本文整理汇总了C++中FZ_ASSERT函数的典型用法代码示例。如果您正苦于以下问题:C++ FZ_ASSERT函数的具体用法?C++ FZ_ASSERT怎么用?C++ FZ_ASSERT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FZ_ASSERT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: p_targetCallback
CallFuncN::CallFuncN(SELProtocol *t, SELECTOR_PTR s)
: p_targetCallback(t)
, p_selector(s)
{
FZ_ASSERT( p_targetCallback != NULL, "Selector must be non-NULL");
FZ_ASSERT( p_selector != NULL, "Target must be non-NULL");
}
示例2: FZ_ASSERT
void AutoList::insert(fzListItem *position, fzListItem *newItem)
{
FZ_ASSERT(newItem != NULL, "New item cannot be NULL");
if(position != NULL)
{
FZ_ASSERT(m_count > 0, "Strange bug: List is empty");
// POSITION != NULL -> INSERT AT POSITION
newItem->p_next = position;
newItem->p_prev = position->p_prev;
if(position->p_prev)
position->p_prev->p_next = newItem;
position->p_prev = newItem;
}else
{
// POSITION == NULL -> PUSH_BACK
if(p_back)
p_back->p_next = newItem;
newItem->p_prev = p_back;
newItem->p_next = NULL;
p_back = newItem;
}
if(newItem->p_prev == NULL)
p_front = newItem;
++m_count;
}
示例3: FZ_ASSERT
void Director::runWithScene(Scene *scene)
{
FZ_ASSERT( scene != NULL, "Scene must be non-NULL");
FZ_ASSERT( p_runningScene == NULL, "You can't run an scene if another Scene is running. Use replaceScene or pushScene instead");
pushScene(scene);
}
示例4: FZ_ASSERT
fzBuffer ResourcesManager::loadResource(const char *filename, fzUInt *outFactor) const
{
FZ_ASSERT(filename != NULL, "Filename can not be NULL.");
FZ_ASSERT(outFactor != NULL, "outFactor can not be NULL.");
// REMOVING FORCED FLAGS
char *filenameCpy = fzStrcpy(filename);
IO::removeFileSuffix(filenameCpy);
// LOOK FOR TEXTURE
*outFactor = 0;
char absolutePath[STRING_MAX_SIZE];
fzUInt factor, priority = 0;
while (getPath(filenameCpy, priority, absolutePath, &factor))
{
fzBuffer buffer = IO::loadFile(absolutePath);
if(!buffer.isEmpty()) {
*outFactor = factor;
delete filenameCpy;
return buffer;
}
++priority;
}
FZLOGERROR("IO: \"%s\" not found.", filename);
delete filenameCpy;
return fzBuffer::empty();
}
示例5: FZ_ASSERT
void MS::pop()
{
FZ_ASSERT(_initialized, "The matrix stack is not initialized.");
FZ_ASSERT(_modelview_stack.num > 1, "Cannot pop an empty stack");
--_modelview_stack.num;
}
示例6: fzMath_mat4Vec4
void fzMath_mat4Vec4(const float* m1, const float* m2, float* mat)
{
FZ_ASSERT(m1 != NULL, "Input matrix 1 cannot be NULL.");
FZ_ASSERT(m2 != NULL, "Input matrix 2 cannot be NULL.");
FZ_ASSERT(mat != NULL, "Output pointer cannot be NULL.");
#if defined(__ARM_NEON__)
_NEON_mat4Vec4(m1, m2, mat);
#else
mat[0] = m1[0] * m2[0] + m1[4] * m2[1] + m1[12];
mat[1] = m1[1] * m2[0] + m1[5] * m2[1] + m1[13];
mat[2] = m1[2] * m2[0] + m1[6] * m2[1] + m1[14];
mat[4] = m1[0] * m2[2] + m1[4] * m2[3] + m1[12];
mat[5] = m1[1] * m2[2] + m1[5] * m2[3] + m1[13];
mat[6] = m1[2] * m2[2] + m1[6] * m2[3] + m1[14];
mat[8] = m1[0] * m2[4] + m1[4] * m2[5] + m1[12];
mat[9] = m1[1] * m2[4] + m1[5] * m2[5] + m1[13];
mat[10] = m1[2] * m2[4] + m1[6] * m2[5] + m1[14];
mat[12] = m1[0] * m2[6] + m1[4] * m2[7] + m1[12];
mat[13] = m1[1] * m2[6] + m1[5] * m2[7] + m1[13];
mat[14] = m1[2] * m2[6] + m1[6] * m2[7] + m1[14];
#endif
}
示例7: fzMath_mat4Multiply
void fzMath_mat4Multiply(const float* m1, const float* m2, float* mat)
{
FZ_ASSERT(m1 != NULL, "Input matrix 1 cannot be NULL.");
FZ_ASSERT(m2 != NULL, "Input matrix 2 cannot be NULL.");
FZ_ASSERT(m1 != mat, "Input matrix and output matrix cannot be the same one.");
mat[0] = m1[0] * m2[0] + m1[4] * m2[1] + m1[8] * m2[2] + m1[12] * m2[3];
mat[1] = m1[1] * m2[0] + m1[5] * m2[1] + m1[9] * m2[2] + m1[13] * m2[3];
mat[2] = m1[2] * m2[0] + m1[6] * m2[1] + m1[10] * m2[2] + m1[14] * m2[3];
mat[3] = m1[3] * m2[0] + m1[7] * m2[1] + m1[11] * m2[2] + m1[15] * m2[3];
mat[4] = m1[0] * m2[4] + m1[4] * m2[5] + m1[8] * m2[6] + m1[12] * m2[7];
mat[5] = m1[1] * m2[4] + m1[5] * m2[5] + m1[9] * m2[6] + m1[13] * m2[7];
mat[6] = m1[2] * m2[4] + m1[6] * m2[5] + m1[10] * m2[6] + m1[14] * m2[7];
mat[7] = m1[3] * m2[4] + m1[7] * m2[5] + m1[11] * m2[6] + m1[15] * m2[7];
mat[8] = m1[0] * m2[8] + m1[4] * m2[9] + m1[8] * m2[10] + m1[12] * m2[11];
mat[9] = m1[1] * m2[8] + m1[5] * m2[9] + m1[9] * m2[10] + m1[13] * m2[11];
mat[10] = m1[2] * m2[8] + m1[6] * m2[9] + m1[10] * m2[10] + m1[14] * m2[11];
mat[11] = m1[3] * m2[8] + m1[7] * m2[9] + m1[11] * m2[10] + m1[15] * m2[11];
mat[12] = m1[0] * m2[12] + m1[4] * m2[13] + m1[8] * m2[14] + m1[12] * m2[15];
mat[13] = m1[1] * m2[12] + m1[5] * m2[13] + m1[9] * m2[14] + m1[13] * m2[15];
mat[14] = m1[2] * m2[12] + m1[6] * m2[13] + m1[10] * m2[14] + m1[14] * m2[15];
mat[15] = m1[3] * m2[12] + m1[7] * m2[13] + m1[11] * m2[14] + m1[15] * m2[15];
}
示例8: fzMath_mat4Copy
void fzMath_mat4Copy(const float* src, float* dst)
{
FZ_ASSERT(src != NULL, "Source matrix cannot be NULL.");
FZ_ASSERT(dst != NULL, "Destination matrix cannot be NULL.");
_inline_mat4Copy(src, dst);
}
示例9: fzMath_mat4Vec4
void fzMath_mat4Vec4(const float* m1, const float* v1, float* vOut)
{
FZ_ASSERT(m1 != NULL, "Input matrix 1 cannot be NULL.");
FZ_ASSERT(v1 != NULL, "Input matrix 2 cannot be NULL.");
FZ_ASSERT(vOut != NULL, "Output vertices cannot be NULL.");
_inline_mat4Vec4(m1, v1, vOut);
}
示例10: m_shaderType
GLShader::GLShader(const char *source, GLenum type)
: m_shaderType(type), m_shader(0)
{
FZ_ASSERT(m_shaderType == GL_VERTEX_SHADER || m_shaderType == GL_FRAGMENT_SHADER, "Invalid shader type");
FZ_ASSERT(source != NULL, "Argumment must be non-NULL");
if(!compileShader(source))
FZ_RAISE("GLProgram: Error compiling shader.");
}
示例11: fzMath_mat4MultiplySafe
void fzMath_mat4MultiplySafe(const float* m1, const float* m2, float* mOut)
{
FZ_ASSERT(m1 != NULL, "Input matrix 1 cannot be NULL.");
FZ_ASSERT(m2 != NULL, "Input matrix 2 cannot be NULL.");
FZ_ASSERT(mOut != NULL, "Output matrix cannot be NULL.");
FZ_ASSERT(m1 != mOut, "Input and output can not have the same pointer.");
_inline_mat4MultiplySafe(m1, m2, mOut);
}
示例12: FZ_ASSERT
Event* EventManager::addEvent(const Event& newEvent)
{
FZ_ASSERT(newEvent.getOwner(), "Event owner can not be NULL.");
if(!(newEvent.getType() & m_flags))
return NULL;
switch (newEvent.getState())
{
case kFZEventState_Began:
#if FORZE_DEBUG > 0
{
eventList::const_iterator it(m_events.begin());
for(; it != m_events.end(); ++it) {
if(newEvent.getIdentifier() == it->getIdentifier() &&
newEvent.getOwner() == it->getOwner())
{
FZLOGERROR("EventManager: Event duplicated:");
it->log();
}
}
}
#endif
case kFZEventState_Indifferent:
{
FZ_ASSERT(newEvent.getDelegate() == NULL, "Event delegate should be NULL.");
m_events.push_back(newEvent);
return &(m_events.back());
}
case kFZEventState_Updated:
case kFZEventState_Ended:
case kFZEventState_Cancelled:
{
eventList::iterator it(m_events.begin());
for(; it != m_events.end(); ++it) {
Event *e = &(*it);
if(newEvent.getIdentifier() == e->getIdentifier() &&
newEvent.getOwner() == e->getOwner() &&
newEvent.getType() == e->getType())
{
e->update(newEvent);
return e;
}
}
return NULL;
}
default:
{
FZ_ASSERT(false, "Invalid event state.");
return NULL;
}
}
}
示例13: FZ_ASSERT
void Grabber::begin()
{
FZ_ASSERT(m_fbo != 0, "FBO is uninitilialez, you must grab a texture first.");
FZ_ASSERT(m_oldFBO == -1, "This FBO is already opened");
// cache current framebuffer
m_oldFBO = fzGLGetFramebuffer();
// bind FBO
fzGLBindFramebuffer(m_fbo);
CHECK_GL_ERROR_DEBUG();
}
示例14: FZ_ASSERT
bool MenuItem::event(Event& event)
{
FZ_ASSERT(event.isType(kFZEventType_Tap), "Event is a touch event");
if(!isVisible())
return false;
switch (event.getState())
{
case kFZEventState_Began:
{
if( !m_isWaiting || !isVisible() )
return false;
if(getBoundingBox().contains(event.getPoint())) {
selected();
m_isWaiting = false;
return true;
}
break;
}
case kFZEventState_Updated:
{
FZ_ASSERT(!m_isWaiting, "[Event updated] -- invalid state");
bool isSelected = getBoundingBox().contains(event.getPoint());
if (isSelected != m_isSelected) {
if(isSelected)
selected();
else
unselected();
}
break;
}
case kFZEventState_Ended:
if(m_isSelected)
activate();
case kFZEventState_Cancelled:
if(m_isSelected)
unselected();
m_isWaiting = true;
break;
default: break;
}
return false;
}
示例15: p_innerAction
Speed::Speed(Action *a, fzFloat s)
: p_innerAction(a)
, m_speed(s)
{
FZ_ASSERT(p_innerAction != NULL, "ActionInterval cannot be NULL.");
p_innerAction->retain();
}