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C++ InputPortConfig_Void函数代码示例

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

	virtual void GetConfiguration(SFlowNodeConfig& config)
	{
		static const SInputPortConfig inputs[] = {
			InputPortConfig_Void  ("Link", _HELP("Link the Player to Target Entity")),
			InputPortConfig_Void  ("Unlink", _HELP("Unlink the Player (from any Entity)")),
			InputPortConfig<EntityId> ("Target", _HELP("Target Entity Id") ),
			InputPortConfig<int>  ("DrawPlayer", 0, _HELP("Draw the Player"), 0, _UICONFIG("enum_int:NoChange=0,Hide=-1,Show=1") ),
			InputPortConfig<bool> ("KeepTransfromDetach", true, _HELP("Keep Transformation on Detach")),
			{0}
		};
		static const SOutputPortConfig outputs[] = {
			OutputPortConfig_Void ("Linked", _HELP("Trigger if Linked")),
			OutputPortConfig_Void ("Unlinked", _HELP("Trigger if Unlinked")),
			{0}
		};
		config.pInputPorts = inputs;
		config.pOutputPorts = outputs;
		config.sDescription = _HELP("Linking the Player to an Entity (with FreeLook)");
		config.SetCategory(EFLN_APPROVED);
	}
开发者ID:MrHankey,项目名称:destructionderby,代码行数:20,代码来源:FlowPlayerStagingNode.cpp

示例2: GetConfiguration

	virtual void GetConfiguration(SFlowNodeConfig& config)
	{
		static const SInputPortConfig inputs[] = {
			InputPortConfig_Void("Poll", _HELP("Poll party info")),
			InputPortConfig_Void("Launch", _HELP("Launch match")),
			InputPortConfig_Void("Leave", _HELP("Launch match")),
			{0}
		};

		static const SOutputPortConfig outputs[] = {
			OutputPortConfig_Void     ("Success",  _HELP("Triggers if sending succeeded")),
			OutputPortConfig_Void     ("Fail",  _HELP("Triggers if sending failed")),
			{0}
		};

		config.pInputPorts = inputs;
		config.pOutputPorts = outputs;
		config.sDescription = _HELP("poll party info for xbox one live");
		config.SetCategory(EFLN_ADVANCED);
	}
开发者ID:amrhead,项目名称:eaascode,代码行数:20,代码来源:XboxOneLiveTestNodes.cpp

示例3: GetConfiguration

	virtual void GetConfiguration(SFlowNodeConfig &config)
	{
		static const SInputPortConfig inputs[] =
		{
			InputPortConfig_Void("Freeze", _HELP("Trigger to freeze entity")),
			InputPortConfig_Void("UnFreeze", _HELP("Trigger to un-freeze entity")),
			InputPortConfig<bool> ("UseVapor", true, _HELP("Trigger to un-freeze entity")),
			{0}
		};
		static const SOutputPortConfig outputs[] =
		{
			OutputPortConfig_Void("Frozen",   _HELP("Triggered on Freeze")),
			OutputPortConfig_Void("UnFrozen", _HELP("Triggered on UnFreeze")),
			{0}
		};
		config.nFlags |= EFLN_TARGET_ENTITY;
		config.pInputPorts = inputs;
		config.pOutputPorts = outputs;
		config.sDescription = _HELP("Freezes/Unfreezes attached entity/actor.");
		config.SetCategory(EFLN_ADVANCED);
	}
开发者ID:super-nova,项目名称:NovaRepo,代码行数:21,代码来源:FlowHitInfoNode.cpp

示例4: GetConfiguration

	virtual void GetConfiguration(SFlowNodeConfig& config)
	{
		static const SInputPortConfig inputs[] = {
			InputPortConfig_Void  ("Enable"       , _HELP("")),
			InputPortConfig_Void  ("Disable"      , _HELP("")),
			InputPortConfig<float>("MinDamping"   ,  50.f, _HELP("Minimum Damping of walk speed")),
			InputPortConfig<float>("MaxDamping"   ,  75.f, _HELP("Maximum Damping of walk speed")),
			InputPortConfig<float>("PeriodicTime" ,   4.f, _HELP("Time in seconds for one stumble")),
			InputPortConfig<float>("StrengthX"    , 100.f, _HELP("Stumble strength in X direction")),
      InputPortConfig<float>("StrengthY"    , 100.f, _HELP("Stumble strength in Y direction") ),
      InputPortConfig<float>("Randomness"   ,   0.f, _HELP("Value in [0,2]. Higher value means more variation.") ),
			{0}
		};
		static const SOutputPortConfig outputs[] = {
			{0}
		};
		config.pInputPorts = inputs;
		config.pOutputPorts = outputs;
		config.sDescription = _HELP("Activates the player beeing like drunken.");
		config.SetCategory(EFLN_APPROVED);
	}
开发者ID:Kufusonic,项目名称:Work-in-Progress-Sonic-Fangame,代码行数:21,代码来源:FlowPlayerStumble.cpp

示例5: CreateElementsPort

void CFlashUIMCTemplateRemoveNode::GetConfiguration( SFlowNodeConfig &config )
{
	static const SInputPortConfig in_config[] = {
		CreateElementsPort(),
		CreateInstanceIdPort(),
		CreateTmplInstanceNamePort(),
		InputPortConfig_Void( "Remove", "Removes the given MovieClip" ),
		InputPortConfig_Void( 0 ),
		{0}
	};

	static const SOutputPortConfig out_config[] = {
		OutputPortConfig_Void( "OnRemove", "Triggered once the MovieClip was removed" ),
		{0}
	};

	config.pInputPorts  =  in_config;
	config.pOutputPorts = out_config;
	config.sDescription = "Removes a MovieClip";
	config.SetCategory(EFLN_APPROVED);
}
开发者ID:joewan,项目名称:pycmake,代码行数:21,代码来源:FlashUIElementNodes.cpp

示例6: InputPortConfig_Void

// --------------------------------------------------------------
void CFlashUIArrayConcatNode::GetConfiguration( SFlowNodeConfig &config )
{
	static const SInputPortConfig in_config[] = {
		InputPortConfig_Void( "Merge", "Merge the arrays"),
		InputPortConfig<string>( "Array1", UIARGS_DEFAULT_DELIMITER_NAME " separated string" ),
		InputPortConfig<string>( "Array2", UIARGS_DEFAULT_DELIMITER_NAME " separated string" ),
		InputPortConfig_Void( 0 ),
		{0}
	};

	static const SOutputPortConfig out_config[] = {
		OutputPortConfig_Void( "OnMerge", "On merged the arrays" ),
		OutputPortConfig<string>( "Array", UIARGS_DEFAULT_DELIMITER_NAME " separated list" ),
		{0}
	};

	config.pInputPorts  = in_config;
	config.pOutputPorts = out_config;
	config.sDescription = "Merge two Arrays";
	config.SetCategory(EFLN_APPROVED);
}
开发者ID:joewan,项目名称:pycmake,代码行数:22,代码来源:FlashUIArrayNodes.cpp

示例7: InputPortConfig_Void

void CFlowLogNode::GetConfiguration( SFlowNodeConfig& config )
{
    static const SInputPortConfig inconfig[] = {
        InputPortConfig_Void("input"),
        InputPortConfig<string>("message", "no message set"),
        {0}
    };

    config.pInputPorts = inconfig;
    config.pOutputPorts = NULL;
    config.SetCategory(EFLN_DEBUG);
}
开发者ID:souxiaosou,项目名称:FireNET,代码行数:12,代码来源:FlowLogNode.cpp

示例8: CreateVariablesPort

void CFlashUIVariableBaseNode::GetConfiguration( SFlowNodeConfig &config )
{
	static const SInputPortConfig in_config[] = {
		CreateVariablesPort(),
		CreateInstanceIdPort(),
		InputPortConfig_Void( "Set", "Set value" ),
		InputPortConfig_Void( "Get", "Get value" ),
		InputPortConfig_AnyType( "Value", "Value to set" ),
		InputPortConfig_Void( 0 ),
		{0}
	};

	static const SInputPortConfig in_config_tmpl[] = {
		CreateVariablesForTmplPort(),
		CreateInstanceIdPort(),
		CreateTmplInstanceNamePort(),
		InputPortConfig_Void( "Set", "Set value" ),
		InputPortConfig_Void( "Get", "Get value" ),
		InputPortConfig_AnyType( "Value", "Value to set" ),
		InputPortConfig_Void( 0 ),
	};

	static const SOutputPortConfig out_config[] = {
		OutputPortConfig_Void( "OnSet", "On set value" ),
		OutputPortConfig_AnyType( "Value", "Value" ),
		{0}
	};

	config.pInputPorts  =  IsTemplate() ? in_config_tmpl : in_config;
	config.pOutputPorts = out_config;
	config.sDescription = "Access to Variables";
	config.SetCategory(EFLN_APPROVED);
}
开发者ID:joewan,项目名称:pycmake,代码行数:33,代码来源:FlashUIElementNodes.cpp

示例9: CreateMovieClipsPort

void CFlashUIGotoAndPlayBaseNode::GetConfiguration( SFlowNodeConfig &config )
{
	static const SInputPortConfig in_config[] = {
		CreateMovieClipsPort(),
		CreateInstanceIdPort(),
		InputPortConfig_Void( "GotoAndPlay", "GotoAndPlay to frame" ),
		InputPortConfig_Void( "GotoAndStop", "GotoAndStop to frame" ),
		InputPortConfig<int>( "FrameId", -1, "Frame Number, -1 = use FrameName"),
		InputPortConfig<string>( "FrameName", "FrameName, only used if FrameId is set to -1" ),
		InputPortConfig_Void( 0 ),
		{0}
	};

	static const SInputPortConfig in_config_tmpl[] = {
		CreateMovieClipsForTmplPort(),
		CreateInstanceIdPort(),
		CreateTmplInstanceNamePort(),
		InputPortConfig_Void( "GotoAndPlay", "GotoAndPlay to frame" ),
		InputPortConfig_Void( "GotoAndStop", "GotoAndStop to frame" ),
		InputPortConfig<int>( "FrameId", -1, "Frame Number, -1 = use FrameName"),
		InputPortConfig<string>( "FrameName", "FrameName, only used if FrameId is set to -1" ),
		InputPortConfig_Void( 0 ),
	};

	static const SOutputPortConfig out_config[] = {
		OutputPortConfig_Void( "OnGotoAndPlay", "On GotoAndPlay" ),
		OutputPortConfig_Void( "OnGotoAndStop", "On GotoAndStop" ),
		{0}
	};

	config.pInputPorts  =  IsTemplate() ? in_config_tmpl : in_config;
	config.pOutputPorts = out_config;
	config.sDescription = "Access to MovieClips";
	config.SetCategory(EFLN_APPROVED);
}
开发者ID:joewan,项目名称:pycmake,代码行数:35,代码来源:FlashUIElementNodes.cpp

示例10: GetConfiguration

	virtual void GetConfiguration(SFlowNodeConfig& config)
	{
		static const SInputPortConfig inputs[] = {
			InputPortConfig_Void  ("Cloak", _HELP("Trigger to select Cloak Mode")),
			InputPortConfig_Void  ("Strength", _HELP("Trigger to select Strength Mode")),
			InputPortConfig_Void  ("Defense", _HELP("Trigger to select Defense Mode")),
			InputPortConfig_Void  ("Speed", _HELP("Trigger to select Speed Mode")),
			InputPortConfig<float>("Energy", 0.0f, _HELP("Set Energy")),
			InputPortConfig<int>  ("CloakLevel", 1, _HELP("Set cloak level [1-3]")),
			InputPortConfig_Void  ("BreakHUD", _HELP("Trigger to break the HUD, causing it to disappear")),
			InputPortConfig_Void  ("RebootHUD", _HELP("Trigger to reboot the HUD, causing it to appear")),
			{0}
		};
		static const SOutputPortConfig outputs[] = {
			OutputPortConfig_Void  ("Cloak", _HELP("Triggered on Default Mode")),
			OutputPortConfig_Void  ("Strength", _HELP("Triggered on Strength Mode")),
			OutputPortConfig_Void  ("Defense", _HELP("Triggered on Defense Mode")),
			OutputPortConfig_Void  ("Speed", _HELP("Triggered on Speed Mode")),
			OutputPortConfig<float>("Energy", _HELP("Current Energy")),
			OutputPortConfig<int>  ("CloakLevel", _HELP("Current cloak level [set when Cloak mode is active]")),
			// OutputPortConfig_Void  ("BreakHUD", "Triggered on breaking the HUD"),
			// OutputPortConfig_Void  ("RebootHUD", "Triggered on rebooting the HUD"),
			{0}
		};
		config.nFlags |= EFLN_TARGET_ENTITY;
		config.pInputPorts = inputs;
		config.pOutputPorts = outputs;
		config.sDescription = _HELP("NanoSuit Node");
		config.SetCategory(EFLN_WIP);
	}
开发者ID:mrwonko,项目名称:CrysisVR,代码行数:30,代码来源:FlowNanoSuitNodes.cpp

示例11: InputPortConfig_Void

void CFlowSetupModelPostRender::GetConfiguration(SFlowNodeConfig& config)
{
	static const SInputPortConfig inputs[] = {
		InputPortConfig_Void("Start", _HELP("Start rendering")),
		InputPortConfig_Void("Shutdown", _HELP("Shutdown")),
		InputPortConfig<string>( "uiMovieclips_MovieClip",_HELP("MovieClip to attach the texture to") ),
		InputPortConfig<Vec3>( "AmbientLightColor",_HELP("") ),
		InputPortConfig<float>( "AmbientLightStrength", 0.8f, _HELP("") ),
		InputPortConfig<Vec3>( "LightColor1", Vec3(5.f, 6.f, 5.5f), _HELP("") ),
		InputPortConfig<Vec3>( "LightColor2", Vec3(0.7f, 0.7f, 0.7f), _HELP("") ),
		InputPortConfig<Vec3>( "LightColor3", Vec3(0.5f, 1.0f, 0.7f), _HELP("") ),
		InputPortConfig<float>( "DebugScale", 0.0f, _HELP("0 = off, otherwise 0 - 1 to visualize the debugview with UVmap") ),
		{0}
	};
	static const SOutputPortConfig outputs[] = {
		{0}
	};    
	config.pInputPorts = inputs;
	config.pOutputPorts = outputs;
	config.sDescription = _HELP("Add 3d model to HUD RT");
	config.SetCategory(EFLN_APPROVED);
}
开发者ID:danielasun,项目名称:dbho-GameSDK,代码行数:22,代码来源:ModelToHudFlowNodes.cpp

示例12: InputPortConfig_Void

void CFlowNode_AICorpses::GetConfiguration( SFlowNodeConfig& config )
{
	static const SInputPortConfig inp_config[] = 
	{
		InputPortConfig_Void("CleanCorpses", _HELP("Removes all corpses in the level")),
		{0}
	};

	config.sDescription = _HELP( "AI corpse management" );
	config.pInputPorts = inp_config;
	config.pOutputPorts = NULL;
	config.SetCategory(EFLN_APPROVED);
}
开发者ID:PiratesAhoy,项目名称:HeartsOfOak-Core,代码行数:13,代码来源:AINodes.cpp

示例13: GetConfiguration

	void GetConfiguration( SFlowNodeConfig& config )
	{
		static const SInputPortConfig in_ports[] = 
		{
			InputPortConfig_Void( "Attach", _HELP("Trigger to attach accessory on the Actor's weapon" )),
			InputPortConfig_Void( "Detach", _HELP("Trigger to detach accessory from the Actor's weapon" )),
			InputPortConfig<string>( "Weapon", _HELP("Name of weapon the accessory should be attached/detached"), 0, _UICONFIG("enum_global:weapon")),
			InputPortConfig<string>( "Accessory", _HELP("Name of accessory"), 0, _UICONFIG("enum_global:item")),
			{0}
		};
		static const SOutputPortConfig out_ports[] = 
		{
			OutputPortConfig_Void( "Attached", _HELP("Triggered if accessory was attached.")),
			OutputPortConfig_Void( "Detached",  _HELP("Triggered if accessory was detached.")),
			{0}
		};
		config.nFlags |= EFLN_TARGET_ENTITY;
		config.pInputPorts = in_ports;
		config.pOutputPorts = out_ports;
		config.sDescription = _HELP("Attach/Detach [Accessory] from Actor's weapon [Weapon]. Both must be in the Inventory.");
		config.SetCategory(EFLN_WIP);
	}
开发者ID:RenEvo,项目名称:dead6,代码行数:22,代码来源:WeaponNodes.cpp

示例14: InputPortConfig_Void

void ClearAssignmentFlowNode::GetConfiguration( SFlowNodeConfig& config )
{
	static const SInputPortConfig inputPortConfig[] = 
	{
		InputPortConfig_Void("Set"),
		{0}
	};

	config.pInputPorts = inputPortConfig;
	config.sDescription = _HELP("Removes the active assignment. Usable by: All");
	config.nFlags |= EFLN_TARGET_ENTITY;
	config.SetCategory(EFLN_APPROVED);
}
开发者ID:Kufusonic,项目名称:Work-in-Progress-Sonic-Fangame,代码行数:13,代码来源:AIAssignmentNodes.cpp

示例15: CreateElementsPort

//------------------------------------------------------------------------------------------------------
void CFlashUIConstraintsNode::GetConfiguration( SFlowNodeConfig &config )
{
    static const SInputPortConfig in_config[] = {
        CreateElementsPort(),
        CreateInstanceIdPort(),
        InputPortConfig_Void( "set", "Set configuration" ),
        InputPortConfig_Void( "get", "Get configuration" ),
        InputPortConfig<int>( "type", 1, _HELP( "Set positioning type (fixed=fixed position, dynamic=fit screen but keep aspect ratio, fullscreen=scale to fullscreen) "), 0, _UICONFIG( "enum_int:Fixed=0,Fullscreen=1,Dynamic=2" ) ),
        InputPortConfig<int>( "left", "Set left position (fixed mode)" ),
        InputPortConfig<int>( "top", "Set top position (fixed mode)" ),
        InputPortConfig<int>( "width", "Set width (fixed mode)" ),
        InputPortConfig<int>( "height", "Set height (fixed mode)" ),
        InputPortConfig<bool>( "scale", "Set scale" ),
        InputPortConfig<int>( "hAlign", 1, _HELP("Set horizontal align (dynamic mode)"), 0, _UICONFIG("enum_int:Left=0,Middle=1,Right=2")),
        InputPortConfig<int>( "vAlign", 1, _HELP("Set vertical align (dynamic mode)"), 0, _UICONFIG("enum_int:Top=0,Middle=1,Bottom=2")),
        InputPortConfig<bool>( "maximize", "Set if element is maximized (dynamic mode)" ),
        {0}
    };

    static const SOutputPortConfig out_config[] = {
        OutputPortConfig_Void( "OnSet", _HELP("Triggered on set")),
        OutputPortConfig_Void( "OnGet", _HELP("Triggered on get")),
        OutputPortConfig<int>( "type", _HELP("Get positioning type (0=fixed position, 1=scaled to fit screen)")),
        OutputPortConfig<int>( "left", "Get left position" ),
        OutputPortConfig<int>( "top", "Get top position" ),
        OutputPortConfig<int>( "width", "Get width" ),
        OutputPortConfig<int>( "height", "Get height" ),
        OutputPortConfig<bool>( "scale", "Get scale" ),
        OutputPortConfig<int>( "hAlign", "Get horizontal align (0:Left, 1:Middle, 2:Right)"),
        OutputPortConfig<int>( "vAlign", "Get vertical align (0:Bottom, 1:Middle 2:Top"),
        OutputPortConfig<bool>( "maximize", "Get maximize" ),
        {0}
    };

    config.sDescription = "Node to setup constraints for UIElements";
    config.pInputPorts = in_config;
    config.pOutputPorts = out_config;
    config.SetCategory( EFLN_APPROVED );
}
开发者ID:souxiaosou,项目名称:FireNET,代码行数:40,代码来源:FlashUIDisplayNodes.cpp


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