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C++ HasAnyFlags函数代码示例

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

bool VerifyServiceTask::checkFiles()
{
	if (HasAnyFlags(m_uiOldStatus, UserCore::Item::ItemInfoI::STATUS_DOWNLOADING))
	{
		gcString path;

		if (checkMcfDownload(path))
			finishVerify(UserCore::Misc::VerifyComplete::V_DOWNLOAD, path.c_str());
		else
			finishVerify(UserCore::Misc::VerifyComplete::V_DOWNLOAD);

		return false;
	}
	else if (HasAnyFlags(m_uiOldStatus, (UserCore::Item::ItemInfoI::STATUS_INSTALLED|UserCore::Item::ItemInfoI::STATUS_INSTALLING)))
	{
		m_hMcf->getProgEvent() += delegate(this, &VerifyServiceTask::onProgress);
		m_hMcf->getErrorEvent() += delegate(this, &VerifyServiceTask::onError);

		bool completeMcf = false;

		if (m_McfBuild == 0)
			m_McfBuild = getItemInfo()->getInstalledBuild();

		setTier(VERIFYMCF);

		if (!checkMcf(completeMcf))
			return false;

		setTier(VERIFYINSTALL);

		if (!checkInstall(completeMcf))
			return false;

		setTier(DOWNLOADMISSINGFILES);

		if (completeMcf == false && !downloadMissingFiles())
			return false;

		setTier(INSTALLMISSINGFILES);

		if (!installMissingFiles())
			return false;
	}
	else
	{
		getItemInfo()->delSFlag(UserCore::Item::ItemInfoI::STATUS_READY);
		finishVerify(UserCore::Misc::VerifyComplete::V_RESET);
		return false;
	}

	return true;
}
开发者ID:Alasaad,项目名称:Desurium,代码行数:52,代码来源:VerifyServiceTask.cpp

示例2: PostInitProperties

void UParticleModuleParameterDynamic::PostInitProperties()
{
	Super::PostInitProperties();
	if (!HasAnyFlags(RF_ClassDefaultObject | RF_NeedLoad))
	{
		// Structure to hold one-time initialization
		struct FConstructorStatics
		{
			FName NAME_None;
			FConstructorStatics()
				: NAME_None(TEXT("None"))
			{
			}
		};
		static FConstructorStatics ConstructorStatics;

		UDistributionFloatConstant* NewParam1 = NewObject<UDistributionFloatConstant>(this, TEXT("DistributionParam1")); NewParam1->Constant = 1.0f;
		UDistributionFloatConstant* NewParam2 = NewObject<UDistributionFloatConstant>(this, TEXT("DistributionParam2")); NewParam2->Constant = 1.0f;
		UDistributionFloatConstant* NewParam3 = NewObject<UDistributionFloatConstant>(this, TEXT("DistributionParam3")); NewParam3->Constant = 1.0f;
		UDistributionFloatConstant* NewParam4 = NewObject<UDistributionFloatConstant>(this, TEXT("DistributionParam4")); NewParam4->Constant = 1.0f;

		DynamicParams.Add(FEmitterDynamicParameter(ConstructorStatics.NAME_None, false, EDPV_UserSet, NewParam1));
		DynamicParams.Add(FEmitterDynamicParameter(ConstructorStatics.NAME_None, false, EDPV_UserSet, NewParam2));
		DynamicParams.Add(FEmitterDynamicParameter(ConstructorStatics.NAME_None, false, EDPV_UserSet, NewParam3));
		DynamicParams.Add(FEmitterDynamicParameter(ConstructorStatics.NAME_None, false, EDPV_UserSet, NewParam4));
	}
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:27,代码来源:ParticleModules_Parameter.cpp

示例3: Serialize

void UClassProperty::Serialize( FArchive& Ar )
{
	Super::Serialize( Ar );
	Ar << MetaClass;

#if USE_CIRCULAR_DEPENDENCY_LOAD_DEFERRING
	if (Ar.IsLoading() || Ar.IsObjectReferenceCollector())
	{
		if (ULinkerPlaceholderClass* PlaceholderClass = Cast<ULinkerPlaceholderClass>(MetaClass))
		{
			PlaceholderClass->AddReferencingProperty(this);
		}
	}
#endif // USE_CIRCULAR_DEPENDENCY_LOAD_DEFERRING

	if( !(MetaClass||HasAnyFlags(RF_ClassDefaultObject)) )
	{
		// If we failed to load the MetaClass and we're not a CDO, that means we relied on a class that has been removed or doesn't exist.
		// The most likely cause for this is either an incomplete recompile, or if content was migrated between games that had native class dependencies
		// that do not exist in this game.  We allow blueprint classes to continue, because compile on load will error out, and stub the class that was using it
		UClass* TestClass = dynamic_cast<UClass*>(GetOwnerStruct());
		if( TestClass && TestClass->HasAllClassFlags(CLASS_Native) && !TestClass->HasAllClassFlags(CLASS_NewerVersionExists) && (TestClass->GetOutermost() != GetTransientPackage()) )
		{
			checkf(false, TEXT("Class property tried to serialize a missing class.  Did you remove a native class and not fully recompile?"));
		}
	}
}
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:27,代码来源:PropertyClass.cpp

示例4: Super

APawn::APawn(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	PrimaryActorTick.bCanEverTick = true;
	PrimaryActorTick.TickGroup = TG_PrePhysics;

	AutoPossessAI = EAutoPossessAI::PlacedInWorld;

	if (HasAnyFlags(RF_ClassDefaultObject) && GetClass() == APawn::StaticClass())
	{
		AIControllerClass = LoadClass<AController>(NULL, *((UEngine*)(UEngine::StaticClass()->GetDefaultObject()))->AIControllerClassName.ToString(), NULL, LOAD_None, NULL);
	}
	else
	{
		AIControllerClass = ((APawn*)APawn::StaticClass()->GetDefaultObject())->AIControllerClass;
	}
	bCanBeDamaged = true;
	
	SetRemoteRoleForBackwardsCompat(ROLE_SimulatedProxy);
	bReplicates = true;
	NetPriority = 3.0f;
	NetUpdateFrequency = 100.f;
	bReplicateMovement = true;
	BaseEyeHeight = 64.0f;
	AllowedYawError = 10.99f;
	bCollideWhenPlacing = true;
	SpawnCollisionHandlingMethod = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButDontSpawnIfColliding;
	bProcessingOutsideWorldBounds = false;

	bUseControllerRotationPitch = false;
	bUseControllerRotationYaw = false;
	bUseControllerRotationRoll = false;

	bInputEnabled = true;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:35,代码来源:Pawn.cpp

示例5: Super

UGUIWidget::UGUIWidget(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	OpenCloseTween = ObjectInitializer.CreateDefaultSubobject<UTweeningBoolean>(this, "OpenCloseTweenDefault");
	if ( OpenCloseTween )
	{
		if ( HasAnyFlags(RF_ClassDefaultObject | RF_ArchetypeObject) )
		{
			FTweeningBooleanParameters Params;
			Params.TweenParamsIn = FTweenParameters(EEaseType::Linear, 0.f);
			Params.TweenParamsOut = FTweenParameters(EEaseType::Linear, 0.f);
			Params.bInitialValue = true;
			OpenCloseTween->SetParams( Params );
		}
		else
		{
			//OpenCloseTween->OnValueChanged.AddUObject( this, &UGUIWidget::OnOpenClose );
			OpenCloseTween->OnTweening.AddUObject( this, &UGUIWidget::OnOpenCloseTweening );
			OpenCloseTween->OnFinished.AddUObject( this, &UGUIWidget::OnOpenCloseFinished );
		}
	}

	Tweener = ObjectInitializer.CreateDefaultSubobject<UTweener>(this, "TweenerDefault");
	BooleanTweener = ObjectInitializer.CreateDefaultSubobject<UBooleanTweener>(this, "BooleanTweenerDefault");
	StateMachine = ObjectInitializer.CreateDefaultSubobject<UTweeningStateMachine>(this, "StateMachineDefault");
}
开发者ID:Helical-Games,项目名称:game-modules,代码行数:26,代码来源:GUIWidget.cpp

示例6: checkf

void UActorComponent::DoDeferredRenderUpdates_Concurrent()
{
	checkf(!HasAnyFlags(RF_Unreachable), TEXT("%s"), *GetFullName());
	checkf(!IsTemplate(), TEXT("%s"), *GetFullName());
	checkf(!IsPendingKill(), TEXT("%s"), *GetFullName());

	if(!IsRegistered())
	{
		UE_LOG(LogActorComponent, Log, TEXT("UpdateComponent: (%s) Not registered, Aborting."), *GetPathName());
		return;
	}

	if(bRenderStateDirty)
	{
		SCOPE_CYCLE_COUNTER(STAT_PostTickComponentRecreate);
		RecreateRenderState_Concurrent();
		checkf(!bRenderStateDirty, TEXT("Failed to route CreateRenderState_Concurrent (%s)"), *GetFullName());
	}
	else
	{
		SCOPE_CYCLE_COUNTER(STAT_PostTickComponentLW);
		if(bRenderTransformDirty)
		{
			// Update the component's transform if the actor has been moved since it was last updated.
			SendRenderTransform_Concurrent();
		}

		if(bRenderDynamicDataDirty)
		{
			SendRenderDynamicData_Concurrent();
		}
	}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:33,代码来源:ActorComponent.cpp

示例7: Super

UGameplayAbility::UGameplayAbility(const class FPostConstructInitializeProperties& PCIP)
	: Super(PCIP)
{
	CostGameplayEffect = NULL;
	CooldownGameplayEffect = NULL;

	{
		static FName FuncName = FName(TEXT("K2_ShouldAbilityRespondToEvent"));
		UFunction* ShouldRespondFunction = GetClass()->FindFunctionByName(FuncName);
		HasBlueprintShouldAbilityRespondToEvent = ShouldRespondFunction && ShouldRespondFunction->GetOuter()->IsA(UBlueprintGeneratedClass::StaticClass());
	}
	{
		static FName FuncName = FName(TEXT("K2_CanActivateAbility"));
		UFunction* CanActivateFunction = GetClass()->FindFunctionByName(FuncName);
		HasBlueprintCanUse = CanActivateFunction && CanActivateFunction->GetOuter()->IsA(UBlueprintGeneratedClass::StaticClass());
	}
	{
		static FName FuncName = FName(TEXT("K2_ActivateAbility"));
		UFunction* ActivateFunction = GetClass()->FindFunctionByName(FuncName);
		HasBlueprintActivate = ActivateFunction && ActivateFunction->GetOuter()->IsA(UBlueprintGeneratedClass::StaticClass());
	}
	
#if WITH_EDITOR
	/** Autoregister abilities with the blueprint debugger in the editor.*/
	if (!HasAnyFlags(RF_ClassDefaultObject))
	{
		UBlueprint* BP = Cast<UBlueprint>(GetClass()->ClassGeneratedBy);
		if (BP && (BP->GetWorldBeingDebugged() == nullptr || BP->GetWorldBeingDebugged() == GetWorld()))
		{
			BP->SetObjectBeingDebugged(this);
		}
	}
#endif
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:34,代码来源:GameplayAbility.cpp

示例8: PostInitProperties

void ANavigationData::PostInitProperties()
{
	Super::PostInitProperties();

	if (IsPendingKill() == true)
	{
		return;
	}

	if (HasAnyFlags(RF_ClassDefaultObject))
	{
		if (RuntimeGeneration == ERuntimeGenerationType::LegacyGeneration)
		{
			RuntimeGeneration = bRebuildAtRuntime_DEPRECATED ? ERuntimeGenerationType::Dynamic : ERuntimeGenerationType::Static;
		}
	}
	else
	{
		bNetLoadOnClient = (*GEngine->NavigationSystemClass != nullptr) && (GEngine->NavigationSystemClass->GetDefaultObject<UNavigationSystem>()->ShouldLoadNavigationOnClient(this));

		UWorld* WorldOuter = GetWorld();
		
		if (WorldOuter != NULL && WorldOuter->GetNavigationSystem() != NULL)
		{
			WorldOuter->GetNavigationSystem()->RequestRegistration(this);
		}

		RenderingComp = ConstructRenderingComponent();
	}
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:30,代码来源:NavigationData.cpp

示例9: checkf

void UObject::SetLinker( FLinkerLoad* LinkerLoad, int32 LinkerIndex, bool bShouldDetachExisting )
{
	FLinkerIndexPair Existing = LinkerAnnotation.GetAnnotation(this);
	Existing.CheckInvariants();
	// Detach from existing linker.
	if( Existing.Linker && bShouldDetachExisting )
	{
		checkf(!HasAnyFlags(RF_NeedLoad|RF_NeedPostLoad), TEXT("Detaching from existing linker for %s while object %s needs loaded"), *Existing.Linker->GetArchiveName(), *GetFullName());
		check(Existing.Linker->ExportMap[Existing.LinkerIndex].Object!=NULL);
		check(Existing.Linker->ExportMap[Existing.LinkerIndex].Object==this);
		Existing.Linker->ExportMap[Existing.LinkerIndex].Object = NULL;
	}

	if (Existing.Linker == LinkerLoad)
	{
		bShouldDetachExisting = false; // no change so don't call notify
	}
	LinkerAnnotation.AddAnnotation(this,FLinkerIndexPair(LinkerLoad,LinkerIndex));
	if (bShouldDetachExisting)
	{
#if WITH_EDITOR
		PostLinkerChange();
#else
		UE_CLOG(Existing.Linker && LinkerLoad, LogUObjectLinker, Fatal,
			TEXT("It is only legal to change linkers in the editor. Trying to change linker on %s from %s (Existing->LinkerRoot=%s) to %s (LinkerLoad->LinkerRoot=%s)"),
			*GetFullName(),
			*Existing.Linker->Filename,
			*GetNameSafe(Existing.Linker->LinkerRoot),
			*LinkerLoad->Filename,
			*GetNameSafe(LinkerLoad->LinkerRoot));
#endif
	}
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:33,代码来源:UObjectLinker.cpp

示例10: Initialize

void UUserWidget::Initialize()
{
	// If it's not initialized initialize it, as long as it's not the CDO, we never initialize the CDO.
	if ( !bInitialized && !HasAnyFlags(RF_ClassDefaultObject) )
	{
		bInitialized = true;

		// Only do this if this widget is of a blueprint class
		UWidgetBlueprintGeneratedClass* BGClass = Cast<UWidgetBlueprintGeneratedClass>(GetClass());
		if ( BGClass != nullptr )
		{
			BGClass->InitializeWidget(this);
		}

		// Map the named slot bindings to the available slots.
		WidgetTree->ForEachWidget([&] (UWidget* Widget) {
			if ( UNamedSlot* NamedWidet = Cast<UNamedSlot>(Widget) )
			{
				for ( FNamedSlotBinding& Binding : NamedSlotBindings )
				{
					if ( Binding.Content && Binding.Name == NamedWidet->GetFName() )
					{
						NamedWidet->ClearChildren();
						NamedWidet->AddChild(Binding.Content);
						return;
					}
				}
			}
		});

		// TODO Find a way to remove the bindings from the table.  Currently they're still needed.
		// Clear the named slot bindings table.
		//NamedSlotBindings.Reset();
	}
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:35,代码来源:UserWidget.cpp

示例11: Super

UGameplayDebuggerSettings::UGameplayDebuggerSettings(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
	if (HasAnyFlags(RF_ClassDefaultObject))
	{
		/*read base default values from Engine config file. It can be overridden (locally) by Editor settings*/
		GConfig->GetString(TEXT("GameplayDebuggerSettings"), TEXT("NameForGameView1"), CustomViewNames.GameView1, GEngineIni);
		GConfig->GetString(TEXT("GameplayDebuggerSettings"), TEXT("NameForGameView2"), CustomViewNames.GameView2, GEngineIni);
		GConfig->GetString(TEXT("GameplayDebuggerSettings"), TEXT("NameForGameView3"), CustomViewNames.GameView3, GEngineIni);
		GConfig->GetString(TEXT("GameplayDebuggerSettings"), TEXT("NameForGameView4"), CustomViewNames.GameView4, GEngineIni);
		GConfig->GetString(TEXT("GameplayDebuggerSettings"), TEXT("NameForGameView5"), CustomViewNames.GameView5, GEngineIni);
		GConfig->GetString(TEXT("GameplayDebuggerSettings"), TEXT("NameForGameView5"), CustomViewNames.GameView5, GEngineIni);
		
		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("OverHead"), OverHead, GEngineIni);
		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("Basic"), Basic, GEngineIni);
		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("BehaviorTree"), BehaviorTree, GEngineIni);
		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("EQS"), EQS, GEngineIni);
		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("EnableEQSOnHUD"), EnableEQSOnHUD, GEngineIni);
		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("Perception"), Perception, GEngineIni);
		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("GameView1"), GameView1, GEngineIni);
		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("GameView2"), GameView2, GEngineIni);
		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("GameView3"), GameView3, GEngineIni);
		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("GameView4"), GameView4, GEngineIni);
		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("GameView5"), GameView5, GEngineIni);

#if ADD_LEVEL_EDITOR_EXTENSIONS
		bExtendViewportMenu = false;
		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("bExtendViewportMenu"), bExtendViewportMenu, GEngineIni);
#endif
	}
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:30,代码来源:GameplayDebuggerSettings.cpp

示例12: checkInstallComplex

bool VSCheckInstall::checkInstallComplex(bool completeMcf)
{
	if (HasAnyFlags(getItemInfo()->getStatus(), UserCore::Item::ItemInfoI::STATUS_INSTALLCOMPLEX) == false)
		return false;

	auto pItem = getItemInfo();
	auto pParent = getParentItemInfo();

	if (pParent)
	{
		if (!pParent->getInstalledModId().isOk() || pParent->getInstalledModId() != pItem->getId())
		{
			if (completeMcf)
				setResult(RES_COMPLETE);
			else
				setResult(RES_DOWNLOADMISSING);

			return true;
		}
	}
	else if (pItem->getInstalledModId().isOk())
	{
		setResult(RES_COMPLETE);
		return true;
	}

	return false;
}
开发者ID:EasyCoding,项目名称:desura-app,代码行数:28,代码来源:VSCheckInstall.cpp

示例13: GetMutableBodyActor

void UAIPerceptionComponent::CleanUp()
{
	if (bCleanedUp == false)
	{
		UAIPerceptionSystem* AIPerceptionSys = UAIPerceptionSystem::GetCurrent(GetWorld());
		if (AIPerceptionSys != nullptr)
		{
			AIPerceptionSys->UnregisterListener(*this);
			AActor* MutableBodyActor = GetMutableBodyActor();
			if (MutableBodyActor)
			{
				AIPerceptionSys->UnregisterSource(*MutableBodyActor);
			}
		}

		if (HasAnyFlags(RF_BeginDestroyed) == false)
		{
			AActor* Owner = GetOwner();
			if (Owner != nullptr)
			{
				Owner->OnEndPlay.RemoveDynamic(this, &UAIPerceptionComponent::OnOwnerEndPlay);
			}
		}

		bCleanedUp = true;
	}
}
开发者ID:didixp,项目名称:Ark-Dev-Kit,代码行数:27,代码来源:AIPerceptionComponent.cpp

示例14: UpdateDrawing

void AEQSTestingPawn::UpdateDrawing()
{
#if WITH_EDITORONLY_DATA
	if (HasAnyFlags(RF_ClassDefaultObject) == true)
	{
		return;
	}

	UBillboardComponent* SpriteComponent = FindComponentByClass<UBillboardComponent>();
	if (SpriteComponent != NULL)
	{
		SpriteComponent->MarkRenderStateDirty();
	}	

	if (EdRenderComp != NULL && EdRenderComp->bVisible)
	{
		EdRenderComp->MarkRenderStateDirty();

#if WITH_EDITOR
		if (GEditor != NULL)
		{
			GEditor->RedrawLevelEditingViewports();
		}
#endif // WITH_EDITOR
	}
#endif // WITH_EDITORONLY_DATA
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:27,代码来源:EQSTestingPawn.cpp

示例15: SaveProfiles

void UDeviceProfileManager::SaveProfiles(bool bSaveToDefaults)
{
	if( !HasAnyFlags( RF_ClassDefaultObject ) )
	{
		if(bSaveToDefaults)
		{
			for (int32 DeviceProfileIndex = 0; DeviceProfileIndex < Profiles.Num(); ++DeviceProfileIndex)
			{
				UDeviceProfile* CurrentProfile = CastChecked<UDeviceProfile>(Profiles[DeviceProfileIndex]);
				CurrentProfile->UpdateDefaultConfigFile();
			}
		}
		else
		{
			TArray< FString > DeviceProfileMapArray;

			for (int32 DeviceProfileIndex = 0; DeviceProfileIndex < Profiles.Num(); ++DeviceProfileIndex)
			{
				UDeviceProfile* CurrentProfile = CastChecked<UDeviceProfile>(Profiles[DeviceProfileIndex]);
				FString DeviceProfileTypeNameCombo = FString::Printf(TEXT("%s,%s"), *CurrentProfile->GetName(), *CurrentProfile->DeviceType);
				DeviceProfileMapArray.Add(DeviceProfileTypeNameCombo);

				CurrentProfile->SaveConfig(CPF_Config, *DeviceProfileFileName);
			}

			GConfig->SetArray(TEXT("DeviceProfiles"), TEXT("DeviceProfileNameAndTypes"), DeviceProfileMapArray, DeviceProfileFileName);
			GConfig->Flush(false, DeviceProfileFileName);
		}

		ManagerUpdatedDelegate.Broadcast();
	}
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:32,代码来源:DeviceProfileManager.cpp


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