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C++ IsRegistered函数代码示例

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

void UActorComponent::CreatePhysicsState()
{
	check(IsRegistered());
	check(ShouldCreatePhysicsState());
	check(World->GetPhysicsScene());
	check(!bPhysicsStateCreated);
	bPhysicsStateCreated = true;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:8,代码来源:ActorComponent.cpp

示例2: MarkRenderTransformDirty

void UActorComponent::MarkRenderTransformDirty()
{
	if (IsRegistered() && bRenderStateCreated)
	{
		bRenderTransformDirty = true;
		MarkForNeededEndOfFrameUpdate();
	}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:8,代码来源:ActorComponent.cpp

示例3: checkf

void UActorComponent::RegisterComponentWithWorld(UWorld* InWorld)
{
	checkf(!HasAnyFlags(RF_Unreachable), TEXT("%s"), *GetFullName());

	if(IsPendingKill())
	{
		UE_LOG(LogActorComponent, Log, TEXT("RegisterComponentWithWorld: (%s) Trying to register component with IsPendingKill() == true. Aborting."), *GetPathName());
		return;
	}

	// If the component was already registered, do nothing
	if(IsRegistered())
	{
		UE_LOG(LogActorComponent, Log, TEXT("RegisterComponentWithWorld: (%s) Already registered. Aborting."), *GetPathName());
		return;
	}

	if(InWorld == NULL)
	{
		//UE_LOG(LogActorComponent, Log, TEXT("RegisterComponentWithWorld: (%s) NULL InWorld specified. Aborting."), *GetPathName());
		return;
	}

	// If not registered, should not have a scene
	checkf(World == NULL, TEXT("%s"), *GetFullName());

	// Follow outer chain to see if we can find an Actor
	AActor* Owner = GetOwner();

	ensureMsgf(Owner == NULL || Owner == GetOuter(), TEXT("Component %s is owned by %s by has an Outer of %s."), *GetName(), *Owner->GetName(), *GetOuter()->GetName());

	if ((Owner != NULL) && Owner->GetClass()->HasAnyClassFlags(CLASS_NewerVersionExists))
	{
		UE_LOG(LogActorComponent, Log, TEXT("RegisterComponentWithWorld: Owner belongs to a DEADCLASS"));
		return;
	}

#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
	// Can only register with an Actor if we are created within one
	if(Owner != NULL)
	{
		checkf(!Owner->HasAnyFlags(RF_Unreachable), TEXT("%s"), *GetFullName());
		// can happen with undo because the owner will be restored "next"
		//checkf(!Owner->IsPendingKill(), TEXT("%s"), *GetFullName());

		if(InWorld != GetOwner()->GetWorld())
		{
			// The only time you should specify a scene that is not GetOwner()->GetWorld() is when you don't have an Actor
			UE_LOG(LogActorComponent, Log, TEXT("RegisterComponentWithWorld: (%s) Specifying a world, but an Owner Actor found, and InWorld is not GetOwner()->GetWorld()"), *GetPathName());
		}
	}
#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)

	World = InWorld;

	ExecuteRegisterEvents();
	RegisterAllComponentTickFunctions(true);
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:58,代码来源:ActorComponent.cpp

示例4: check_registered

/*
** check_registered user cancels message, if 'x' is not
** registered (e.g. we don't know yet whether a server
** or user)
*/
int	check_registered(aClient *sptr)
{
	if (!IsRegistered(sptr))
	    {
		sendto_one(sptr, replies[ERR_NOTREGISTERED], ME, "*");
		return -1;
	    }
	return 0;
}
开发者ID:NoelMinamino,项目名称:irc,代码行数:14,代码来源:s_misc.c

示例5: mr_pong

/*
 * mr_pong - registration message handler
 *
 * parv[0] = sender prefix
 * parv[1] = pong response echo
 * NOTE: cptr is always unregistered here
 */
int mr_pong(struct Client* cptr, struct Client* sptr, int parc, char* parv[])
{
  assert(0 != cptr);
  assert(cptr == sptr);
  assert(!IsRegistered(sptr));

  ClearPingSent(cptr);
  return (parc > 1) ? auth_set_pong(cli_auth(sptr), strtoul(parv[parc - 1], NULL, 10)) : 0;
}
开发者ID:Compy,项目名称:Undernet-IRCU,代码行数:16,代码来源:m_pong.c

示例6: check_registered

/*
 * * check_registered user cancels message, if 'x' is not * registered
 * (e.g. we don't know yet whether a server * or user)
 */
int
check_registered(aClient *sptr)
{
   if (!IsRegistered(sptr)) {
      sendto_one(sptr, err_str(ERR_NOTREGISTERED), me.name, "*");
      return -1;
   }
   return 0;
}
开发者ID:mysidia,项目名称:irc2010bahamut,代码行数:13,代码来源:s_misc.c

示例7: m_notice

int     m_notice(struct Client *cptr,
                 struct Client *sptr,
                 int parc,
                 char *parv[])
{
  if (!IsRegistered(cptr))
    return 0;
  return m_message(cptr, sptr, parc, parv, 1);
}
开发者ID:BackupTheBerlios,项目名称:phoenixfn-svn,代码行数:9,代码来源:m_message.c

示例8: operator

FormatPtr FormatManager::operator()(FormatPtr format)
{
    if (!format || IsRegistered(format))
    {
        return format;
    }

    return RegisterFormat(format->type, format->bps, format->sample, format->subsample_w, format->subsample_h);
}
开发者ID:mawen1250,项目名称:Rewrite-Library,代码行数:9,代码来源:format.cpp

示例9: Register

BOOL CParticleGroupManager::Register(CParticleGroup *prototype)
{
	if(prototype == NULL) return FALSE;
	if( prototype->GetName() == "" || IsRegistered(prototype->GetName()) ) return FALSE;

	my_map::value_type registerTri( prototype->GetName(), prototype );
	//등록 성공 or 실패 정보를 리턴
	return m_mapRegistered.insert( registerTri ).second;
}
开发者ID:RocketersAlex,项目名称:LCSource,代码行数:9,代码来源:CParticleGroupManager.cpp

示例10: cap_ls

static void
cap_ls(struct Client *source_p, const char *arg)
{
	if(!IsRegistered(source_p))
		source_p->flags |= FLAGS_CLICAP;

	/* list of what we support */
	clicap_generate(source_p, "LS", 0, 0);
}
开发者ID:Macs,项目名称:NeoIRCd,代码行数:9,代码来源:m_cap.c

示例11: SetChildActorClass

void UChildActorComponent::SetChildActorClass(TSubclassOf<AActor> Class)
{
	ChildActorClass = Class;
	if (IsRegistered())
	{
		DestroyChildActor();
		CreateChildActor();
	}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:9,代码来源:ChildActorComponent.cpp

示例12: m_pong

/*
** m_pong
**      parv[0] = sender prefix
**      parv[1] = origin
**      parv[2] = destination
*/
int     m_pong(struct Client *cptr,
               struct Client *sptr,
               int parc,
               char *parv[])
{
  struct Client *acptr = NULL;
  char  *origin, *destination;

  if (parc < 2 || *parv[1] == '\0')
    {
      sendto_one(sptr, form_str(ERR_NOORIGIN), me.name, parv[0]);
      return 0;
    }

  origin = parv[1];
  destination = parv[2];

  /* Now attempt to route the PONG, comstud pointed out routable PING
   * is used for SPING.  routable PING should also probably be left in
   *        -Dianora
   * That being the case, we will route, but only for registered clients (a
   * case can be made to allow them only from servers). -Shadowfax
   */
  if (!EmptyString(destination) && irccmp(destination, me.name) != 0
                && IsRegistered(sptr))
    {
      if ((acptr = find_client(destination, NULL)) ||
          (acptr = find_server(destination)))
        sendto_one(acptr,":%s PONG %s %s",
                   parv[0], origin, destination);
      else
        {
          sendto_one(sptr, form_str(ERR_NOSUCHSERVER),
                     me.name, parv[0], destination);
          return 0;
        }
    }
  else
    {
      if (MyConnect(sptr))
      {
        sptr->flags &= ~FLAGS_PINGSENT;
#ifdef NEED_SPLITCODE
#ifdef SPLIT_PONG
        if (IsServer(sptr))
          got_server_pong = 1;
#endif
#endif
      }
#ifdef  DEBUGMODE
      Debug((DEBUG_NOTICE, "PONG: %s %s", origin,
           destination ? destination : "*"));
#endif
    }
  return 0;
}
开发者ID:grawity,项目名称:ircd-hybrid-6,代码行数:62,代码来源:m_pong.c

示例13: MarkRenderStateDirty

void UActorComponent::MarkRenderStateDirty()
{
	// If registered and has a render state to make as dirty
	if((!bRenderStateDirty || !GetWorld()) && IsRegistered() && bRenderStateCreated)
	{
		// Flag as dirty
		bRenderStateDirty = true;
		MarkForNeededEndOfFrameRecreate();
	}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:10,代码来源:ActorComponent.cpp

示例14: ReregisterComponent

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

	FComponentReregisterContext(this);
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:10,代码来源:ActorComponent.cpp

示例15: MarkRenderDynamicDataDirty

void UActorComponent::MarkRenderDynamicDataDirty()
{
	// If registered and has a render state to make as dirty
	if(IsRegistered() && bRenderStateCreated)
	{
		// Flag as dirty
		bRenderDynamicDataDirty = true;
		MarkForNeededEndOfFrameUpdate();
	}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:10,代码来源:ActorComponent.cpp


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