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C++ ArrayHelper函数代码示例

本文整理汇总了C++中ArrayHelper函数的典型用法代码示例。如果您正苦于以下问题:C++ ArrayHelper函数的具体用法?C++ ArrayHelper怎么用?C++ ArrayHelper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ArrayHelper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: if

UActorComponent* FComponentVisualizer::GetComponentFromPropertyName(const AActor* CompOwner, const FPropertyNameAndIndex& Property)
{
	UActorComponent* ResultComp = NULL;
	if(CompOwner && Property.IsValid())
	{
		UClass* ActorClass = CompOwner->GetClass();
		UProperty* Prop = FindField<UProperty>(ActorClass, Property.Name);
		if (UObjectProperty* ObjectProp = Cast<UObjectProperty>(Prop))
		{
			UObject* Object = ObjectProp->GetObjectPropertyValue(ObjectProp->ContainerPtrToValuePtr<void>(CompOwner, Property.Index));
			ResultComp = Cast<UActorComponent>(Object);
		}
		else if (UArrayProperty* ArrayProp = Cast<UArrayProperty>(Prop))
		{
			if (UObjectProperty* InnerProp = Cast<UObjectProperty>(ArrayProp->Inner))
			{
				FScriptArrayHelper ArrayHelper(ArrayProp, ArrayProp->ContainerPtrToValuePtr<void>(CompOwner));
				UObject* Object = InnerProp->GetObjectPropertyValue(ArrayHelper.GetRawPtr(Property.Index));
				ResultComp = Cast<UActorComponent>(Object);
			}
		}
	}

	return ResultComp;
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:25,代码来源:ComponentVisualizer.cpp

示例2: TEXT

uint8* UAnimSequenceBase::FindNotifyPropertyData(int32 NotifyIndex, UArrayProperty*& ArrayProperty)
{
	// initialize to NULL
	ArrayProperty = NULL;

	if(Notifies.IsValidIndex(NotifyIndex))
	{
		// find Notifies property start point
		UProperty* Property = FindField<UProperty>(GetClass(), TEXT("Notifies"));

		// found it and if it is array
		if(Property && Property->IsA(UArrayProperty::StaticClass()))
		{
			// find Property Value from UObject we got
			uint8* PropertyValue = Property->ContainerPtrToValuePtr<uint8>(this);

			// it is array, so now get ArrayHelper and find the raw ptr of the data
			ArrayProperty = CastChecked<UArrayProperty>(Property);
			FScriptArrayHelper ArrayHelper(ArrayProperty, PropertyValue);

			if(ArrayProperty->Inner && NotifyIndex < ArrayHelper.Num())
			{
				//Get property data based on selected index
				return ArrayHelper.GetRawPtr(NotifyIndex);
			}
		}
	}
	return NULL;
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:29,代码来源:AnimSequenceBase.cpp

示例3: Fill_MakeStructureDefaultValue

bool FStructureEditorUtils::Fill_MakeStructureDefaultValue(const UProperty* Property, uint8* PropertyData)
{
    bool bResult = true;

    if (const UStructProperty* StructProperty = Cast<const UStructProperty>(Property))
    {
        if (const UUserDefinedStruct* InnerStruct = Cast<const UUserDefinedStruct>(StructProperty->Struct))
        {
            bResult &= Fill_MakeStructureDefaultValue(InnerStruct, PropertyData);
        }
    }
    else if (const UArrayProperty* ArrayProp = Cast<const UArrayProperty>(Property))
    {
        StructProperty = Cast<const UStructProperty>(ArrayProp->Inner);
        const UUserDefinedStruct* InnerStruct = StructProperty ? Cast<const UUserDefinedStruct>(StructProperty->Struct) : NULL;
        if(InnerStruct)
        {
            FScriptArrayHelper ArrayHelper(ArrayProp, PropertyData);
            for (int32 Index = 0; Index < ArrayHelper.Num(); ++Index)
            {
                uint8* const ValuePtr = ArrayHelper.GetRawPtr(Index);
                bResult &= Fill_MakeStructureDefaultValue(InnerStruct, ValuePtr);
            }
        }
    }

    return bResult;
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:28,代码来源:StructureEditorUtils.cpp

示例4: checkSlow

const TCHAR* UArrayProperty::ImportText_Internal( const TCHAR* Buffer, void* Data, int32 PortFlags, UObject* Parent, FOutputDevice* ErrorText ) const
{
	checkSlow(Inner);

	if ( *Buffer++ != TCHAR('(') )
	{
		return NULL;
	}

	FScriptArrayHelper ArrayHelper(this, Data);

	// only clear the array if we're not importing localized text
	if ( (PortFlags&PPF_LocalizedOnly) == 0 )
	{
		ArrayHelper.EmptyValues();
	}

	SkipWhitespace(Buffer);

	int32 Index = 0;

	ArrayHelper.ExpandForIndex(0);
	while ((Buffer != NULL) && (*Buffer != TCHAR(')')))
	{
		SkipWhitespace(Buffer);

		if (*Buffer != TCHAR(','))
		{
			// Parse the item
			Buffer = Inner->ImportText(Buffer, ArrayHelper.GetRawPtr(Index), PortFlags | PPF_Delimited, Parent, ErrorText);

			if(!Buffer)
			{
				return NULL;
			}

			SkipWhitespace(Buffer);
		}


		if (*Buffer == TCHAR(','))
		{
			Buffer++;
			Index++;
			ArrayHelper.ExpandForIndex(Index);
		}
		else
		{
			break;
		}
	}

	// Make sure we ended on a )
	if (*Buffer++ != TCHAR(')'))
	{
		return NULL;
	}

	return Buffer;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:60,代码来源:PropertyArray.cpp

示例5: ArrayHelper

void UArrayProperty::DestroyValueInternal( void* Dest ) const
{
	FScriptArrayHelper ArrayHelper(this, Dest);
	ArrayHelper.EmptyValues();

	//@todo UE4 potential double destroy later from this...would be ok for a script array, but still
	((FScriptArray*)Dest)->~FScriptArray();
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:8,代码来源:PropertyArray.cpp

示例6: ArrayHelper

void UKismetArrayLibrary::GenericArray_Clear(void* TargetArray, const UArrayProperty* ArrayProp)
{
	if( TargetArray )
	{
		FScriptArrayHelper ArrayHelper(ArrayProp, TargetArray);

		ArrayHelper.EmptyValues();
	}
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:9,代码来源:KismetArrayLibrary.cpp

示例7: check

//------------------------------------------------------------------------------
static int32 LinkerPlaceholderObjectImpl::ResolvePlaceholderValues(const TArray<const UProperty*>& PropertyChain, int32 ChainIndex, uint8* ValueAddress, UObject* OldValue, UObject* ReplacementValue)
{
	int32 ReplacementCount = 0;

	for (int32 PropertyIndex = ChainIndex; PropertyIndex >= 0; --PropertyIndex)
	{
		const UProperty* Property = PropertyChain[PropertyIndex];
		if (PropertyIndex == 0)
		{
#if USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TESTS
			check(Property->IsA<UObjectProperty>());
#endif // USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TESTS

			const UObjectProperty* ReferencingProperty = (const UObjectProperty*)Property;
			if (ReferencingProperty->GetObjectPropertyValue(ValueAddress) == OldValue)
			{
				// @TODO: use an FArchiver with ReferencingProperty->SerializeItem() 
				//        so that we can utilize CheckValidObject()
				ReferencingProperty->SetObjectPropertyValue(ValueAddress, ReplacementValue);
				// @TODO: unfortunately, this is currently protected
				//ReferencingProperty->CheckValidObject(ValueAddress);

				++ReplacementCount;
			}
		}
		else if (const UArrayProperty* ArrayProperty = Cast<const UArrayProperty>(Property))
		{
#if USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TESTS
			const UProperty* NextProperty = PropertyChain[PropertyIndex - 1];
			check(NextProperty == ArrayProperty->Inner);
#endif // USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TESTS

			// because we can't know which array entry was set with a reference 
			// to this object, we have to comb through them all
			FScriptArrayHelper ArrayHelper(ArrayProperty, ValueAddress);
			for (int32 ArrayIndex = 0; ArrayIndex < ArrayHelper.Num(); ++ArrayIndex)
			{
				uint8* MemberAddress = ArrayHelper.GetRawPtr(ArrayIndex);
				ReplacementCount += ResolvePlaceholderValues(PropertyChain, PropertyIndex - 1, MemberAddress, OldValue, ReplacementValue);
			}

			// the above recursive call chewed through the rest of the
			// PropertyChain, no need to keep on here
			break;
		}
		else
		{
			const UProperty* NextProperty = PropertyChain[PropertyIndex - 1];
#if USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TESTS
			check(NextProperty->GetOuter() == Property);
#endif // USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TESTS
			ValueAddress = Property->ContainerPtrToValuePtr<uint8>(ValueAddress, /*ArrayIndex =*/0);
		}
	}

	return ReplacementCount;
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:58,代码来源:LinkerPlaceholderBase.cpp

示例8: TEXT

void USpeedTreeImportData::SaveOptions()
{
	int32 PortFlags = 0;

	for (UProperty* Property = GetClass()->PropertyLink; Property; Property = Property->PropertyLinkNext)
	{
		if (!Property->HasAnyPropertyFlags(CPF_Config))
		{
			continue;
		}
		FString Section = TEXT("SpeedTree_Import_UI_Option_") + GetClass()->GetName();
		FString Key = Property->GetName();

		const bool bIsPropertyInherited = Property->GetOwnerClass() != GetClass();
		UObject* SuperClassDefaultObject = GetClass()->GetSuperClass()->GetDefaultObject();

		UArrayProperty* Array = dynamic_cast<UArrayProperty*>(Property);
		if (Array)
		{
			FConfigSection* Sec = GConfig->GetSectionPrivate(*Section, 1, 0, *GEditorPerProjectIni);
			check(Sec);
			Sec->Remove(*Key);

			FScriptArrayHelper_InContainer ArrayHelper(Array, this);
			for (int32 i = 0; i < ArrayHelper.Num(); i++)
			{
				FString	Buffer;
				Array->Inner->ExportTextItem(Buffer, ArrayHelper.GetRawPtr(i), ArrayHelper.GetRawPtr(i), this, PortFlags);
				Sec->Add(*Key, *Buffer);
			}
		}
		else
		{
			TCHAR TempKey[MAX_SPRINTF] = TEXT("");
			for (int32 Index = 0; Index < Property->ArrayDim; Index++)
			{
				if (Property->ArrayDim != 1)
				{
					FCString::Sprintf(TempKey, TEXT("%s[%i]"), *Property->GetName(), Index);
					Key = TempKey;
				}

				FString	Value;
				Property->ExportText_InContainer(Index, Value, this, this, this, PortFlags);
				GConfig->SetString(*Section, *Key, *Value, *GEditorPerProjectIni);
			}
		}
	}
	GConfig->Flush(0);
}
开发者ID:AndyHuang7601,项目名称:EpicGames-UnrealEngine,代码行数:50,代码来源:SpeedTreeImportData.cpp

示例9: ClearPropertyValue

	// Clears the value of the given property.
	void ClearPropertyValue( UProperty* Property, UProperty* Outer, void* Data, int32 ArrayIndex )
	{
		UArrayProperty* ArrayProperty = Cast<UArrayProperty>(Outer);

		if (ArrayProperty != nullptr)
		{
			check(ArrayProperty->Inner == Property)

			FScriptArrayHelper ArrayHelper(ArrayProperty, ArrayProperty->template ContainerPtrToValuePtr<void>(Data));
			ArrayIndex = ArrayHelper.AddValue();
		}

		Property->ClearValue_InContainer(Data, ArrayIndex);
	}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:15,代码来源:JsonStructDeserializerBackend.cpp

示例10: ArrayHelper

void UKismetArrayLibrary::GenericArray_Resize(void* TargetArray, const UArrayProperty* ArrayProp, int32 Size)
{
	if( TargetArray )
	{
		if(Size >= 0)
		{
			FScriptArrayHelper ArrayHelper(ArrayProp, TargetArray);
			ArrayHelper.Resize(Size);
		}
		else
		{
			UE_LOG(LogArray, Warning, TEXT("Attempted to resize an array using negative size: Array = %s, Size = %d!"), *ArrayProp->GetName(), Size);
		}
	}
}
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:15,代码来源:KismetArrayLibrary.cpp

示例11: FPropertyNameAndIndex

FComponentVisualizer::FPropertyNameAndIndex FComponentVisualizer::GetComponentPropertyName(const UActorComponent* Component)
{
	if (Component)
	{
		const AActor* CompOwner = Component->GetOwner();
		if (CompOwner)
		{
			// Iterate over UObject* fields of this actor
			UClass* ActorClass = CompOwner->GetClass();
			for (TFieldIterator<UObjectProperty> It(ActorClass); It; ++It)
			{
				// See if this property points to the component in question
				UObjectProperty* ObjectProp = *It;
				for (int32 Index = 0; Index < ObjectProp->ArrayDim; ++Index)
				{
					UObject* Object = ObjectProp->GetObjectPropertyValue(ObjectProp->ContainerPtrToValuePtr<void>(CompOwner, Index));
					if (Object == Component)
					{
						// It does! Return this name
						return FPropertyNameAndIndex(ObjectProp->GetFName(), Index);
					}
				}
			}

			// If nothing found, look in TArray<UObject*> fields
			for (TFieldIterator<UArrayProperty> It(ActorClass); It; ++It)
			{
				UArrayProperty* ArrayProp = *It;
				if (UObjectProperty* InnerProp = Cast<UObjectProperty>(It->Inner))
				{
					FScriptArrayHelper ArrayHelper(ArrayProp, ArrayProp->ContainerPtrToValuePtr<void>(CompOwner));
					for (int32 Index = 0; Index < ArrayHelper.Num(); ++Index)
					{
						UObject* Object = InnerProp->GetObjectPropertyValue(ArrayHelper.GetRawPtr(Index));
						if (Object == Component)
						{
							return FPropertyNameAndIndex(ArrayProp->GetFName(), Index);
						}
					}
				}
			}
		}
	}

	// Didn't find actor property referencing this component
	return FPropertyNameAndIndex();
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:47,代码来源:ComponentVisualizer.cpp

示例12: if

bool FDataTableExporterJSON::WriteStructEntry(const void* InRowData, const UProperty* InProperty, const void* InPropertyData)
{
	if (const UNumericProperty *NumProp = Cast<const UNumericProperty>(InProperty))
	{
		if (NumProp->IsInteger())
		{
			const int64 PropertyValue = NumProp->GetSignedIntPropertyValue(InPropertyData);
			JsonWriter->WriteValue(InProperty->GetName(), PropertyValue);
		}
		else
		{
			const double PropertyValue = NumProp->GetFloatingPointPropertyValue(InPropertyData);
			JsonWriter->WriteValue(InProperty->GetName(), PropertyValue);
		}
	}
	else if (const UBoolProperty* BoolProp = Cast<const UBoolProperty>(InProperty))
	{
		const bool PropertyValue = BoolProp->GetPropertyValue(InPropertyData);
		JsonWriter->WriteValue(InProperty->GetName(), PropertyValue);
	}
	else if (const UArrayProperty* ArrayProp = Cast<const UArrayProperty>(InProperty))
	{
		JsonWriter->WriteArrayStart(InProperty->GetName());

		FScriptArrayHelper ArrayHelper(ArrayProp, InPropertyData);
		for (int32 ArrayEntryIndex = 0; ArrayEntryIndex < ArrayHelper.Num(); ++ArrayEntryIndex)
		{
			const void* ArrayEntryData = ArrayHelper.GetRawPtr(ArrayEntryIndex);
			WriteArrayEntry(ArrayProp->Inner, ArrayEntryData);
		}

		JsonWriter->WriteArrayEnd();
	}
	else
	{
		const FString PropertyValue = DataTableUtils::GetPropertyValueAsString(InProperty, (uint8*)InRowData);
		JsonWriter->WriteValue(InProperty->GetName(), PropertyValue);
	}

	return true;
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:41,代码来源:DataTableJSON.cpp

示例13: checkSlow

void UArrayProperty::SerializeItem( FArchive& Ar, void* Value, void const* Defaults ) const
{
	checkSlow(Inner);

	// Ensure that the Inner itself has been loaded before calling SerializeItem() on it
	Ar.Preload(Inner);

	FScriptArrayHelper ArrayHelper(this, Value);
	int32		n		= ArrayHelper.Num();
	Ar << n;
	if( Ar.IsLoading() )
	{
		ArrayHelper.EmptyAndAddValues(n);
	}
	ArrayHelper.CountBytes( Ar );

	for( int32 i=0; i<n; i++ )
	{
		Inner->SerializeItem( Ar, ArrayHelper.GetRawPtr(i) );
	}
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:21,代码来源:PropertyArray.cpp

示例14: SetPropertyValue

bool SetPropertyValue( UProperty* Property, UProperty* Outer, void* Data, int32 ArrayIndex, const PropertyType& Value )
{
    PropertyType* ValuePtr = nullptr;
    UArrayProperty* ArrayProperty = Cast<UArrayProperty>(Outer);

    if (ArrayProperty != nullptr)
    {
        if (ArrayProperty->Inner != Property)
        {
            return false;
        }

        FScriptArrayHelper ArrayHelper(ArrayProperty, ArrayProperty->template ContainerPtrToValuePtr<void>(Data));
        int32 Index = ArrayHelper.AddValue();

        ValuePtr = (PropertyType*)ArrayHelper.GetRawPtr(Index);
    }
    else
    {
        UPropertyType* TypedProperty = Cast<UPropertyType>(Property);

        if (TypedProperty == nullptr)
        {
            return false;
        }

        ValuePtr = TypedProperty->template ContainerPtrToValuePtr<PropertyType>(Data, ArrayIndex);
    }

    if (ValuePtr == nullptr)
    {
        return false;
    }

    *ValuePtr = Value;

    return true;
}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:38,代码来源:JsonStructDeserializerBackend.cpp

示例15: ArrayHelper

uint8* UAnimSequenceBase::FindArrayProperty(const TCHAR* PropName, UArrayProperty*& ArrayProperty, int32 ArrayIndex)
{
	// find Notifies property start point
	UProperty* Property = FindField<UProperty>(GetClass(), PropName);

	// found it and if it is array
	if (Property && Property->IsA(UArrayProperty::StaticClass()))
	{
		// find Property Value from UObject we got
		uint8* PropertyValue = Property->ContainerPtrToValuePtr<uint8>(this);

		// it is array, so now get ArrayHelper and find the raw ptr of the data
		ArrayProperty = CastChecked<UArrayProperty>(Property);
		FScriptArrayHelper ArrayHelper(ArrayProperty, PropertyValue);

		if (ArrayProperty->Inner && ArrayIndex < ArrayHelper.Num())
		{
			//Get property data based on selected index
			return ArrayHelper.GetRawPtr(ArrayIndex);
		}
	}
	return NULL;
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:23,代码来源:AnimSequenceBase.cpp


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