本文整理汇总了C++中GetImplementation函数的典型用法代码示例。如果您正苦于以下问题:C++ GetImplementation函数的具体用法?C++ GetImplementation怎么用?C++ GetImplementation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GetImplementation函数的12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: internal
void DynamicsBodyConfig::SetShape( DynamicsShape shape )
{
Internal::DynamicsShapePtr internal( &(GetImplementation(shape)) );
GetImplementation(*this).SetShape( internal );
}
示例2: GetImplementation
PanGestureDetector::DetectedSignalV2& PanGestureDetector::DetectedSignal()
{
return GetImplementation(*this).DetectedSignal();
}
示例3: GetImplementation
SoundPlayer::SoundPlayFinishedSignalV2& SoundPlayer::SoundPlayFinishedSignal()
{
return GetImplementation(*this).SoundPlayFinishedSignal();
}
示例4: DALI_ASSERT_DEBUG
bool PanGestureProcessor::CheckGestureDetector( GestureDetector* detector, Actor* actor )
{
DALI_ASSERT_DEBUG( mCurrentPanEvent );
bool retVal( false );
PanGestureDetector* panDetector( static_cast< PanGestureDetector* >( detector ) );
if ( ( mCurrentPanEvent->numberOfTouches >= panDetector->GetMinimumTouchesRequired() ) &&
( mCurrentPanEvent->numberOfTouches <= panDetector->GetMaximumTouchesRequired() ) )
{
// Check if the detector requires directional panning.
if ( panDetector->RequiresDirectionalPan() && mCurrentRenderTask )
{
// It does, calculate the angle of the pan in local actor coordinates and ensures it fits
// the detector's criteria.
RenderTask& renderTaskImpl( GetImplementation( mCurrentRenderTask ) );
Vector2 startPosition, currentPosition;
actor->ScreenToLocal( renderTaskImpl, startPosition.x, startPosition.y, mPossiblePanPosition.x, mPossiblePanPosition.y );
actor->ScreenToLocal( renderTaskImpl, currentPosition.x, currentPosition.y, mCurrentPanEvent->currentPosition.x, mCurrentPanEvent->currentPosition.y );
Vector2 displacement( currentPosition - startPosition );
Radian angle( atan( displacement.y / displacement.x ) );
/////////////////////////////
// | //
// | //
// Q3 (-,-) | Q4 (+,-) //
// | //
// ----------------- +x //
// | //
// Q2 (-,+) | Q1 (+,+) //
// | //
// | //
// +y //
/////////////////////////////
// Quadrant 1: As is
// Quadrant 2: 180 degrees + angle
// Quadrant 3: angle - 180 degrees
// Quadrant 4: As is
/////////////////////////////
if ( displacement.x < 0.0f )
{
if ( displacement.y >= 0.0f )
{
// Quadrant 2
angle.radian += Math::PI;
}
else
{
// Quadrant 3
angle.radian -= Math::PI;
}
}
if ( panDetector->CheckAngleAllowed( angle ) )
{
retVal = true;
}
}
else
{
// Directional panning not required so we can use this actor and gesture detector.
retVal = true;
}
}
return retVal;
}
示例5: GetImplementation
void DynamicsBodyConfig::SetFriction(const float friction)
{
GetImplementation(*this).SetFriction( friction );
}
示例6: GetImplementation
TargetPhraseCollection const*
PhraseDictionaryTreeAdaptor::GetTargetPhraseCollection(Phrase const &src) const
{
return GetImplementation().GetTargetPhraseCollection(src);
}
示例7: switch
void PanGestureProcessor::Process( const Integration::PanGestureEvent& panEvent )
{
switch( panEvent.state )
{
case Gesture::Possible:
{
mCurrentPanEmitters.clear();
ResetActor();
HitTestAlgorithm::Results hitTestResults;
if( HitTest( mStage, panEvent.currentPosition, hitTestResults ) )
{
SetActor( &GetImplementation( hitTestResults.actor ) );
mPossiblePanPosition = panEvent.currentPosition;
}
break;
}
case Gesture::Started:
{
if ( GetCurrentGesturedActor() )
{
// The pan gesture should only be sent to the gesture detector which first received it so that
// it can be told when the gesture ends as well.
HitTestAlgorithm::Results hitTestResults;
HitTest( mStage, mPossiblePanPosition, hitTestResults ); // Hit test original possible position...
if ( hitTestResults.actor && ( GetCurrentGesturedActor() == &GetImplementation( hitTestResults.actor ) ) )
{
// Record the current render-task for Screen->Actor coordinate conversions
mCurrentRenderTask = hitTestResults.renderTask;
// Set mCurrentPanEvent to use inside overridden methods called in ProcessAndEmit()
mCurrentPanEvent = &panEvent;
ProcessAndEmit( hitTestResults );
mCurrentPanEvent = NULL;
}
else
{
ResetActor();
mCurrentPanEmitters.clear();
}
}
break;
}
case Gesture::Continuing:
case Gesture::Finished:
case Gesture::Cancelled:
{
// Only send subsequent pan gesture signals if we processed the pan gesture when it started.
// Check if actor is still touchable.
Actor* currentGesturedActor = GetCurrentGesturedActor();
if ( currentGesturedActor )
{
if ( currentGesturedActor->IsHittable() && !mCurrentPanEmitters.empty() && mCurrentRenderTask )
{
GestureDetectorContainer outsideTouchesRangeEmitters;
// Removes emitters that no longer have the actor attached
// Also remove emitters whose touches are outside the range of the current pan event and add them to outsideTouchesRangeEmitters
GestureDetectorContainer::iterator endIter = std::remove_if( mCurrentPanEmitters.begin(), mCurrentPanEmitters.end(),
IsNotAttachedAndOutsideTouchesRangeFunctor(currentGesturedActor, panEvent.numberOfTouches, outsideTouchesRangeEmitters) );
mCurrentPanEmitters.erase( endIter, mCurrentPanEmitters.end() );
Vector2 actorCoords;
if ( !outsideTouchesRangeEmitters.empty() || !mCurrentPanEmitters.empty() )
{
currentGesturedActor->ScreenToLocal( GetImplementation( mCurrentRenderTask ), actorCoords.x, actorCoords.y, panEvent.currentPosition.x, panEvent.currentPosition.y );
// EmitPanSignal checks whether we have a valid actor and whether the container we are passing in has emitters before it emits the pan.
EmitPanSignal( currentGesturedActor, outsideTouchesRangeEmitters, panEvent, actorCoords, Gesture::Finished, mCurrentRenderTask);
EmitPanSignal( currentGesturedActor, mCurrentPanEmitters, panEvent, actorCoords, panEvent.state, mCurrentRenderTask);
}
if ( mCurrentPanEmitters.empty() )
{
// If we have no emitters attached then clear pan actor as well.
ResetActor();
}
// Clear current gesture detectors if pan gesture has ended or been cancelled.
if ( ( panEvent.state == Gesture::Finished ) || ( panEvent.state == Gesture::Cancelled ) )
{
mCurrentPanEmitters.clear();
ResetActor();
}
}
else
{
mCurrentPanEmitters.clear();
ResetActor();
}
}
break;
}
//.........这里部分代码省略.........
示例8: GetImplementation
void PhraseDictionaryTreeAdaptor::CleanUpAfterSentenceProcessing(InputType const& source)
{
PDTAimp &obj = GetImplementation();
obj.CleanUp();
}
示例9: pan
void PanGestureProcessor::EmitPanSignal( Actor* actor,
const GestureDetectorContainer& gestureDetectors,
const Integration::PanGestureEvent& panEvent,
Vector2 localCurrent,
Gesture::State state,
Dali::RenderTask renderTask )
{
if ( actor && !gestureDetectors.empty() )
{
PanGesture pan(state);
pan.time = panEvent.time;
pan.numberOfTouches = panEvent.numberOfTouches;
pan.screenPosition = panEvent.currentPosition;
pan.position = localCurrent;
RenderTask& renderTaskImpl( GetImplementation( renderTask ) );
Vector2 localPrevious;
actor->ScreenToLocal( renderTaskImpl, localPrevious.x, localPrevious.y, panEvent.previousPosition.x, panEvent.previousPosition.y );
pan.displacement = localCurrent - localPrevious;
Vector2 previousPos( panEvent.previousPosition );
if ( state == Gesture::Started )
{
previousPos = mPossiblePanPosition;
}
pan.screenDisplacement = panEvent.currentPosition - previousPos;
// Avoid dividing by 0
if ( panEvent.timeDelta > 0 )
{
pan.velocity.x = pan.displacement.x / panEvent.timeDelta;
pan.velocity.y = pan.displacement.y / panEvent.timeDelta;
pan.screenVelocity.x = pan.screenDisplacement.x / panEvent.timeDelta;
pan.screenVelocity.y = pan.screenDisplacement.y / panEvent.timeDelta;
}
// When the gesture ends, we may incorrectly get a ZERO velocity (as we have lifted our finger without any movement)
// so we should use the last recorded velocity instead in this scenario.
if ( ( state == Gesture::Finished ) && ( pan.screenVelocity == Vector2::ZERO ) &&
( panEvent.timeDelta < MAXIMUM_TIME_WITH_VALID_LAST_VELOCITY ) )
{
pan.velocity = mLastVelocity;
pan.screenVelocity = mLastScreenVelocity;
}
else
{
// Store the current velocity for future iterations.
mLastVelocity = pan.velocity;
mLastScreenVelocity = pan.screenVelocity;
}
if ( mSceneObject )
{
// We update the scene object directly rather than sending a message.
// Sending a message could cause unnecessary delays, the scene object ensure thread safe behaviour.
mSceneObject->AddGesture( pan );
}
Dali::Actor actorHandle( actor );
const GestureDetectorContainer::const_iterator endIter = gestureDetectors.end();
for ( GestureDetectorContainer::const_iterator iter = gestureDetectors.begin(); iter != endIter; ++iter )
{
static_cast< PanGestureDetector* >( *iter )->EmitPanGestureSignal( actorHandle, pan );
}
}
}
示例10: GetImplementation
ObjectRegistry::ObjectDestroyedSignalV2& ObjectRegistry::ObjectDestroyedSignal()
{
return GetImplementation(*this).ObjectDestroyedSignal();
}
示例11: GetImplementation
bool BaseHandle::DoConnectSignal( ConnectionTrackerInterface* connectionTracker, const std::string& signalName, FunctorDelegate* functor )
{
return GetImplementation(*this).DoConnectSignal( connectionTracker, signalName, functor );
}
示例12: GetImplementation
const PropertyCondition::ArgumentContainer& PropertyCondition::GetArguments() const
{
return GetImplementation(*this).arguments;
}