这篇教程C++ AddComponent函数代码示例写得很实用,希望能帮到您。
本文整理汇总了C++中AddComponent函数的典型用法代码示例。如果您正苦于以下问题:C++ AddComponent函数的具体用法?C++ AddComponent怎么用?C++ AddComponent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AddComponent函数的29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: WindowActivityServerSaveActivity::ServerSaveActivity(SaveInfo save, bool saveNow, ServerSaveActivity::SaveUploadedCallback * callback) : WindowActivity(ui::Point(-1, -1), ui::Point(200, 50)), thumbnailRenderer(nullptr), save(save), callback(callback), saveUploadTask(NULL){ ui::Label * titleLabel = new ui::Label(ui::Point(0, 0), Size, "Saving to server..."); titleLabel->SetTextColour(style::Colour::InformationTitle); titleLabel->Appearance.HorizontalAlign = ui::Appearance::AlignCentre; titleLabel->Appearance.VerticalAlign = ui::Appearance::AlignMiddle; AddComponent(titleLabel); AddAuthorInfo(); saveUploadTask = new SaveUploadTask(this->save); saveUploadTask->AddTaskListener(this); saveUploadTask->Start();}
开发者ID:simtr,项目名称:The-Powder-Toy,代码行数:19,
示例2: whilevoid test::TestEntityComponentAttachment() { auto entities = new stoked::EntityPool(2); auto componentPoolA = new stoked::ComponentPool<ComponentA>(4); auto componentPoolB = new stoked::ComponentPool<ComponentB>(4); while (entities->Available()) { auto e1 = entities->Create(); auto a = componentPoolA->Get(); auto b = componentPoolB->Get(); bool resA = e1->AddComponent(a); bool resB = e1->AddComponent(b); assert(resA); assert(resB); } PASSED();}
开发者ID:cdave1,项目名称:stoked,代码行数:19,
示例3: lock int Storage::AddRepo (const RepoInfo& ri) { Util::DBLock lock (DB_); try { lock.Init (); } catch (const std::runtime_error& e) { qWarning () << Q_FUNC_INFO << "could not acquire DB lock"; throw; } QueryAddRepo_.bindValue (":url", Slashize (ri.GetUrl ()).toEncoded ()); QueryAddRepo_.bindValue (":name", ri.GetName ()); QueryAddRepo_.bindValue (":description", ri.GetShortDescr ()); QueryAddRepo_.bindValue (":longdescr", ri.GetLongDescr ()); QueryAddRepo_.bindValue (":maint_name", ri.GetMaintainer ().Name_); QueryAddRepo_.bindValue (":maint_email", ri.GetMaintainer ().Email_); if (!QueryAddRepo_.exec ()) { Util::DBLock::DumpError (QueryAddRepo_); throw std::runtime_error ("Query execution failed."); } QueryAddRepo_.finish (); int repoId = FindRepo (Slashize (ri.GetUrl ())); if (repoId == -1) { qWarning () << Q_FUNC_INFO << "OH SHI~, just inserted repo cannot be found!"; throw std::runtime_error ("Just inserted repo cannot be found."); } Q_FOREACH (const QString& component, ri.GetComponents ()) AddComponent (repoId, component); lock.Good (); return repoId; }
开发者ID:grio,项目名称:leechcraft,代码行数:43,
示例4: itLED void CDirectionalLEDEquippedEntity::Init(TConfigurationNode& t_tree) { try { /* Init parent */ CComposableEntity::Init(t_tree); /* Go through the led entries */ TConfigurationNodeIterator itLED("directional_led"); for(itLED = itLED.begin(&t_tree); itLED != itLED.end(); ++itLED) { /* Initialise the LED using the XML */ CDirectionalLEDEntity* pcLED = new CDirectionalLEDEntity(this); pcLED->Init(*itLED); CVector3 cPositionOffset; GetNodeAttribute(*itLED, "position", cPositionOffset); CQuaternion cOrientationOffset; GetNodeAttribute(*itLED, "orientation", cOrientationOffset); /* Parse and look up the anchor */ std::string strAnchorId; GetNodeAttribute(*itLED, "anchor", strAnchorId); /* * NOTE: here we get a reference to the embodied entity * This line works under the assumption that: * 1. the DirectionalLEDEquippedEntity has a parent; * 2. the parent has a child whose id is "body" * 3. the "body" is an embodied entity * If any of the above is false, this line will bomb out. */ CEmbodiedEntity& cBody = GetParent().GetComponent<CEmbodiedEntity>("body"); /* Add the LED to this container */ m_vecInstances.emplace_back(*pcLED, cBody.GetAnchor(strAnchorId), cPositionOffset, cOrientationOffset); AddComponent(*pcLED); } UpdateComponents(); } catch(CARGoSException& ex) { THROW_ARGOSEXCEPTION_NESTED("Failed to initialize directional LED equipped entity /"" << GetContext() + GetId() << "/".", ex); } }
开发者ID:ilpincy,项目名称:argos3,代码行数:43,
示例5: VisTriggerTargetComponent_clvoid GameState::InitFunction(){ // Add target component VisTriggerTargetComponent_cl *pTargetComp = new VisTriggerTargetComponent_cl(); AddComponent(pTargetComp); // Get trigger box entity VisBaseEntity_cl *pTriggerBoxEntity = Vision::Game.SearchEntity("TriggerBox"); VASSERT(pTriggerBoxEntity); // Find source component VisTriggerSourceComponent_cl* pSourceComp = vstatic_cast<VisTriggerSourceComponent_cl*>( pTriggerBoxEntity->Components().GetComponentOfTypeAndName(VisTriggerSourceComponent_cl::GetClassTypeId(), "OnObjectEnter")); VASSERT(pSourceComp != NULL); // Link source and target component IVisTriggerBaseComponent_cl::OnLink(pSourceComp, pTargetComp); m_eState = GAME_STATE_RUN;}
开发者ID:RexBaribal,项目名称:projectanarchy,代码行数:20,
示例6: m_timer PlayerProjectile::PlayerProjectile(const float direction, const float speed) : uth::GameObject(), m_timer(0.f), m_direction() { // Load a texture and create a sprite component. auto tex = uthRS.LoadTexture("enemy.png"); AddComponent(new uth::Sprite(tex)); SetActive(true); // Compute a rotation vector from the given angle. (This doesn't currently work for some reason) const float sine = pmath::sin(direction); m_direction.x = sine * 1.f; m_direction.y = sine * m_direction.x + pmath::cos(direction) * 1.f; m_direction.normalize(); m_direction.x *= speed; m_direction.y *= speed; }
开发者ID:Team-Innis,项目名称:Melee2D-Tutorial,代码行数:20,
示例7: SetName void GameObject::LoadFloor() { SetName("Floor"); auto meshComponent = MeshComponentPtr( new MeshComponent( MeshManager::Get().GetMesh("floor.mm"), PngManager::Get().GetPngTexture("MartEngine.png") ) ); SetScale(10.f); SetRotation(Quaternion(Vector3(0.0f, 0.0f, 0.0f), 0.0f)); SetTranslation(Vector3(0.0f, 5.0f, 0.0f)); AddComponent(meshComponent); //AddComponent(std::make_shared<Plane>(Vector3(0,0,0),Vector3(0,1,0))); }
开发者ID:Matt-Carey,项目名称:MartEngine,代码行数:20,
示例8: AddComponentbool PackAnimation::CreateFramePart(const ee::SprConstPtr& spr, Frame& frame){ const IPackNode* node = PackNodeFactory::Instance()->Create(spr); PackAnimation::Part part; CU_STR name; s2::SprNameMap::Instance()->IDToStr(spr->GetName(), name); if (Utility::IsNameValid(name.c_str())) { name = name; } bool force_mat = false; bool new_comp = AddComponent(node, name.c_str(), part.comp_idx, force_mat); PackAnimation::LoadSprTrans(spr, part.t, force_mat); frame.parts.push_back(part); return new_comp;}
开发者ID:xzrunner,项目名称:easyeditor,代码行数:20,
示例9: UI_REGISTERSelectionWindow::SelectionWindow(Rect dimensions):UIBase(){ UI_REGISTER(SelectionWindow); box = dimensions; optionCounter = 0; mother = nullptr; box.x = dimensions.x; box.y = dimensions.y; OnMousePress = [=](UIBase*w,int button,Point pos){ SetFocused(true); }; selectedOption = -1; arrow = Text(style.fontfile,style.fontSize,style.txtstyle,">", {style.fg[0],style.fg[1],style.fg[2]} ); Back = [=](UIBase *b){ }; title = new Label(Point(dimensions.w/2 -16,2),std::string(""),this); title->style.fg[0] = 255; title->style.txtstyle = TEXT_BLENDED; AddComponent(title);}
开发者ID:mockthebear,项目名称:bear-engine,代码行数:21,
示例10: UIDiscreteSliderComponentvoid UIDiscreteSlider::AddCells( unsigned int maxValue, unsigned int startValue, float cellSpacing ){ MaxValue = maxValue; StartValue = startValue; DiscreteSliderComponent = new UIDiscreteSliderComponent( *this, StartValue ); OVR_ASSERT( DiscreteSliderComponent ); AddComponent( DiscreteSliderComponent ); float cellOffset = 0.0f; const float pixelCellSpacing = cellSpacing * VRMenuObject::DEFAULT_TEXEL_SCALE; VRMenuFontParms fontParms( HORIZONTAL_CENTER, VERTICAL_CENTER, false, false, false, 1.0f ); Vector3f defaultScale( 1.0f ); for ( unsigned int cellIndex = 0; cellIndex <= MaxValue; ++cellIndex ) { const Posef pose( Quatf( Vector3f( 0.0f, 1.0f, 0.0f ), 0.0f ), Vector3f( cellOffset, 0.f, 0.0f ) ); cellOffset += pixelCellSpacing; VRMenuObjectParms cellParms( VRMENU_BUTTON, Array< VRMenuComponent* >(), VRMenuSurfaceParms(), "", pose, defaultScale, fontParms, Menu->AllocId(), VRMenuObjectFlags_t(), VRMenuObjectInitFlags_t( VRMENUOBJECT_INIT_FORCE_POSITION ) ); UICell * cellObject = new UICell( GuiSys ); cellObject->AddToDiscreteSlider( Menu, this, cellParms ); cellObject->SetImage( 0, SURFACE_TEXTURE_DIFFUSE, CellOffTexture ); UICellComponent * cellComp = new UICellComponent( *DiscreteSliderComponent, cellIndex ); VRMenuObject * object = cellObject->GetMenuObject(); OVR_ASSERT( object ); object->AddComponent( cellComp ); DiscreteSliderComponent->AddCell( cellObject ); } DiscreteSliderComponent->HighlightCells( StartValue );}
开发者ID:8BitRick,项目名称:GearVRNative,代码行数:40,
示例11: commandFieldConsoleView::ConsoleView(): ui::Window(ui::Point(0, 0), ui::Point(WINDOWW, 150)), commandField(NULL){ class CommandHighlighter: public ui::TextboxAction { ConsoleView * v; public: CommandHighlighter(ConsoleView * v_) { v = v_; } virtual void TextChangedCallback(ui::Textbox * sender) { sender->SetDisplayText(v->c->FormatCommand(sender->GetText())); } }; commandField = new ui::Textbox(ui::Point(7, Size.Y-16), ui::Point(Size.X, 16), ""); commandField->Appearance.HorizontalAlign = ui::Appearance::AlignLeft; commandField->Appearance.VerticalAlign = ui::Appearance::AlignMiddle; commandField->SetActionCallback(new CommandHighlighter(this)); AddComponent(commandField); FocusComponent(commandField); commandField->SetBorder(false);}
开发者ID:RCAProduction,项目名称:The-Alliance-Toy,代码行数:22,
示例12: CDirectionalLEDEntity void CDirectionalLEDEquippedEntity::AddLED(const CVector3& c_position, const CQuaternion& c_orientation, SAnchor& s_anchor, const CRadians& c_observable_angle, const CColor& c_color) { /* create the new directional LED entity */ CDirectionalLEDEntity* pcLED = new CDirectionalLEDEntity(this, "directional_led_" + std::to_string(m_vecInstances.size()), c_position, c_orientation, c_observable_angle, c_color); /* add it to the instances vector */ m_vecInstances.emplace_back(*pcLED, s_anchor, c_position, c_orientation); /* inform the base class about the new entity */ AddComponent(*pcLED); UpdateComponents(); }
开发者ID:ilpincy,项目名称:argos3,代码行数:22,
示例13: GetNodeAttribute/** * Load the sphere configuration from its XML tag */void CSphereEntity::Init(TConfigurationNode &t_tree){ try { // Init parent CComposableEntity::Init(t_tree); // Parse XML to get the radius (required) GetNodeAttribute(t_tree, "radius", m_fRadius); // Parse XML to get the movable attribute (optional: defaults to true) bool bMovable; GetNodeAttributeOrDefault(t_tree, "movable", bMovable, true); // Get the mass from XML if the sphere is movable if (bMovable) { // Parse XML to get the mass (optional, defaults to 1) GetNodeAttributeOrDefault(t_tree, "mass", m_fMass, 1.0f); } else { m_fMass = 0.0f; } // Create embodied entity using parsed data m_pcEmbodiedEntity = new CEmbodiedEntity(this); m_pcEmbodiedEntity->Init(GetNode(t_tree, "body")); m_pcEmbodiedEntity->SetMovable(bMovable); AddComponent(*m_pcEmbodiedEntity); UpdateComponents(); } catch (CARGoSException &ex) { THROW_ARGOSEXCEPTION_NESTED("Failed to initialize the ball entity.", ex); }}
开发者ID:richard-redpath,项目名称:bullet-for-argos,代码行数:42,
示例14: FAILED_CHECKHRESULT CBaseUI::Initialize(void){ FAILED_CHECK(AddComponent()); m_fX = 150.f; m_fY = 50.f; m_fSizeX = 140.f; m_fSizeY = 42.f; // CRenderMgr::GetInstance()->AddRenderGroup(TYPE_UI, this); m_pFont->m_eType = FONT_TYPE_OUTLINE; m_pFont->m_wstrText = L" ";// C++ AddControllerPitchInput函数代码示例 C++ AddCommandScripts函数代码示例
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