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自学教程:C++ GetX函数代码示例

51自学网 2021-06-01 21:18:20
  C++
这篇教程C++ GetX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GetX函数的典型用法代码示例。如果您正苦于以下问题:C++ GetX函数的具体用法?C++ GetX怎么用?C++ GetX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GetX函数的24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: SetPosition

void Line::SetY(double y) { SetPosition(GetX(), y); }
开发者ID:cugone,项目名称:Abrams2010,代码行数:1,


示例2: GET_PLAYER

/// Recalculate when each unit will arrive at the current army position, whatever that isvoid CvArmyAI::UpdateCheckpointTurnsAndRemoveBadUnits(){	CvAIOperation* pOperation = GET_PLAYER(GetOwner()).getAIOperation(GetOperationID());	//should be updated before calling this ...	CvPlot* pCurrentArmyPlot = GC.getMap().plot(GetX(), GetY());	//kick out damaged units, but if we're defending or escorting, no point in running away	if (pOperation->IsOffensive())	{		for (unsigned int iI = 0; iI < m_FormationEntries.size(); iI++)		{			if (!m_FormationEntries[iI].IsUsed())				continue;			CvUnit* pUnit = GET_PLAYER(m_eOwner).getUnit(m_FormationEntries[iI].m_iUnitID);			if (pUnit == NULL)				continue;			//failsafe - make sure the army ID is set			if (pUnit->getArmyID() != GetID())				pUnit->setArmyID(GetID());			//let tactical AI handle those			if (pUnit->GetCurrHitPoints() < pUnit->GetMaxHitPoints() / 3)				RemoveUnit(m_FormationEntries[iI].GetUnitID());		}	}	//update for all units in this army. ignore the ones still being built	int iGatherTolerance = pOperation->GetGatherTolerance(this, pCurrentArmyPlot);	for(unsigned int iI = 0; iI < m_FormationEntries.size(); iI++)	{		if (!m_FormationEntries[iI].IsUsed())			continue;		CvUnit* pUnit = GET_PLAYER(m_eOwner).getUnit(m_FormationEntries[iI].GetUnitID());		if(pUnit && pCurrentArmyPlot)		{			if(plotDistance(*pUnit->plot(),*pCurrentArmyPlot)<iGatherTolerance)			{				m_FormationEntries[iI].SetTurnsToCheckpoint(0);			}			else			{				//be generous with the flags here, for some ops the muster point may be far away and intermittendly occupied by foreign units ...				int iFlags = CvUnit::MOVEFLAG_APPROX_TARGET_RING2 | CvUnit::MOVEFLAG_IGNORE_STACKING | CvUnit::MOVEFLAG_IGNORE_ZOC;				int iTurnsToReachCheckpoint = pUnit->TurnsToReachTarget(pCurrentArmyPlot, iFlags, pOperation->GetMaximumRecruitTurns());				//if we're already moving to target, the current army plot is moving, so we cannot check progress against ...				if ( iTurnsToReachCheckpoint==INT_MAX ||					 (GetArmyAIState()==ARMYAISTATE_WAITING_FOR_UNITS_TO_CATCH_UP && !m_FormationEntries[iI].IsMakingProgressTowardsCheckpoint(iTurnsToReachCheckpoint)) )				{					CvString strMsg;					strMsg.Format("Removing %s %d from army %d because no progress to checkpoint (%d:%d). ETA %d, previously %d.", 						pUnit->getName().c_str(), m_FormationEntries[iI].GetUnitID(), GetID(), pCurrentArmyPlot->getX(), pCurrentArmyPlot->getY(),						iTurnsToReachCheckpoint, m_FormationEntries[iI].m_iPrevEstimatedTurnsToCheckpoint);					pOperation->LogOperationSpecialMessage(strMsg);					RemoveUnit(m_FormationEntries[iI].GetUnitID());				}				else					m_FormationEntries[iI].SetTurnsToCheckpoint(iTurnsToReachCheckpoint);			}		}	}}
开发者ID:LoneGazebo,项目名称:Community-Patch-DLL,代码行数:66,


示例3: GetX

void Sprite::ScaleToClipped( float fWidth, float fHeight ){	m_fRememberedClipWidth = fWidth;	m_fRememberedClipHeight = fHeight;	if( !m_pTexture )		return;	int iSourceWidth	= m_pTexture->GetSourceWidth();	int iSourceHeight	= m_pTexture->GetSourceHeight();	// save the original X&Y.  We're going to resore them later.	float fOriginalX = GetX();	float fOriginalY = GetY();	if( IsDiagonalBanner(iSourceWidth, iSourceHeight) )		// this is a SSR/DWI CroppedSprite	{		float fCustomImageCoords[8] = {			0.02f,	0.78f,	// top left			0.22f,	0.98f,	// bottom left			0.98f,	0.22f,	// bottom right			0.78f,	0.02f,	// top right		};		Sprite::SetCustomImageCoords( fCustomImageCoords );		if( fWidth != -1 && fHeight != -1)			m_size = RageVector2( fWidth, fHeight );		else		{			/* If no crop size is set, then we're only being used to crop diagonal			 * banners so they look like regular ones. We don't actually care about			 * the size of the image, only that it has an aspect ratio of 4:1.  */			m_size = RageVector2(256, 64);		}		SetZoom( 1 );	}	else if( m_pTexture->GetID().filename.find( "(was rotated)" ) != m_pTexture->GetID().filename.npos && 			 fWidth != -1 && fHeight != -1 )	{		/* Dumb hack.  Normally, we crop all sprites except for diagonal banners,		 * which are stretched.  Low-res versions of banners need to do the same		 * thing as their full resolution counterpart, so the crossfade looks right.		 * However, low-res diagonal banners are un-rotated, to save space.  BannerCache		 * drops the above text into the "filename" (which is otherwise unused for		 * these banners) to tell us this.		 */		Sprite::StopUsingCustomCoords();		m_size = RageVector2( fWidth, fHeight );		SetZoom( 1 );	}	else if( fWidth != -1 && fHeight != -1 )	{		// this is probably a background graphic or something not intended to be a CroppedSprite		Sprite::StopUsingCustomCoords();		// first find the correct zoom		Sprite::ScaleToCover( RectF(0,0,fWidth,fHeight) );		// find which dimension is larger		bool bXDimNeedsToBeCropped = GetZoomedWidth() > fWidth+0.01;				if( bXDimNeedsToBeCropped )	// crop X		{			float fPercentageToCutOff = (this->GetZoomedWidth() - fWidth) / this->GetZoomedWidth();			float fPercentageToCutOffEachSide = fPercentageToCutOff / 2;						// generate a rectangle with new texture coordinates			RectF fCustomImageRect( 				fPercentageToCutOffEachSide, 				0, 				1 - fPercentageToCutOffEachSide, 				1 );			SetCustomImageRect( fCustomImageRect );		}		else		// crop Y		{			float fPercentageToCutOff = (this->GetZoomedHeight() - fHeight) / this->GetZoomedHeight();			float fPercentageToCutOffEachSide = fPercentageToCutOff / 2;						// generate a rectangle with new texture coordinates			RectF fCustomImageRect( 				0, 				fPercentageToCutOffEachSide,				1, 				1 - fPercentageToCutOffEachSide );			SetCustomImageRect( fCustomImageRect );		}		m_size = RageVector2( fWidth, fHeight );		SetZoom( 1 );	}	// restore original XY	SetXY( fOriginalX, fOriginalY );}
开发者ID:Braunson,项目名称:openitg,代码行数:93,


示例4: AnimateText

/************************************************************************ Function: void AnimateText(BYTE mov)                                                                        Overview: Routine to move or animate the text.  		                                          Input: mov - number of pixels the text will be moved                                                                        Output: none************************************************************************/void AnimateText(BYTE mov){    static SHORT    xPos = STXXPOS, yPos = STXYPOS;    static SHORT    x, y;    SHORT           width;    SHORT           height;    SHORT           newX, newY, oldX, oldY;    XCHAR           NewChar, *pString;    // set the clipping region    SetClip(CLIP_ENABLE);    SetClipRgn(STXXPOS + 2, STXYPOS + 2, STXXPOS + STXWIDTH - 2, STXYPOS + STXHEIGHT - 2);    // set the font    SetFont(pHWData->pHWFont);    // calculate string width & height	    width = GetTextWidth((XCHAR *)pHWData->pHWStr, pHWData->pHWFont);    height = GetTextHeight(pHWData->pHWFont);    //-----------------------------------------------------------------    // interlace the erasing and printing of characters    // check first if we need to move in the positive or negative direction    if((xPos + width) >= (STXXPOS + STXWIDTH))        x = -(mov);    if(xPos <= (STXXPOS))        x = (mov);    if((yPos + height) >= (STXYPOS + STXHEIGHT))        y = -(mov);    if(yPos <= (STXYPOS))        y = (mov);    pString = pHWData->pHWStr;    oldX = xPos;    oldY = yPos;    newX = xPos + x;    newY = yPos + y;    while((XCHAR)15 < (XCHAR)(NewChar = *pString++))    {        // remove the old position of the character        SetColor(FontScheme2->CommonBkColor);        MoveTo(oldX, oldY);        WAIT_UNTIL_FINISH(OutChar(NewChar));        oldX = GetX();        oldY = GetY();        // display the character in the new position        SetColor(BRIGHTBLUE);        MoveTo(newX, newY);        WAIT_UNTIL_FINISH(OutChar(NewChar));        newX = GetX();        newY = GetY();    }    xPos += x;    yPos += y;    // disable the clipping    SetClip(CLIP_DISABLE);}
开发者ID:Athuli7,项目名称:Microchip,代码行数:72,


示例5: remove_timer

// solar: if lifetime is 0 this is a permanent beacon.. not sure if that'll be// useful for anythingBeacon::Beacon(Mob *at_mob, int lifetime):Mob(	nullptr, nullptr, 0, 0, 0, INVISIBLE_MAN, 0, BT_NoTarget, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,	0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),		remove_timer(lifetime),		spell_timer(0){	remove_timer.Disable();	spell_timer.Disable();	remove_me = false;	spell_id = 0xFFFF;	resist_adjust = 0;	spell_iterations = 0;	caster_id = 0;	// copy location	x_pos = at_mob->GetX();	y_pos = at_mob->GetY();	z_pos = at_mob->GetZ();	heading = at_mob->GetHeading();	if(lifetime)	{		remove_timer.Start();	}#ifdef SOLAR	entity_list.Message(0, 0, "Beacon being created at %0.2f %0.2f %0.2f heading %0.2f lifetime %d", GetX(), GetY(), GetZ(), GetHeading(), lifetime);#endif}
开发者ID:fizzgig16,项目名称:Server,代码行数:33,


示例6: main

/***************************************** *int main (void) *****************************************/int main (void){    InitializeHardware();    HardwareButtonInit();    InitAllLEDs();    #ifdef USE_BISTABLE_DISPLAY_GOL_AUTO_REFRESH     	GFX_DRIVER_AutoUpdPart();		// Turn on widget auto update, partial update for less flashing#endif        InitTick();	GOLInit();    SetColor(WHITE);    ClearDevice();	// Set proper display rotation#if(DISP_ORIENTATION == 90)    GFX_DRIVER_InitRotmode(ROTATE_90);#else#error "This PICTail display orientation must be 90."#endif       	// make sure that the correct hex file is loaded    CheckExternalFlashHex();	// Create cursor in GFX_CURSOR_LAYER with Alpha Color = 0xA	GFX_DRIVER_CreateLayer( GFX_CURSOR_LAYER, GFX_LAYER_TRANS_EN | 0xA, GetX(), GetY(), GetX() + 31, GetY() + 31 );	GFX_DRIVER_ActivateLayer( GFX_CURSOR_LAYER );	PutImage(0, 0, (void *)&mouse_cursor_icon_270, IMAGE_NORMAL); 	GFX_DRIVER_ActivateLayer( GFX_MAIN_LAYER );		// Start demo screen 	demoScreens = DEMO_INTRO_SCREEN_CREATE;	    while(1)	{        GOLDraw();#ifndef USE_BISTABLE_DISPLAY_GOL_AUTO_REFRESH	#if defined( ONE_CYCLE_DRAWING	) 		// The screen drawing starts and completes during one while(1) cycle loop in main().		// This Demo is one cycle drawing application.        if ( GFX_DRIVER_IsUpdateRequested() || (g_UPDATE_FLAGS == GFX_UPDATE_AS_IT_DRAWS) )        {	    	GFX_DRIVER_UpdateEpd( g_UPDATE_FLAGS, 0, 0, GetMaxX(), GetMaxY() ); 	    	g_UPDATE_FLAGS = GFX_UPDATE_NO_FLASH | GFX_WAIT_IMAGE_DISPLAYED;   	    }	#else		// This way can be used when drawing may take few or more cycles of while(1) loop in main().		// See "tick.c" file for details.        if ( g_UpdateNow || (g_UPDATE_FLAGS == GFX_UPDATE_AS_IT_DRAWS) )        {	        g_UpdateNow = 0;	    	GFX_DRIVER_UpdateEpd( g_UPDATE_FLAGS, 0, 0, GetMaxX(), GetMaxY() ); 	    	g_UPDATE_FLAGS = GFX_UPDATE_NO_FLASH | GFX_WAIT_IMAGE_DISPLAYED;   	    }		#endif#endif		 	}	    return (-1);}
开发者ID:Athuli7,项目名称:Microchip,代码行数:65,


示例7: GetX

/**/brief Slider mouse down call back. */bool Slider::MouseLUp( int xi, int yi ){	this->SetVal(this->PixelToVal(xi - GetX()));	Widget::MouseLDown( xi, yi );;	if(OPTION(int, "options/sound/buttons")) UI::beep->Play();	return true;}
开发者ID:cthielen,项目名称:epiar,代码行数:8,


示例8: SetupBlendingFunction

void CGSH_Direct3D9::SetRenderingContext(uint64 primReg){	auto prim = make_convertible<PRMODE>(primReg);	unsigned int context = prim.nContext;	uint64 testReg = m_nReg[GS_REG_TEST_1 + context];	uint64 frameReg = m_nReg[GS_REG_FRAME_1 + context];	uint64 alphaReg = m_nReg[GS_REG_ALPHA_1 + context];	uint64 zbufReg = m_nReg[GS_REG_ZBUF_1 + context];	uint64 tex0Reg = m_nReg[GS_REG_TEX0_1 + context];	uint64 tex1Reg = m_nReg[GS_REG_TEX1_1 + context];	uint64 clampReg = m_nReg[GS_REG_CLAMP_1 + context];	uint64 scissorReg = m_nReg[GS_REG_SCISSOR_1 + context];	if(!m_renderState.isValid ||		(m_renderState.primReg != primReg))	{		m_device->SetRenderState(D3DRS_ALPHABLENDENABLE, ((prim.nAlpha != 0) && m_alphaBlendingEnabled) ? TRUE : FALSE);	}	if(!m_renderState.isValid ||		(m_renderState.alphaReg != alphaReg))	{		SetupBlendingFunction(alphaReg);	}	if(!m_renderState.isValid ||		(m_renderState.testReg != testReg))	{		SetupTestFunctions(testReg);	}	if(!m_renderState.isValid ||		(m_renderState.zbufReg != zbufReg) ||		(m_renderState.frameReg != frameReg))	{		SetupDepthBuffer(zbufReg, frameReg);	}	if(!m_renderState.isValid ||		(m_renderState.frameReg != frameReg) ||		(m_renderState.scissorReg != scissorReg))	{		SetupFramebuffer(frameReg, scissorReg);	}	if(!m_renderState.isValid ||		(m_renderState.tex0Reg != tex0Reg) ||		(m_renderState.tex1Reg != tex1Reg) ||		(m_renderState.clampReg != clampReg))	{		SetupTexture(tex0Reg, tex1Reg, clampReg);	}	m_renderState.isValid = true;	m_renderState.primReg = primReg;	m_renderState.alphaReg = alphaReg;	m_renderState.testReg = testReg;	m_renderState.zbufReg = zbufReg;	m_renderState.frameReg = frameReg;	m_renderState.tex0Reg = tex0Reg;	m_renderState.tex1Reg = tex1Reg;	m_renderState.clampReg = clampReg;	m_renderState.scissorReg = scissorReg;	auto offset = make_convertible<XYOFFSET>(m_nReg[GS_REG_XYOFFSET_1 + context]);	m_nPrimOfsX = offset.GetX();	m_nPrimOfsY = offset.GetY();		if(GetCrtIsInterlaced() && GetCrtIsFrameMode())	{		if(m_nCSR & CSR_FIELD)		{			m_nPrimOfsY += 0.5;		}	}}
开发者ID:AbandonedCart,项目名称:Play-,代码行数:78,


示例9: Point

Point Tile::GetPoint() const{	return Point(GetX(), GetY());}
开发者ID:stuzeakd,项目名称:NEXT-study-CPP-BattleShip,代码行数:4,


示例10: GetAquarium

void CFish::BreedingUpdate(double elapsed){		CAquarium *aquarium = GetAquarium();	//fish logic for breeding	if (mCanBreed == true && mAge >= MaxAge)	{		if (mInterestTime >= InterestTimePreBreed)		{			mIsInterested = true;		}		else if (mIsGestating == false)			mInterestTime++;		if (mIsGestating == true)			mGestatingTime++;		if (mIsInterested == true)		{			CBreedVisitor visitor(mIsMale, GetType());						aquarium->Accept(&visitor);			if (visitor.IsInterested())			{				// Compute a vector from (x1,y1) to (x2,y2)									double dx = visitor.GetX() - GetX();				double dy = visitor.GetY() - GetY();												// How long is that vector?				double len = sqrt(dx * dx + dy * dy);				if (len > 0)				{					// Normalize the vector					dx /= len;					dy /= len;				}				// Update the location				if (GetType() == "beta")				{					mSpeedX = dx * (MaxSpeedX - BetaSpeed) * BreedMultuplier * elapsed;					mSpeedY = dy * (MaxSpeedY - BetaSpeed) * BreedMultuplier * elapsed;				}				if (GetType() == "bubbles")				{					mSpeedX = dx * (MaxSpeedX - BubblesSpeed) * BreedMultuplier * elapsed;					mSpeedY = dy * (MaxSpeedY - BubblesSpeed) * BreedMultuplier * elapsed;				}				if (GetType() == "dory")				{					mSpeedX = dx * (DorySpeed - MaxSpeedX) * BreedMultuplier * elapsed;					mSpeedY = dy * (DorySpeed - MaxSpeedY) * BreedMultuplier * elapsed;				}								// check if the visited fish overlaps this one				if (OverlapTest(visitor.GetX(), visitor.GetY()))				{					if (mIsMale == 0)					{						mIsGestating = true;					}					else					{						visitor.SetGestating();					}					mIsInterested = false;					mInterestTime = 0;					visitor.SetUninterested();					if (GetType() == "beta")					{						mSpeedX = ((double)rand() / RAND_MAX) * (MaxSpeedX - BetaSpeed);						mSpeedY = ((double)rand() / RAND_MAX) * (MaxSpeedY - BetaSpeed);					}					else if (GetType() == "bubbles")					{						mSpeedX = ((double)rand() / RAND_MAX) * (MaxSpeedX - BubblesSpeed);						mSpeedY = ((double)rand() / RAND_MAX) * (MaxSpeedY - BubblesSpeed);					}					else if (GetType() == "dory")					{						mSpeedX = ((double)rand() / RAND_MAX) * (DorySpeed- MaxSpeedX);						mSpeedY = ((double)rand() / RAND_MAX) * (DorySpeed- MaxSpeedY);					}																			}							}		}		if (mGestatingTime >= GestatingTime)		{			mIsGestating = false;			mGestatingTime = 0;//.........这里部分代码省略.........
开发者ID:Hutecker,项目名称:Aquarium-Project,代码行数:101,


示例11: return

bool Player::IsPointWithin(int x, int y){	return (x > (GetX()) && GetX() + GetWidth()  > x) && (y > GetY()  && GetY() + GetWidth() > y);}
开发者ID:copyzerov3,项目名称:Pacman,代码行数:4,


示例12: SetX

void Sprite::MoveLeft(Dim x) {		if(GetX() > x)				SetX(GetX() - x);}
开发者ID:Christos-Papoulas,项目名称:hy454_game,代码行数:4,


示例13: rp

wxRealPoint ExplainShape::GetEndPoint(int kidNo){    wxRealPoint rp(GetX() - GetBitmap().GetWidth() / 2.0 - ARROWMARGIN, GetY() - (GetHeight()-GetBitmap().GetHeight()) / 2. + (kidCount>1 ? GetBitmap().GetHeight() * 2. /3. * kidNo / (2*kidCount-2) : 0 ));    return rp;}
开发者ID:lhcezar,项目名称:pgadmin3,代码行数:5,


示例14: Packet

WorldPacket Creature::PackData(){    WorldPacket Packet((uint16)MSG_ADD_OBJECT);    Packet << ObjID << pTemplate->Tileset << pTemplate->Name << GetX() << GetY() << pTemplate->tx << pTemplate->ty;    return Packet;}
开发者ID:calkut,项目名称:Warrior-of-Dreamworld,代码行数:6,


示例15: Calculate

struct Cluster* Calculate(struct Points* Field, int Height, int Width, int* Num, int NumOfPoints){	struct Cluster *Clusters;	int i,j,k,NumOfClusters;	int n;	double Min;	/*int Min_x;	int Min_y;	int Max_x;	int Max_y;*/	double New_Cluster_X;	double New_Cluster_Y;	int Min_cluster;	double Distance;	double Point_X, Point_Y;	int Flag = 1;	int New_Flag;			printf("Enter number of clusters: ");	scanf("%d",&NumOfClusters);		Clusters = (struct Cluster*)malloc(NumOfClusters * sizeof(struct Cluster));	Init_Clusters(Clusters, NumOfClusters);		srand(time(NULL));		for(i = 0; i< NumOfClusters; i++)	{		Clusters[i].x = (double)(rand()%Width);		Clusters[i].y = (double)(rand()%Height);	}	#pragma omp parallel for private(i, Min)	for(i = 0;i<NumOfPoints;i++)	{		Min = (double)(Height + Width);		for(k = 0; k<NumOfClusters; k++)		{			Distance = Dist(Field[i].x,Field[i].y,Clusters[k].x,Clusters[k].y);			if(Distance < Min)			{				Min = Distance;				Min_cluster = k;			}		}		Field[i].cluster = Min_cluster;		Clusters[Min_cluster] = AddIndex(Clusters[Min_cluster], i);	}		while(Flag == 1)	{		Flag = 0;		#pragma omp parallel for private(k)		for(k=0; k<NumOfClusters; k++)		{			n = GetClusterNumOfPoints(Clusters[k]);			New_Cluster_X = 0;			New_Cluster_Y = 0;						/*for(i = 0; i < n; i++)			{				Point_X = GetX(Field, Clusters[k],i);				Point_Y = GetY(Field, Clusters[k],i);				New_Cluster_X = (i*New_Cluster_X + Point_X)/(i+1);//vot on obhod perepolneniya				New_Cluster_Y = (i*New_Cluster_Y + Point_Y)/(i+1);			}*/			#pragma omp parallel for private(i) reduction(+:New_Cluster_X, New_Cluster_Y)			for(i = 0; i < n; i++)			{				New_Cluster_X += GetX(Field, Clusters[k],i)/n;				New_Cluster_Y += GetY(Field, Clusters[k],i)/n;			}			Clusters[k].x = New_Cluster_X;			Clusters[k].y = New_Cluster_Y;		}		Clear_Points(Clusters, NumOfClusters);		#pragma omp parallel for private(i, Min)		for(i = 0;i<NumOfPoints;i++)		{			Min = (double)(Height + Width);			for(k = 0; k<NumOfClusters; k++)			{				Distance = Dist(Field[i].x,Field[i].y,Clusters[k].x,Clusters[k].y);				if(Distance < Min)				{					Min = Distance;					Min_cluster = k;				}			}			if(Field[i].cluster != Min_cluster)				Flag = 1;			Field[i].cluster = Min_cluster;			Clusters[Min_cluster] = AddIndex(Clusters[Min_cluster], i);		}	}	*Num = NumOfClusters;	return Clusters;}
开发者ID:StaVorosh,项目名称:K-Means-method,代码行数:99,


示例16: SuggestMove

void ribi::con3::ConnectThreeWidget::DoComputerMove() noexcept{  const auto move = SuggestMove();  assert(CanDoMove(move.GetX(),move.GetY()));  DoMove(move.GetX(),move.GetY());}
开发者ID:richelbilderbeek,项目名称:ConnectThree,代码行数:6,


示例17: AI_SetRoambox

void NPC::AI_SetRoambox(float iDist, float iRoamDist, uint32 iDelay, uint32 iMinDelay) {	AI_SetRoambox(iDist, GetX()+iRoamDist, GetX()-iRoamDist, GetY()+iRoamDist, GetY()-iRoamDist, iDelay, iMinDelay);}
开发者ID:UnityEQ,项目名称:UnityEQServer,代码行数:3,


示例18: Choose

func Choose(){	aTrans[GetLength(aTrans)] = FindObject2(Find_ID(ASTE),Find_Distance(100,GetX(User)-GetX(),GetY(User)-GetY()),Sort_Distance());	CallMessageBoard(0,false,"Bitte geben Sie eine passende Beschreibung ein:",GetOwner(User));}
开发者ID:maxmitti,项目名称:SGGP,代码行数:5,


示例19: GetX

int Api::_GetX(Object* target){  return GetX(target);}
开发者ID:RKX1209,项目名称:Dnscript,代码行数:3,


示例20: GetID

Beacon::~Beacon(){#ifdef SOLAR	entity_list.Message(0, 0, "Beacon %d being removed at %0.2f %0.2f %0.2f heading %0.2f", GetID(), GetX(), GetY(), GetZ(), GetHeading());#endif}
开发者ID:fizzgig16,项目名称:Server,代码行数:6,


示例21: GetX

void wxTabControl::OnDraw(wxDC& dc, bool lastInRow){    // Old, but in some ways better (drawing opaque tabs)#ifndef wxUSE_NEW_METHOD  if (!m_view)    return;  // Top-left of tab view area  int viewX = m_view->GetViewRect().x;  int viewY = m_view->GetViewRect().y;  // Top-left of tab control  int tabX = GetX() + viewX;  int tabY = GetY() + viewY;  int tabHeightInc = 0;  if (m_isSelected)  {    tabHeightInc = (m_view->GetTabSelectionHeight() - m_view->GetTabHeight());    tabY -= tabHeightInc;  }  dc.SetPen(*wxTRANSPARENT_PEN);  // Draw grey background  if (m_view->GetTabStyle() & wxTAB_STYLE_COLOUR_INTERIOR)  {    if(m_view->GetBackgroundBrush())      dc.SetBrush(*m_view->GetBackgroundBrush());    // Add 1 because the pen is transparent. Under Motif, may be different.#ifdef __WXMOTIF__    dc.DrawRectangle(tabX, tabY, (GetWidth()+1), (GetHeight() + tabHeightInc));#else    dc.DrawRectangle(tabX, tabY, (GetWidth()+1), (GetHeight() + 1 + tabHeightInc));#endif  }  // Draw highlight and shadow  dc.SetPen(*m_view->GetHighlightPen());  // Calculate the top of the tab beneath. It's the height of the tab, MINUS  // a bit if the tab below happens to be selected. Check.  wxTabControl *tabBeneath = NULL;  int subtractThis = 0;  if (GetColPosition() > 0)    tabBeneath = m_view->FindTabControlForPosition(GetColPosition() - 1, GetRowPosition());  if (tabBeneath && tabBeneath->IsSelected())    subtractThis = (m_view->GetTabSelectionHeight() - m_view->GetTabHeight());  // Vertical highlight: if first tab, draw to bottom of view  if (tabX == m_view->GetViewRect().x && (m_view->GetTabStyle() & wxTAB_STYLE_DRAW_BOX))    dc.DrawLine(tabX, tabY, tabX, (m_view->GetViewRect().y + m_view->GetViewRect().height));  else if (tabX == m_view->GetViewRect().x)    // Not box drawing, just to top of view.    dc.DrawLine(tabX, tabY, tabX, (m_view->GetViewRect().y));  else    dc.DrawLine(tabX, tabY, tabX, (tabY + GetHeight() + tabHeightInc - subtractThis));  dc.DrawLine(tabX, tabY, (tabX + GetWidth()), tabY);  dc.SetPen(*m_view->GetShadowPen());  // Test if we're outside the right-hand edge of the view area  if (((tabX + GetWidth()) >= m_view->GetViewRect().x + m_view->GetViewRect().width) && (m_view->GetTabStyle() & wxTAB_STYLE_DRAW_BOX))  {    int bottomY = m_view->GetViewRect().y + m_view->GetViewRect().height + GetY() + m_view->GetTabHeight() + m_view->GetTopMargin();    // Add a tab height since we wish to draw to the bottom of the view.    dc.DrawLine((tabX + GetWidth()), tabY,      (tabX + GetWidth()), bottomY);    // Calculate the far-right of the view, since we don't wish to    // draw inside that    int rightOfView = m_view->GetViewRect().x + m_view->GetViewRect().width + 1;    // Draw the horizontal bit to connect to the view rectangle    dc.DrawLine((wxMax((tabX + GetWidth() - m_view->GetHorizontalTabOffset()), rightOfView)), (bottomY-1),      (tabX + GetWidth()), (bottomY-1));    // Draw black line to emphasize shadow    dc.SetPen(*wxBLACK_PEN);    dc.DrawLine((tabX + GetWidth() + 1), (tabY+1),      (tabX + GetWidth() + 1), bottomY);    // Draw the horizontal bit to connect to the view rectangle    dc.DrawLine((wxMax((tabX + GetWidth() - m_view->GetHorizontalTabOffset()), rightOfView)), (bottomY),      (tabX + GetWidth() + 1), (bottomY));  }  else  {    if (lastInRow)    {      // 25/5/97 UNLESS it's less than the max number of positions in this row      int topY = m_view->GetViewRect().y - m_view->GetTopMargin();      int maxPositions = ((wxTabLayer *)m_view->GetLayers().Item(0)->GetData())->GetCount();      // Only down to the bottom of the tab, not to the top of the view      if ( GetRowPosition() < (maxPositions - 1) )        topY = tabY + GetHeight() + tabHeightInc;//.........这里部分代码省略.........
开发者ID:vdm113,项目名称:wxWidgets-ICC-patch,代码行数:101,


示例22: Explosion

void Polecat::Refresh(){  if (m_energy == 0) {    Explosion();    return;  }  int tmp = GetMSSinceTimeoutStart();  if (cfg.timeout && tmp > 1000 * (GetTotalTimeout())) {    if (!last_fart_time) {      std::string txt = Format(_("%s has done something for the environment, he has not ordered the polecat to fart."),             ActiveCharacter().GetName().c_str());      Weapon::Message(txt);    }    SignalTimeout();  }  Double norm, angle;  if (last_fart_time && last_fart_time + TIME_BETWEEN_FART < GameTime::GetInstance()->Read()) {    Fart();  }  //When we hit the ground, jump !  if(!IsMoving() && !FootsInVacuum()) {    // Limiting number of rebound to avoid desync    if(last_rebound_time + TIME_BETWEEN_REBOUND > GameTime::GetInstance()->Read()) {      image->SetRotation_rad(0.0);      return;    }    last_rebound_time = GameTime::GetInstance()->Read();    MSG_DEBUG("weapon.polecat", "Jump ! (time = %d)", last_rebound_time);    //If the GNU is stuck in ground -> change direction    int x = GetX();    int y = GetY();    if(x == save_x && y == save_y)      m_sens = -m_sens;    save_x = x;    save_y = y;    //Do the jump    norm = RandomSync().GetDouble(1.0, 2.0);    PutOutOfGround();    SetSpeedXY(Point2d(m_sens * norm , -norm * THREE));  }  //Due to a bug in the physic engine  //sometimes, angle==infinite (according to gdb) ??  GetSpeed(norm, angle);  angle = RestrictAngle(angle) * ONE_HALF;  bool flipped = m_sens == -1;  if (flipped) {    if (angle > 0)      angle -= HALF_PI;    else      angle += HALF_PI;  }  image->SetRotation_rad(angle);  image->SetFlipped(flipped);  image->Scale(ONE, ONE);  image->Update();}
开发者ID:Arnaud474,项目名称:Warmux,代码行数:61,


示例23: SetWhitespaceHandling

voidnsSVGTextFrame::UpdateGlyphPositioning(PRBool aForceGlobalTransform){  if (mMetricsState == suspended || !mPositioningDirty)    return;  SetWhitespaceHandling();  nsISVGGlyphFragmentNode* node = GetFirstGlyphFragmentChildNode();  if (!node) return;  mPositioningDirty = PR_FALSE;  nsISVGGlyphFragmentLeaf *fragment, *firstFragment;  firstFragment = node->GetFirstGlyphFragment();  if (!firstFragment) {    return;  }  float x = 0, y = 0;  {    nsCOMPtr<nsIDOMSVGLengthList> list = GetX();    GetSingleValue(list, &x);  }  {    nsCOMPtr<nsIDOMSVGLengthList> list = GetY();    GetSingleValue(list, &y);  }  // loop over chunks  while (firstFragment) {    {      nsCOMPtr<nsIDOMSVGLengthList> list = firstFragment->GetX();      GetSingleValue(list, &x);    }    {      nsCOMPtr<nsIDOMSVGLengthList> list = firstFragment->GetY();      GetSingleValue(list, &y);    }    // check for startOffset on textPath    nsSVGTextPathFrame *textPath = firstFragment->FindTextPathParent();    if (textPath) {      if (!textPath->GetPathFrame()) {        // invalid text path, give up        return;      }      x = textPath->GetStartOffset();    }    // determine x offset based on text_anchor:      PRUint8 anchor = firstFragment->GetTextAnchor();    float chunkLength = 0.0f;    if (anchor != NS_STYLE_TEXT_ANCHOR_START) {      // need to get the total chunk length          fragment = firstFragment;      while (fragment) {        float dx = 0.0f;        nsCOMPtr<nsIDOMSVGLengthList> list = fragment->GetDx();        GetSingleValue(list, &dx);        chunkLength += dx + fragment->GetAdvance(aForceGlobalTransform);        fragment = fragment->GetNextGlyphFragment();        if (fragment && fragment->IsAbsolutelyPositioned())          break;      }    }    if (anchor == NS_STYLE_TEXT_ANCHOR_MIDDLE)      x -= chunkLength/2.0f;    else if (anchor == NS_STYLE_TEXT_ANCHOR_END)      x -= chunkLength;      // set position of each fragment in this chunk:      fragment = firstFragment;    while (fragment) {      float dx = 0.0f, dy = 0.0f;      {        nsCOMPtr<nsIDOMSVGLengthList> list = fragment->GetDx();        GetSingleValue(list, &dx);      }      {        nsCOMPtr<nsIDOMSVGLengthList> list = fragment->GetDy();        GetSingleValue(list, &dy);      }      fragment->SetGlyphPosition(x + dx, y + dy, aForceGlobalTransform);      x += dx + fragment->GetAdvance(aForceGlobalTransform);      y += dy;      fragment = fragment->GetNextGlyphFragment();      if (fragment && fragment->IsAbsolutelyPositioned())        break;    }//.........这里部分代码省略.........
开发者ID:amyvmiwei,项目名称:firefox,代码行数:101,


示例24: GetFPS

void Sprite::Update(double elapsed, const Map* map) {	// Informacion inicial de colision	colSprite = NULL;	collided = false;	// Actualizar animacion	this->currentFrame += GetFPS() * elapsed; 	if (this->currentFrame > this->lastFrame) {		this->currentFrame -= (this->lastFrame - this->firstFrame); 	}	else if (this->currentFrame < this->firstFrame) {		this->currentFrame += (this->lastFrame - this->firstFrame);	}	// Actualizar rotacion animada	if (IsRotating()) {		double rot = elapsed * this->rotatingSpeed; 		if (rot < this->degreesToRotate) {			SetAngle(this->angle + rot);			this->degreesToRotate -= rot; 		}		else {			SetAngle(this->toAngle);		}	}	// Actualizar movimiento animado	if (IsMoving()) {		prevX = GetX(); 		prevY = GetY(); 		double despX = this->x + elapsed * this->movingSpeedX; 		double despY = this->y + elapsed * this->movingSpeedY;		// x		if(this->x - this->toX != 0){			if (this->x < this->toX) { // Right				if (despX > this->toX) 					despX = this->toX; 			}			else if (this->x > this->toX) { // Left				if (despX < this->toX)					despX = this->toX;			}			SetX(despX);			UpdateCollisionBox();			if (CheckCollision(map)) {				SetX(prevX);			}		}		// y 		if (this->y - this->toY != 0) {			if (this->y < this->toY) { // Down				if (despY > this->toY) {					despY = this->toY;				}			}			else if (this->y > this->toY) { // Up				if (despY < this->toY){					despY = this->toY;				}			}			SetY(despY);			UpdateCollisionBox();			if (CheckCollision(map)) {				SetY(prevY);			}		}		//SetPosition(despX, despY);		if (this->x - this->toX == 0 && this->y - this->toY == 0)			this->moving = false; 	}	// Informacion final de colision	UpdateCollisionBox();}
开发者ID:LibelulaV,项目名称:U-gine,代码行数:75,



注:本文中的GetX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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