oCallable);
}
else {
BOOST_RAISE_EXCEPTION(PyExc_ValueError, "Callback already registered.")
}
}
开发者ID:Source-Python-Dev-Team,项目名称:Source.Python,代码行数:17,代码来源:listeners_manager.cpp
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