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);
}
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);
}
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);
}
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);
}
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);
}
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);
}
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);
}
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);
}
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);
}
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);
}
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);
}
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);
}
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);
}
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);
}
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 );
}