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自学教程:C++ GetFrame函数代码示例

51自学网 2021-06-01 21:08:21
  C++
这篇教程C++ GetFrame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GetFrame函数的典型用法代码示例。如果您正苦于以下问题:C++ GetFrame函数的具体用法?C++ GetFrame怎么用?C++ GetFrame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GetFrame函数的25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: wxCHECK_RET

void wxMenuBar::Refresh(){    if ( IsFrozen() )        return;    wxCHECK_RET( IsAttached(), wxT("can't refresh unattached menubar") );#if defined(WINCE_WITHOUT_COMMANDBAR)    if (GetToolBar())    {        CommandBar_DrawMenuBar((HWND) GetToolBar()->GetHWND(), 0);    }#elif defined(WINCE_WITH_COMMANDBAR)    if (m_commandBar)        DrawMenuBar((HWND) m_commandBar);#else    DrawMenuBar(GetHwndOf(GetFrame()));#endif}
开发者ID:0ryuO,项目名称:dolphin-avsync,代码行数:19,


示例2: GetShipType

// Input: direction in ship's frame, doesn't need to be normalized// Approximate positive angular velocity at match point// Applies thrust directly// old: returns whether it can reach that direction in this frame// returns angle to targetdouble Ship::AIFaceDirection(const vector3d &dir, double av){	double timeStep = Pi::game->GetTimeStep();	double maxAccel = GetShipType().angThrust / GetAngularInertia();		// should probably be in stats anyway	if (maxAccel <= 0.0) return 0.0;	double frameAccel = maxAccel * timeStep;	matrix4x4d rot; GetRotMatrix(rot);	vector3d head = (dir * rot).Normalized();		// create desired object-space heading	vector3d dav(0.0, 0.0, 0.0);	// desired angular velocity	double ang = 0.0;	if (head.z > -0.99999999)				{		ang = acos (Clamp(-head.z, -1.0, 1.0));		// scalar angle from head to curhead		double iangvel = av + sqrt (2.0 * maxAccel * ang);	// ideal angvel at current time		double frameEndAV = iangvel - frameAccel;		if (frameEndAV <= 0.0) iangvel = ang / timeStep;	// last frame discrete correction		else iangvel = (iangvel + frameEndAV) * 0.5;		// discrete overshoot correction		// Normalize (head.x, head.y) to give desired angvel direction		if (head.z > 0.999999) head.x = 1.0;		double head2dnorm = 1.0 / sqrt(head.x*head.x + head.y*head.y);		// NAN fix shouldn't be necessary if inputs are normalized		dav.x = head.y * head2dnorm * iangvel;		dav.y = -head.x * head2dnorm * iangvel;	}	vector3d cav = (GetAngVelocity() - GetFrame()->GetAngVelocity()) * rot;		// current obj-rel angvel//	vector3d cav = GetAngVelocity() * rot;				// current obj-rel angvel	vector3d diff = (dav - cav) / frameAccel;					// find diff between current & desired angvel	// If the player is pressing a roll key, don't override roll.	// XXX this really shouldn't be here. a better way would be to have a	// field in Ship describing the wanted angvel adjustment from input. the	// baseclass version in Ship would always be 0. the version in Player	// would be constructed from user input. that adjustment could then be	// considered by this method when computing the required change	if (IsType(Object::PLAYER) && (KeyBindings::rollLeft.IsActive() || KeyBindings::rollRight.IsActive()))		diff.z = m_angThrusters.z;	SetAngThrusterState(diff);	return ang;}
开发者ID:Ziusudra,项目名称:pioneer,代码行数:47,


示例3: GetFreeDockingPort

void SpaceStation::DoLawAndOrder(){	Sint64 fine, crimeBitset;	Polit::GetCrime(&crimeBitset, &fine);	bool isDocked = static_cast<Ship*>(Pi::player)->GetDockedWith() ? true : false;	if (Pi::player->GetFlightState() != Ship::DOCKED			&& m_numPoliceDocked			&& (fine > 1000)			&& (GetPositionRelTo(static_cast<Body*>(Pi::player)).Length() < 100000.0)) {		int port = GetFreeDockingPort();		if (port != -1) {			m_numPoliceDocked--;			// Make police ship intent on killing the player			Ship *ship = new Ship(ShipType::LADYBIRD);			ship->AIKill(Pi::player);			ship->SetFrame(GetFrame());			ship->SetDockedWith(this, port);			Space::AddBody(ship);			{ // blue and white thang				ShipFlavour f;				f.type = ShipType::LADYBIRD;				strncpy(f.regid, "POLICE", 16);				f.price = ship->GetFlavour()->price;				LmrMaterial m;				m.diffuse[0] = 0.0f; m.diffuse[1] = 0.0f; m.diffuse[2] = 1.0f; m.diffuse[3] = 1.0f;				m.specular[0] = 0.0f; m.specular[1] = 0.0f; m.specular[2] = 1.0f; m.specular[3] = 1.0f;				m.emissive[0] = 0.0f; m.emissive[1] = 0.0f; m.emissive[2] = 0.0f; m.emissive[3] = 0.0f;				m.shininess = 50.0f;				f.primaryColor = m;				m.shininess = 0.0f;				m.diffuse[0] = 1.0f; m.diffuse[1] = 1.0f; m.diffuse[2] = 1.0f; m.diffuse[3] = 1.0f;				f.secondaryColor = m;				ship->ResetFlavour(&f);			}			ship->m_equipment.Set(Equip::SLOT_LASER, 0, Equip::PULSECANNON_DUAL_1MW);			ship->m_equipment.Add(Equip::SHIELD_GENERATOR);			ship->m_equipment.Add(Equip::LASER_COOLING_BOOSTER);			ship->m_equipment.Add(Equip::ATMOSPHERIC_SHIELDING);			ship->UpdateMass();		}	}}
开发者ID:unavowed,项目名称:pioneer,代码行数:42,


示例4: double

void DynamicBody::TimeStepUpdate(const float timeStep){	if (m_enabled) {		m_force += m_externalForce;		m_oldOrient = m_orient;		m_vel += double(timeStep) * m_force * (1.0 / m_mass);		m_angVel += double(timeStep) * m_torque * (1.0 / m_angInertia);		// angvel is always relative to non-rotating frame, so need to counter frame angvel		vector3d consideredAngVel = m_angVel - GetFrame()->GetAngVelocity();				vector3d pos = GetPosition();		// applying angular velocity :-/		{			double len = consideredAngVel.Length();			if (len > 1e-16) {				vector3d rotAxis = consideredAngVel * (1.0 / len);				matrix4x4d rotMatrix = matrix4x4d::RotateMatrix(len * timeStep,						rotAxis.x, rotAxis.y, rotAxis.z);				m_orient = rotMatrix * m_orient;			}		}		m_oldAngDisplacement = consideredAngVel * timeStep;		pos += m_vel * double(timeStep);		m_orient[12] = pos.x;		m_orient[13] = pos.y;		m_orient[14] = pos.z;		TriMeshUpdateLastPos(m_orient);//printf("vel = %.1f,%.1f,%.1f, force = %.1f,%.1f,%.1f, external = %.1f,%.1f,%.1f/n",//	m_vel.x, m_vel.y, m_vel.z, m_force.x, m_force.y, m_force.z,//	m_externalForce.x, m_externalForce.y, m_externalForce.z);		m_force = vector3d(0.0);		m_torque = vector3d(0.0);		CalcExternalForce();			// regenerate for new pos/vel	} else {		m_oldOrient = m_orient;		m_oldAngDisplacement = vector3d(0.0);	}}
开发者ID:dewasha,项目名称:pioneer,代码行数:42,


示例5: GetFrame

nsAccessible*nsXULTreeAccessible::GetChildAtPoint(PRInt32 aX, PRInt32 aY,                                     EWhichChildAtPoint aWhichChild){  nsIFrame *frame = GetFrame();  if (!frame)    return nsnull;  nsPresContext *presContext = frame->PresContext();  nsCOMPtr<nsIPresShell> presShell = presContext->PresShell();  nsIFrame *rootFrame = presShell->GetRootFrame();  NS_ENSURE_TRUE(rootFrame, nsnull);  nsIntRect rootRect = rootFrame->GetScreenRectExternal();  PRInt32 clientX = presContext->DevPixelsToIntCSSPixels(aX - rootRect.x);  PRInt32 clientY = presContext->DevPixelsToIntCSSPixels(aY - rootRect.y);  PRInt32 row = -1;  nsCOMPtr<nsITreeColumn> column;  nsCAutoString childEltUnused;  mTree->GetCellAt(clientX, clientY, &row, getter_AddRefs(column),                   childEltUnused);  // If we failed to find tree cell for the given point then it might be  // tree columns.  if (row == -1 || !column)    return nsAccessibleWrap::GetChildAtPoint(aX, aY, aWhichChild);  nsAccessible *child = GetTreeItemAccessible(row);  if (aWhichChild == eDeepestChild && child) {    // Look for accessible cell for the found item accessible.    nsRefPtr<nsXULTreeItemAccessibleBase> treeitem = do_QueryObject(child);    nsAccessible *cell = treeitem->GetCellAccessible(column);    if (cell)      child = cell;  }  return child;}
开发者ID:gorakhargosh,项目名称:mozilla-central,代码行数:42,


示例6: Explode

void Missile::Explode(){	Pi::game->GetSpace()->KillBody(this);	const double damageRadius = 200.0;	const double kgDamage = 10000.0;	for (Space::BodyIterator i = Pi::game->GetSpace()->BodiesBegin(); i != Pi::game->GetSpace()->BodiesEnd(); ++i) {		if ((*i)->GetFrame() != GetFrame()) continue;		double dist = ((*i)->GetPosition() - GetPosition()).Length();		if (dist < damageRadius) {			// linear damage decay with distance			(*i)->OnDamage(m_owner, kgDamage * (damageRadius - dist) / damageRadius);			if ((*i)->IsType(Object::SHIP))				Pi::luaOnShipHit->Queue(dynamic_cast<Ship*>(*i), m_owner);		}	}	Sfx::Add(this, Sfx::TYPE_EXPLOSION);}
开发者ID:AaronSenese,项目名称:pioneer,代码行数:20,


示例7: GetFrame

/**  * Our action name is the reverse of our state:   *     if we are closed -> open is our name.  *     if we are open -> closed is our name.  * Uses the frame to get the state, updated on every click  */NS_IMETHODIMP nsHTMLComboboxAccessible::GetActionName(PRUint8 aIndex, nsAString& aName){  if (aIndex != nsHTMLComboboxAccessible::eAction_Click) {    return NS_ERROR_INVALID_ARG;  }  nsIFrame *frame = GetFrame();  if (!frame) {    return NS_ERROR_FAILURE;  }  nsIComboboxControlFrame *comboFrame = do_QueryFrame(frame);  if (!comboFrame) {    return NS_ERROR_FAILURE;  }  if (comboFrame->IsDroppedDown())    aName.AssignLiteral("close");   else    aName.AssignLiteral("open");   return NS_OK;}
开发者ID:AllenDou,项目名称:firefox,代码行数:26,


示例8: shell

NS_IMETHODIMPnsAccessNode::ScrollTo(PRUint32 aScrollType){  if (IsDefunct())    return NS_ERROR_FAILURE;  nsCOMPtr<nsIPresShell> shell(GetPresShell());  NS_ENSURE_TRUE(shell, NS_ERROR_FAILURE);  nsIFrame *frame = GetFrame();  NS_ENSURE_TRUE(frame, NS_ERROR_FAILURE);  nsCOMPtr<nsIContent> content = frame->GetContent();  NS_ENSURE_TRUE(content, NS_ERROR_FAILURE);  PRInt16 vPercent, hPercent;  nsCoreUtils::ConvertScrollTypeToPercents(aScrollType, &vPercent, &hPercent);  return shell->ScrollContentIntoView(content, vPercent, hPercent,                                      nsIPresShell::SCROLL_OVERFLOW_HIDDEN);}
开发者ID:dseif,项目名称:mozilla-central,代码行数:20,


示例9: check

void FGearVR::GetCurrentPose(FQuat& CurrentHmdOrientation, FVector& CurrentHmdPosition, bool bUseOrienationForPlayerCamera, bool bUsePositionForPlayerCamera){	check(IsInGameThread());	auto frame = GetFrame();	check(frame);	if (bUseOrienationForPlayerCamera || bUsePositionForPlayerCamera)	{		// if this pose is going to be used for camera update then save it.		// This matters only if bUpdateOnRT is OFF.		frame->EyeRenderPose[0] = frame->CurEyeRenderPose[0];		frame->EyeRenderPose[1] = frame->CurEyeRenderPose[1];		frame->HeadPose = frame->CurSensorState.Predicted.Pose;	}	frame->PoseToOrientationAndPosition(frame->CurSensorState.Predicted.Pose, CurrentHmdOrientation, CurrentHmdPosition);	//UE_LOG(LogHMD, Log, TEXT("CRPOSE: Pos %.3f %.3f %.3f"), CurrentHmdPosition.X, CurrentHmdPosition.Y, CurrentHmdPosition.Z);	//UE_LOG(LogHMD, Log, TEXT("CRPOSE: Yaw %.3f Pitch %.3f Roll %.3f"), CurrentHmdOrientation.Rotator().Yaw, CurrentHmdOrientation.Rotator().Pitch, CurrentHmdOrientation.Rotator().Roll);}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:20,


示例10: GetFrame

void EnviroGUI::SetTerrainToGUI(vtTerrain *pTerrain){	GetFrame()->SetTerrainToGUI(pTerrain);	if (pTerrain)	{		if (m_pJFlyer)		{			float speed = pTerrain->GetParams().GetValueFloat(STR_NAVSPEED);			m_pJFlyer->SetSpeed(speed);		}		ShowMapOverview(pTerrain->GetParams().GetValueBool(STR_OVERVIEW));		ShowCompass(pTerrain->GetParams().GetValueBool(STR_COMPASS));	}	else	{		ShowMapOverview(false);		ShowCompass(false);	}}
开发者ID:kamalsirsa,项目名称:vtp,代码行数:20,


示例11: wxFileSelector

void AudioView::Import(){  wxString fileName =	wxFileSelector("Select an audio file...",				   "", // Path				   "", // Name				   "", // Extension				   "", // Wildcard				   0, // Flags				   GetFrame()); // Parent  if (fileName == "")    return;  WaveTrack *left = 0;  WaveTrack *right = 0;    if (ImportWAV(fileName, &left, &right, &((AudioDoc *)GetDocument())->dirManager)) {	if (left || right) {	  SelectNone();	}    if (left) {      GetTracks()->Add(left);	  left->selected = true;    }    if (right) {      GetTracks()->Add(right);	  right->selected = true;    }    PushState();    FixScrollbars();    REDRAW(trackPanel);    REDRAW(rulerPanel);  }  }
开发者ID:ruthmagnus,项目名称:audacity,代码行数:41,


示例12: Activate

bool TextEditView::OnClose(bool deleteWindow){    if ( !wxView::OnClose(deleteWindow) )        return false;    Activate(false);    if ( wxGetApp().GetMode() == MyApp::Mode_Single )    {        m_text->Clear();    }    else // not single window mode    {        if ( deleteWindow )        {            GetFrame()->Destroy();            SetFrame(NULL);        }    }    return true;}
开发者ID:BjornBjarnsteins,项目名称:MoneyMaster-3000,代码行数:21,


示例13: do_QueryFrame

NS_IMETHODIMPnsMenuBoxObject::GetOpenedWithKey(bool* aOpenedWithKey){  *aOpenedWithKey = false;  nsMenuFrame* menuframe = do_QueryFrame(GetFrame(false));  if (!menuframe)    return NS_OK;  nsIFrame* frame = menuframe->GetParent();  while (frame) {    nsMenuBarFrame* menubar = do_QueryFrame(frame);    if (menubar) {      *aOpenedWithKey = menubar->IsActiveByKeyboard();      return NS_OK;    }    frame = frame->GetParent();  }  return NS_OK;}
开发者ID:AshishNamdev,项目名称:mozilla-central,代码行数:21,


示例14: ClearResultStrings

void SDIOAnalyzerResults::GenerateBubbleText( U64 frame_index, Channel& channel, DisplayBase display_base ){	ClearResultStrings();	Frame frame = GetFrame( frame_index );    // if this is command data    if (frame.mType == FRAME_TYPE_CMD_DATA)    {        SdioCmd *tmp = SdioCmd::CreateSdioCmd(frame.mData1);        string *s = tmp->getShortString();		AddResultString( s->c_str() );        delete s;    }    // else, this is data line data, should be partitioned into bytes    else    {        char number_str[128] = {0};        sprintf(number_str, "0x%02X", frame.mData1);        AddResultString( number_str );    }}
开发者ID:GotoHack,项目名称:saleae_sdio,代码行数:21,


示例15: while

void sPerfMonGpu::Flip(){    if(Current)    {        //    Leave(&MasterSection);        Current->FrequencyQuery->End(Adapter->ImmediateContext);        PendingFrames.AddTail(Current);        Current = 0;        uint64 freq;        while(PendingFrames.GetCount()>History)            GetLastFrame(freq);    }    if(sPerfMonEnable)    {        Current = GetFrame();        Current->Data.Clear();        sASSERT(Current->Queries.IsEmpty());        Current->FrequencyQuery->Begin(Adapter->ImmediateContext);        //  Enter(&MasterSection);    }}
开发者ID:wxthss82,项目名称:fr_public,代码行数:21,


示例16: Collide

void CPlasmaShot::Collide(const CGameObject *obj){    // Object is the terrain    if(!obj)   {      // create terrain deformation      CVector2f Center;      Center.x = m_RenderObj.GetSphere()->Center.x;      Center.y = m_RenderObj.GetSphere()->Center.z;      g_pCurrLevel->DeformCircle(&Center, m_DamageRadius * 0.5f, m_Damage * -.05f);      Color3F Color = { .6274f, .4274f, .1412f};      g_pCurrLevel->ColorCircle(&Center, m_DamageRadius * 0.5f, &Color);      CParticleSystem *dirt = g_ParticleManager.ObtainSystem();      if(dirt)         g_ParticleManager.CreateSystem(dirt, *(GetFrame(0)->GetPosition()), NULL, g_ParticleManager.DIRT, LOD_BOTH, 20.0f, 200.0f);            // Kill the shot      Die();   }      // Object is a game object   else   {      if(m_ShotOwner == ENEMY_SHOT && obj->m_RadarType != RADAR_ENEMY && obj->m_RadarType != RADAR_PROJECTILE)          Die();      if(m_ShotOwner == PLAYER_SHOT && obj->GetType() != OBJ_PLAYER && obj->m_RadarType != RADAR_PROJECTILE)      {         Die();         if(obj->m_RadarType == RADAR_ENEMY)            g_Player.m_HitsWithPlasma++;      }      if(m_ShotOwner == FRIENDLY_SHOT && obj->GetType() != OBJ_FTURRET && obj->m_RadarType != RADAR_PROJECTILE)      {         Die();      }   } }
开发者ID:eclifford,项目名称:prototype-game,代码行数:40,


示例17: GetShipType

// Input: direction in ship's frame, doesn't need to be normalized// Approximate positive angular velocity at match point// Applies thrust directly// old: returns whether it can reach that direction in this frame// returns angle to targetdouble Ship::AIFaceDirection(const vector3d &dir, double av){	double timeStep = Pi::GetTimeStep();	double maxAccel = GetShipType().angThrust / GetAngularInertia();		// should probably be in stats anyway	if (maxAccel <= 0.0)		// happens if no angular thrust is set for the model eg MISSILE_UNGUIDED		return 0.0;	double frameAccel = maxAccel * timeStep;	matrix4x4d rot; GetRotMatrix(rot);	vector3d head = (dir * rot).Normalized();		// create desired object-space heading	vector3d dav(0.0, 0.0, 0.0);	// desired angular velocity	double ang = 0.0;	if (head.z > -0.99999999)				{		ang = acos (Clamp(-head.z, -1.0, 1.0));		// scalar angle from head to curhead		double iangvel = av + sqrt (2.0 * maxAccel * ang);	// ideal angvel at current time		double frameEndAV = iangvel - frameAccel;		if (frameEndAV <= 0.0) iangvel = ang / timeStep;	// last frame discrete correction		else iangvel = (iangvel + frameEndAV) * 0.5;		// discrete overshoot correction		// Normalize (head.x, head.y) to give desired angvel direction		if (head.z > 0.9999) head.x = 1.0;		double head2dnorm = 1.0 / sqrt(head.x*head.x + head.y*head.y);		// NAN fix shouldn't be necessary if inputs are normalized		dav.x = head.y * head2dnorm * iangvel;		dav.y = -head.x * head2dnorm * iangvel;	}	vector3d cav = (GetAngVelocity() - GetFrame()->GetAngVelocity()) * rot;		// current obj-rel angvel//	vector3d cav = GetAngVelocity() * rot;				// current obj-rel angvel	vector3d diff = (dav - cav) / frameAccel;					// find diff between current & desired angvel	SetAngThrusterState(diff);	return ang;//if (diff.x*diff.x > 1.0 || diff.y*diff.y > 1.0 || diff.z*diff.z > 1.0) return false;//	else return true;}
开发者ID:GAlexx,项目名称:pioneer,代码行数:45,


示例18: printf

bool BrowserWindow::QuitRequested( void ){	if ( s_nWndCount == 1 ) {		printf("Window closed/n" );#warning Does not work!		be_app_messenger.SendMessage( B_QUIT_REQUESTED );	}#if 0	if ( m_pcSearchDialog != NULL ) {		if ( m_pcSearchDialog->SafeLock() >= 0 ) {			m_pcSearchDialog->PostMessage( M_QUIT );			m_pcSearchDialog->Unlock();			m_pcSearchDialog = NULL;		}	}	if ( s_nWndCount == 1 ) {		if ( m_bSaveSize ) {			char*	pzHome = getenv( "HOME" );				if ( NULL != pzHome ) {				FILE*	hFile;				char	zPath[ 256 ];									strcpy( zPath, pzHome );				strcat( zPath, "/config/abrowse.cfg" );						hFile = fopen( zPath, "wb" );						if ( hFile != NULL ) {					Rect cFrame = GetFrame();					fwrite( &cFrame, sizeof( cFrame ), 1, hFile );					fclose( hFile );				}			}		}		Application::GetInstance()->PostMessage( M_QUIT );	}#endif	return( true );}
开发者ID:BackupTheBerlios,项目名称:nirvana-svn,代码行数:40,


示例19: NS_ENSURE_ARG

/* boolean handleKeyPress (in nsIDOMKeyEvent keyEvent); */NS_IMETHODIMP nsMenuBoxObject::HandleKeyPress(nsIDOMKeyEvent* aKeyEvent, PRBool* aHandledFlag){  *aHandledFlag = PR_FALSE;  NS_ENSURE_ARG(aKeyEvent);  // if event has already been handled, bail  nsCOMPtr<nsIDOMNSUIEvent> uiEvent(do_QueryInterface(aKeyEvent));  if (!uiEvent)    return NS_OK;  PRBool eventHandled = PR_FALSE;  uiEvent->GetPreventDefault(&eventHandled);  if (eventHandled)    return NS_OK;  if (nsMenuBarListener::IsAccessKeyPressed(aKeyEvent))    return NS_OK;  nsIFrame* frame = GetFrame();  if (!frame)    return NS_OK;  nsIMenuFrame* menuFrame;  CallQueryInterface(frame, &menuFrame);  if (!menuFrame)    return NS_OK;  PRUint32 keyCode;  aKeyEvent->GetKeyCode(&keyCode);  switch (keyCode) {    case NS_VK_UP:    case NS_VK_DOWN:    case NS_VK_HOME:    case NS_VK_END:      return menuFrame->KeyboardNavigation(keyCode, *aHandledFlag);    default:      return menuFrame->ShortcutNavigation(aKeyEvent, *aHandledFlag);  }}
开发者ID:rn10950,项目名称:RetroZilla,代码行数:40,


示例20: OutFile

//called to save the current state out to a filebool CSpriteFile::Save(const char* pszFilename) const{	//open up the file#if _MSC_VER >= 1300	std::ofstream OutFile(pszFilename, std::ios::out | std::ios::binary);#else	ofstream OutFile(pszFilename, ios::out | ios::binary);#endif	//check the open	if(!OutFile)		return false;	//write out the header	uint32 nTempVal;	OutFile.write((char*)&m_nNumFrames, sizeof(m_nNumFrames));	OutFile.write((char*)&m_nFrameRate, sizeof(m_nFrameRate));		nTempVal = m_bTransparent ? 1 : 0;	OutFile.write((char*)&nTempVal, sizeof(nTempVal));	nTempVal = m_bTranslucent ? 1 : 0;	OutFile.write((char*)&nTempVal, sizeof(nTempVal));	OutFile.write((char*)&m_nKey, sizeof(m_nKey));	//now write out all the strings	for(uint32 nCurrFrame = 0; nCurrFrame < GetNumFrames(); nCurrFrame++)	{		const char* pszFrame = GetFrame(nCurrFrame);		uint16 nStrLen = pszFrame ? strlen(pszFrame) : 0;		OutFile.write((char*)&nStrLen, sizeof(nStrLen));		OutFile.write(pszFrame, nStrLen);	}	//success	return true;}
开发者ID:Joincheng,项目名称:lithtech,代码行数:40,


示例21: PiVerify

vector3d SpaceStation::GetTargetIndicatorPosition(const Frame *relTo) const{	// return the next waypoint if permission has been granted for player,	// and the docking point's position once the docking anim starts	for (int i=0; i<MAX_DOCKING_PORTS; i++) {		if (i >= m_type->numDockingPorts) break;		if ((m_shipDocking[i].ship == Pi::player) && (m_shipDocking[i].stage > 0)) {			SpaceStationType::positionOrient_t dport;			if (!m_type->GetShipApproachWaypoints(i, m_shipDocking[i].stage+1, dport))				PiVerify(m_type->GetDockAnimPositionOrient(i, m_type->numDockingStages,				1.0f, vector3d(0.0), dport, m_shipDocking[i].ship));			matrix4x4d rot;			GetRotMatrix(rot);			matrix4x4d m;			Frame::GetFrameRenderTransform(GetFrame(), relTo, m);			return m * (GetInterpolatedPosition() + (rot*dport.pos));		}	}	return GetInterpolatedPositionRelTo(relTo);}
开发者ID:Nikoraito,项目名称:pioneer,代码行数:22,


示例22: GetFrame

wxWindow* RoundingView::CreateChildWindow(){    wxWindow* frame = GetFrame();    wxPanel* main_panel = wxXmlResource::Get()->LoadPanel        (frame        ,"rounding_view_panel"        );    if(!main_panel)        {        fatal_error() << "Unable to load xml resource." << LMI_FLUSH;        }    typedef RoundingDocument::values_type::const_iterator value_const_iterator;    for        (value_const_iterator cit = document().values().begin()        ,end = document().values().end()        ;cit != end        ;++cit        )        {        RoundingButtons* control = dynamic_cast<RoundingButtons*>            (wxWindow::FindWindowById                (wxXmlResource::GetXRCID(cit->first.c_str())                ,frame                )            );        if(!control)            {            fatal_error()                << "Required text control '"                << cit->first                << "' not found."                << LMI_FLUSH                ;            }        controls_[cit->first] = control;        }    return main_panel;}
开发者ID:vadz,项目名称:lmi.new,代码行数:39,


示例23: GetFrame

uint32 GlLineScanner::CountSteps(	GlDegreeLine line, int32 w, int32 h,									int32 prevX, int32 prevY) const{	int32			l, t, r, b, x, y;	uint32			c = 0;	GetFrame(&l, &t, &r, &b);	while (!(w < l || h < t || 0 > r || 0 > b)) {		c++;		line.GetNext(&x, &y);		int32			offsetX = x - prevX, offsetY = y - prevY;		l += offsetX;		t += offsetY;		r += offsetX;		b += offsetY;//printf("/t1: w %ld h %ld x %ld y %ld  (%ld, %ld, %ld, %ld)/n", w, h, cx, cy, cl, ct, cr, cb);		prevX = x;		prevY = y;	}	return c;}
开发者ID:tgkokk,项目名称:Sequitur,代码行数:22,


示例24: ClearResultStrings

void PJONAnalyzerResults::GenerateBubbleText( U64 frame_index, Channel& channel, DisplayBase display_base ){	ClearResultStrings();	Frame frame = GetFrame( frame_index ); 	char number_str[128];    switch (frame.mType) {        case Sync: {            char* str = PJONPacketState::asDisplayString(frame.mFlags);            AddResultString("s");            AddResultString("Sync");            AddResultString("Sync ", str);            break;        }                    case Data: {            UILabel label = GetAckNackLabels(frame_index);            AnalyzerHelpers::GetNumberString( frame.mData1, display_base, 8, number_str, 128 );            AddResultString(label.tiny.c_str());            AddResultString(label.medium.c_str());            AddResultString("Data ", label.full.c_str(), " ", number_str);            break;        }                    case Error: {            AddResultString("e");            AddResultString("Error");            break;        }                    default: {           	AnalyzerHelpers::GetNumberString( frame.mData1, display_base, 8, number_str, 128 );            AddResultString( number_str );            break;        }    }}
开发者ID:aperepel,项目名称:saleae-pjon-protocol-analyzer,代码行数:38,


示例25: GetFrame

/* void openMenu (in boolean openFlag); */NS_IMETHODIMP nsMenuBoxObject::OpenMenu(bool aOpenFlag){  nsXULPopupManager* pm = nsXULPopupManager::GetInstance();  if (pm) {    nsIFrame* frame = GetFrame(false);    if (frame) {      if (aOpenFlag) {        nsCOMPtr<nsIContent> content = mContent;        pm->ShowMenu(content, false, false);      }      else {        nsMenuFrame* menu = do_QueryFrame(frame);        if (menu) {          nsMenuPopupFrame* popupFrame = menu->GetPopup();          if (popupFrame)            pm->HidePopup(popupFrame->GetContent(), false, true, false);        }      }    }  }  return NS_OK;}
开发者ID:AshishNamdev,项目名称:mozilla-central,代码行数:24,



注:本文中的GetFrame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。


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