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C++ ARRAY_COUNT函数代码示例

本文整理汇总了C++中ARRAY_COUNT函数的典型用法代码示例。如果您正苦于以下问题:C++ ARRAY_COUNT函数的具体用法?C++ ARRAY_COUNT怎么用?C++ ARRAY_COUNT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ARRAY_COUNT函数的15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,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: GetMonitorResolution

TArray<FString> USkeleUtilityFunctionLibrary::GetValidResolutions() {
    int32 width, height;
    GetMonitorResolution(width, height);

    int32 widthsArray[] = {
        1280,
        1280,
        1366,
        1440,
        1600,
        1600,
        1680,
        1920,
        1920,
        2048,
        2560,
        2560,
        3840,
        4096
    };
    int32 heightsArray[] = {
        800,
        1024,
        768,
        900,
        900,
        1200,
        1050,
        1080,
        1200,
        1080,
        1440,
        1600,
        2160,
        2160
    };

    TArray<FString> resolutions;
    for (int i = 0; i < ARRAY_COUNT(widthsArray); i++) {
        if (widthsArray[i] <= width && heightsArray[i] <= height) {
            resolutions.Add(FString::FromInt(widthsArray[i]) + "x" + FString::FromInt(heightsArray[i]));
        }
    }

    return resolutions;
}
开发者ID:skeletoncrew,项目名称:skeletonwarsem2,代码行数:46,代码来源:SkeleUtilityFunctionLibrary.cpp

示例2: DrawLowerArm

	void DrawLowerArm(MatrixStack &modelToCameraStack)
	{
		modelToCameraStack.Push();
		modelToCameraStack.Translate(posLowerArm);
		modelToCameraStack.RotateX(angLowerArm);

		modelToCameraStack.Push();
		modelToCameraStack.Translate(glm::vec3(0.0f, 0.0f, lenLowerArm / 2.0f));
		modelToCameraStack.Scale(glm::vec3(widthLowerArm / 2.0f, widthLowerArm / 2.0f, lenLowerArm / 2.0f));
		glUniformMatrix4fv(modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelToCameraStack.Top()));
		glDrawElements(GL_TRIANGLES, ARRAY_COUNT(indexData), GL_UNSIGNED_SHORT, 0);
		modelToCameraStack.Pop();

		DrawWrist(modelToCameraStack);

		modelToCameraStack.Pop();
	}
开发者ID:Nuclearfossil,项目名称:ducking-octo-dangerzone,代码行数:17,代码来源:Hierarchy.cpp

示例3: FVoiceCaptureWindowsVars

	FVoiceCaptureWindowsVars() :
		VoiceCaptureDev(NULL),
		VoiceCaptureBuffer8(NULL),
		NextCaptureOffset(0)
	{
		FMemory::Memzero(&VoiceCaptureDevCaps, sizeof(VoiceCaptureDevCaps));

		FMemory::Memzero(&WavFormat, sizeof(WavFormat));
		FMemory::Memzero(&VoiceCaptureBufferDesc, sizeof(VoiceCaptureBufferDesc));
		FMemory::Memzero(&VoiceCaptureBufferCaps8, sizeof(VoiceCaptureBufferCaps8));
		FMemory::Memzero(&Events, ARRAY_COUNT(Events) * sizeof(HANDLE));

		for (int i = 0; i < NUM_EVENTS; i++)
		{
			Events[i] = INVALID_HANDLE_VALUE;
		}
	}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:17,代码来源:VoiceCaptureWindows.cpp

示例4:

/** Helper function to find a unit from a string (name or abbreviation) */
TOptional<EUnit> FUnitConversion::UnitFromString(const TCHAR* UnitString)
{
	if (!UnitString || *UnitString == '\0')
	{
		return TOptional<EUnit>();
	}

	for (int32 Index = 0; Index < ARRAY_COUNT(ParseCandidates); ++Index)
	{
		if (FCString::Stricmp(UnitString, ParseCandidates[Index].String) == 0)
		{
			return ParseCandidates[Index].Unit;
		}
	}

	return TOptional<EUnit>();
}
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:18,代码来源:UnitConversion.cpp

示例5: DrawWrist

	void DrawWrist(MatrixStack &modelToCameraStack)
	{
		modelToCameraStack.Push();
		modelToCameraStack.Translate(posWrist);
		modelToCameraStack.RotateZ(angWristRoll);
		modelToCameraStack.RotateX(angWristPitch);

		modelToCameraStack.Push();
		modelToCameraStack.Scale(glm::vec3(widthWrist / 2.0f, widthWrist/ 2.0f, lenWrist / 2.0f));
		glUniformMatrix4fv(modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelToCameraStack.Top()));
		glDrawElements(GL_TRIANGLES, ARRAY_COUNT(indexData), GL_UNSIGNED_SHORT, 0);
		modelToCameraStack.Pop();

		DrawFingers(modelToCameraStack);

		modelToCameraStack.Pop();
	}
开发者ID:Nuclearfossil,项目名称:ducking-octo-dangerzone,代码行数:17,代码来源:Hierarchy.cpp

示例6: UpdateTranslucentVolumeCache

void FIndirectLightingCache::UpdateTranslucentVolumeCache(FViewInfo& View, TMap<FIntVector, FBlockUpdateInfo>& BlocksToUpdate, TArray<FIndirectLightingCacheAllocation*>& TransitionsOverTimeToUpdate)
{
	extern int32 GUseIndirectLightingCacheInLightingVolume;

	if (View.State && GUseIndirectLightingCacheInLightingVolume)
	{
		FSceneViewState* ViewState = (FSceneViewState*)View.State;

		for (int32 CascadeIndex = 0; CascadeIndex < ARRAY_COUNT(ViewState->TranslucencyLightingCacheAllocations); CascadeIndex++)
		{
			FIndirectLightingCacheAllocation*& Allocation = ViewState->TranslucencyLightingCacheAllocations[CascadeIndex];
			const FBoxSphereBounds Bounds(FBox(View.TranslucencyLightingVolumeMin[CascadeIndex], View.TranslucencyLightingVolumeMin[CascadeIndex] + View.TranslucencyLightingVolumeSize[CascadeIndex]));

			UpdateCacheAllocation(Bounds, GTranslucencyLightingVolumeDim / 4, true, Allocation, BlocksToUpdate, TransitionsOverTimeToUpdate);
		}
	}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:17,代码来源:IndirectLightingCache.cpp

示例7: logSerialFirmwareVersion

static int
logSerialFirmwareVersion (BrailleDisplay *brl) {
  unsigned char device;

  for (device=0; device<ARRAY_COUNT(serialDeviceNames); ++device) {
    const unsigned char code = 0X46;
    unsigned char buffer[5];

    if (!writeSerialPacket(brl, code, &device, 1)) return 0;
    if (!nextSerialPacket(brl, code, buffer, sizeof(buffer), 1)) return 0;
    logMessage(LOG_INFO, "%s Firmware Version: %c.%c.%c", 
               serialDeviceNames[buffer[1]],
               buffer[2], buffer[3], buffer[4]);
  }

  return 1;
}
开发者ID:mlang,项目名称:brltty,代码行数:17,代码来源:braille.c

示例8: assert

void CSDL_Ext::alphaTransform(SDL_Surface *src)
{
	assert(src->format->BitsPerPixel == 8);
	SDL_Color colors[] =
	{
	    {  0,   0,  0,   0}, {  0,   0,   0,  32}, {  0,   0,   0,  64},
	    {  0,   0,  0, 128}, {  0,   0,   0, 128}
	};


	for (size_t i=0; i< ARRAY_COUNT(colors); i++ )
	{
		SDL_Color & palColor = src->format->palette->colors[i];
		palColor = colors[i];
	}
	SDL_SetColorKey(src, SDL_SRCCOLORKEY, 0);
}
开发者ID:vilkov,项目名称:vcmi,代码行数:17,代码来源:SDL_Extensions.cpp

示例9: appPrintf

void appPrintf(const char *fmt, ...)
{
	va_list	argptr;
	va_start(argptr, fmt);
	char buf[4096];
	int len = vsnprintf(ARRAY_ARG(buf), fmt, argptr);
	va_end(argptr);
	assert(len >= 0 && len < ARRAY_COUNT(buf) - 1);

	fwrite(buf, len, 1, stdout);
	if (GLogFile) fwrite(buf, len, 1, GLogFile);

#if VSTUDIO_INTEGRATION
	if (IsDebuggerPresent())
		OutputDebugString(buf);
#endif
}
开发者ID:hui211314dd,项目名称:UModel,代码行数:17,代码来源:Core.cpp

示例10: Value

//
// Get a globally unique identifier.
//
bool FParse::Value( const TCHAR* Stream, const TCHAR* Match, struct FGuid& Guid )
{
	TCHAR Temp[256];
	if( !FParse::Value( Stream, Match, Temp, ARRAY_COUNT(Temp) ) )
		return 0;

	Guid.A = Guid.B = Guid.C = Guid.D = 0;
	if( FCString::Strlen(Temp)==32 )
	{
		TCHAR* End;
		Guid.D = FCString::Strtoi( Temp+24, &End, 16 ); Temp[24]=0;
		Guid.C = FCString::Strtoi( Temp+16, &End, 16 ); Temp[16]=0;
		Guid.B = FCString::Strtoi( Temp+8,  &End, 16 ); Temp[8 ]=0;
		Guid.A = FCString::Strtoi( Temp+0,  &End, 16 ); Temp[0 ]=0;
	}
	return 1;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:20,代码来源:Parse.cpp

示例11: GetD3DCompiler

HMODULE GetD3DCompiler()
{
  static HMODULE ret = NULL;
  if(ret != NULL)
    return ret;

  // dlls to try in priority order
  const char *dlls[] = {
      "d3dcompiler_47.dll", "d3dcompiler_46.dll", "d3dcompiler_45.dll",
      "d3dcompiler_44.dll", "d3dcompiler_43.dll",
  };

  for(int i = 0; i < 2; i++)
  {
    for(int d = 0; d < ARRAY_COUNT(dlls); d++)
    {
      if(i == 0)
        ret = GetModuleHandleA(dlls[d]);
      else
        ret = LoadLibraryA(dlls[d]);

      if(ret != NULL)
        return ret;
    }
  }

  // all else failed, couldn't find d3dcompiler loaded,
  // and couldn't even loadlibrary any version!
  // we'll have to loadlibrary the version that ships with
  // RenderDoc.

  HMODULE hModule = NULL;
  GetModuleHandleEx(
      GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS | GET_MODULE_HANDLE_EX_FLAG_UNCHANGED_REFCOUNT,
      (LPCTSTR)&dllLocator, &hModule);
  wchar_t curFile[512] = {0};
  GetModuleFileNameW(hModule, curFile, 511);

  std::wstring path = std::wstring(curFile);
  path = dirname(path);
  std::wstring dll = path + L"/d3dcompiler_47.dll";

  ret = LoadLibraryW(dll.c_str());

  return ret;
}
开发者ID:DrChat,项目名称:renderdoc,代码行数:46,代码来源:dxbc_compile.cpp

示例12: CollectData

void FGameplayDebuggerCategory_Navmesh::CollectData(APlayerController* OwnerPC, AActor* DebugActor)
{
#if WITH_RECAST
	ARecastNavMesh* NavData = nullptr;

	APawn* PlayerPawn = OwnerPC ? OwnerPC->GetPawnOrSpectator() : nullptr;
	APawn* DebugActorAsPawn = Cast<APawn>(DebugActor);
	APawn* DestPawn = DebugActorAsPawn ? DebugActorAsPawn : PlayerPawn;
	if (DestPawn)
	{
		UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(OwnerPC->GetWorld());
		const FNavAgentProperties& NavAgentProperties = DestPawn->GetNavAgentPropertiesRef();
		NavData = Cast<ARecastNavMesh>(NavSys->GetNavDataForProps(NavAgentProperties));
	}

	if (NavData)
	{
		// add 3x3 neighborhood of target
		const FVector TargetLocation = DestPawn->GetActorLocation();

		TArray<int32> TileSet;
		int32 TileX = 0;
		int32 TileY = 0;
		const int32 DeltaX[] = { 0, 1, 1, 0, -1, -1, -1, 0, 1 };
		const int32 DeltaY[] = { 0, 0, 1, 1, 1, 0, -1, -1, -1 };

		int32 TargetTileX = 0;
		int32 TargetTileY = 0;
		NavData->GetNavMeshTileXY(TargetLocation, TargetTileX, TargetTileY);
		for (int32 Idx = 0; Idx < ARRAY_COUNT(DeltaX); Idx++)
		{
			const int32 NeiX = TargetTileX + DeltaX[Idx];
			const int32 NeiY = TargetTileY + DeltaY[Idx];
			NavData->GetNavMeshTilesAt(NeiX, NeiY, TileSet);
		}

		const int32 DetailFlags =
			(1 << static_cast<int32>(ENavMeshDetailFlags::PolyEdges)) |
			(1 << static_cast<int32>(ENavMeshDetailFlags::FilledPolys)) |
			(1 << static_cast<int32>(ENavMeshDetailFlags::NavLinks));

		NavmeshRenderData.GatherData(NavData, DetailFlags, TileSet);
	}
#endif // WITH_RECAST
}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:45,代码来源:GameplayDebuggerCategory_Navmesh.cpp

示例13: UE_LOG

void FOutputDeviceMacError::HandleError()
{
	// make sure we don't report errors twice
	static int32 CallCount = 0;
	int32 NewCallCount = FPlatformAtomics::InterlockedIncrement(&CallCount);
	if (NewCallCount != 1)
	{
		UE_LOG(LogMac, Error, TEXT("HandleError re-entered.") );
		return;
	}

	// Trigger the OnSystemFailure hook if it exists
	FCoreDelegates::OnHandleSystemError.Broadcast();

	try
	{
		GIsGuarded				= 0;
		GIsRunning				= 0;
		GIsCriticalError		= 1;
		GLogConsole				= NULL;
		GErrorHist[ARRAY_COUNT(GErrorHist)-1]=0;

		// Dump the error and flush the log.
		UE_LOG(LogMac, Log, TEXT("=== Critical error: ===") LINE_TERMINATOR TEXT("%s") LINE_TERMINATOR, GErrorExceptionDescription);
		UE_LOG(LogMac, Log, GErrorHist);

		GLog->Flush();

		// Unhide the mouse.
		while (!CGCursorIsVisible())
		{
			CGDisplayShowCursor(kCGDirectMainDisplay);
		}
		// Release capture and allow mouse to freely roam around.
		CGAssociateMouseAndMouseCursorPosition(true);

		FPlatformMisc::ClipboardCopy(GErrorHist);

		FPlatformMisc::SubmitErrorReport( GErrorHist, EErrorReportMode::Interactive );

		FCoreDelegates::OnShutdownAfterError.Broadcast();
	}
	catch( ... )
	{}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:45,代码来源:MacPlatformOutputDevices.cpp

示例14: logSerialSerialNumber

static int
logSerialSerialNumber (BrailleDisplay *brl) {
  unsigned char device;

  for (device=0; device<ARRAY_COUNT(serialDeviceNames); ++device) {
    const unsigned char code = 0X53;
    unsigned char buffer[10];

    if (!writeSerialPacket(brl, code, &device, 1)) return 0;
    if (!nextSerialPacket(brl, code, buffer, sizeof(buffer), 1)) return 0;
    logMessage(LOG_INFO, "%s Serial Number: %02X%02X%02X%02X%02X%02X%02X%02X",
               serialDeviceNames[buffer[1]],
               buffer[2], buffer[3], buffer[4], buffer[5],
               buffer[6], buffer[7], buffer[8], buffer[9]);
  }

  return 1;
}
开发者ID:mlang,项目名称:brltty,代码行数:18,代码来源:braille.c

示例15: ARRAY_COUNT

StreamBase & GameStatic::operator<< (StreamBase & msg, const Data & obj)
{
    msg <<
	whirlpool_lost_percent <<
	kingdom_max_heroes <<
	castle_grown_well <<
	castle_grown_wel2 <<
	castle_grown_week_of <<
	castle_grown_month_of <<
	heroes_spell_points_day <<
	gameover_lost_days <<
	spell_dd_distance <<
	spell_dd_sp <<
	spell_dd_hp;

    u8 array_size = ARRAY_COUNT(overview_distance);
    msg << array_size;
    for(u32 ii = 0; ii < array_size; ++ii)
	msg << overview_distance[ii];

    array_size = ARRAY_COUNT(kingdom_starting_resource);
    msg << array_size;
    for(u32 ii = 0; ii < array_size; ++ii)
	msg << kingdom_starting_resource[ii];

    array_size = ARRAY_COUNT(mageguild_restore_spell_points_day);
    msg << array_size;
    for(u32 ii = 0; ii < array_size; ++ii)
	msg << mageguild_restore_spell_points_day[ii];

    array_size = ARRAY_COUNT(objects_mod);
    msg << array_size;
    for(u32 ii = 0; ii < array_size; ++ii)
	msg << objects_mod[ii];

    msg << monster_upgrade_ratio << uniq;

    // skill statics
    array_size = ARRAY_COUNT(Skill::_stats);
    msg << array_size;
    for(u32 ii = 0; ii < array_size; ++ii)
        msg << Skill::_stats[ii];

    array_size = ARRAY_COUNT(Skill::_values);
    msg << array_size;
    for(u32 ii = 0; ii < array_size; ++ii)
        msg << Skill::_values[ii];

    msg << Skill::_from_witchs_hut;

    return msg;
}
开发者ID:gerstrong,项目名称:fheroes2plus,代码行数:52,代码来源:game_static.cpp


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