本文整理汇总了C++中MAKEHASH函数的典型用法代码示例。如果您正苦于以下问题:C++ MAKEHASH函数的具体用法?C++ MAKEHASH怎么用?C++ MAKEHASH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MAKEHASH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: MAKEHASH
/*virtual*/ void WBActionEldGoToLevel::InitializeFromDefinition( const SimpleString& DefinitionName )
{
WBAction::InitializeFromDefinition( DefinitionName );
MAKEHASH( DefinitionName );
STATICHASH( GoToNextLevel );
m_GoToNextLevel = ConfigManager::GetBool( sGoToNextLevel, false, sDefinitionName );
STATICHASH( GoToPrevLevel );
m_GoToPrevLevel = ConfigManager::GetBool( sGoToPrevLevel, false, sDefinitionName );
STATICHASH( ReturnToHub );
m_ReturnToHub = ConfigManager::GetBool( sReturnToHub, false, sDefinitionName );
STATICHASH( Restart );
m_Restart = ConfigManager::GetBool( sRestart, false, sDefinitionName );
STATICHASH( FullRestart );
m_FullRestart = ConfigManager::GetBool( sFullRestart, false, sDefinitionName );
STATICHASH( Immediate );
m_Immediate = ConfigManager::GetBool( sImmediate, false, sDefinitionName );
STATICHASH( Level );
m_Level = ConfigManager::GetString( sLevel, "", sDefinitionName );
MAKEHASH( m_Level );
STATICHASH( WorldDef );
m_WorldDef = ConfigManager::GetHash( sWorldDef, HashedString::NullString, sm_Level );
}
示例2: MAKEHASH
void UIWidgetText::UpdatePosition()
{
MAKEHASH( m_Archetype );
MAKEHASH( m_Name );
STATICHASH( DisplayWidth );
const float DisplayWidth = ConfigManager::GetFloat( sDisplayWidth );
const float ParentWidth = m_OriginParent ? m_OriginParent->GetWidth() : DisplayWidth;
const float ParentX = m_OriginParent ? Ceiling( m_OriginParent->GetX() ) : 0.0f;
STATICHASH( DisplayHeight );
const float DisplayHeight = ConfigManager::GetFloat( sDisplayHeight );
const float ParentHeight = m_OriginParent ? m_OriginParent->GetHeight() : DisplayHeight;
const float ParentY = m_OriginParent ? Ceiling( m_OriginParent->GetY() ) : 0.0f;
STATICHASH( PixelX );
STATICHASH( PixelOffsetX );
STATICHASH( ScreenX );
float X =
ConfigManager::GetArchetypeFloat( sPixelOffsetX, sm_Archetype, 0.0f, sm_Name ) +
Pick(
ConfigManager::GetArchetypeFloat( sPixelX, sm_Archetype, 0.0f, sm_Name ),
ParentWidth * ConfigManager::GetArchetypeFloat( sScreenX, sm_Archetype, 0.0f, sm_Name ) );
STATICHASH( PixelY );
STATICHASH( PixelOffsetY );
STATICHASH( ScreenY );
float Y =
ConfigManager::GetArchetypeFloat( sPixelOffsetY, sm_Archetype, 0.0f, sm_Name ) +
Pick(
ConfigManager::GetArchetypeFloat( sPixelY, sm_Archetype, 0.0f, sm_Name ),
ParentHeight * ConfigManager::GetArchetypeFloat( sScreenY, sm_Archetype, 0.0f, sm_Name ) );
// Get dimensions so we can do different origins
Array<STypesetGlyph> UnusedTypesetting;
Vector2 Dimensions;
Array<unicode_t> CodePoints;
GetString().UTF8ToUnicode( CodePoints );
m_Font->Arrange( CodePoints, SRect( 0.0f, 0.0f, m_WrapWidth, 0.0f ), UnusedTypesetting, Dimensions );
AdjustDimensionsToParent( X, Y, Dimensions.x, Dimensions.y, ParentX, ParentY, ParentWidth, ParentHeight );
GetPositionFromOrigin( X, Y, Dimensions.x, Dimensions.y );
STATICHASH( ClampToPixelGrid );
m_ClampToPixelGrid = ConfigManager::GetArchetypeBool( sClampToPixelGrid, sm_Archetype, true, sm_Name );
if( m_ClampToPixelGrid )
{
// Add 0.5 to compensate for font UVs being on half pixel intervals.
m_TopLeft.x = Round( m_TopLeft.x ) + 0.5f;
m_TopLeft.y = Round( m_TopLeft.y ) + 0.5f;
}
// Offset to properly align on pixel grid.
const float PixelGridOffset = GetPixelGridOffset();
m_TopLeft.x -= PixelGridOffset;
m_TopLeft.y -= PixelGridOffset;
}
示例3: STATICHASH
const SimpleString EldritchGame::GetRIPLevel()
{
STATICHASH( EldritchWorld );
STATICHASH( DefaultRIPName );
const SimpleString DefaultRIPName = ConfigManager::GetString( sDefaultRIPName, "", sEldritchWorld );
MAKEHASH( m_CurrentLevelName );
STATICHASH( RIPName );
const SimpleString RIPLevelName = ConfigManager::GetString( sRIPName, DefaultRIPName.CStr(), sm_CurrentLevelName );
MAKEHASH( RIPLevelName );
const SimpleString RIPLevel = ConfigManager::GetLocalizedString( sRIPLevelName, "" );
return RIPLevel;
}
示例4: STATICHASH
void WBPEConstantBool::InitializeFromDefinition( const SimpleString& DefinitionName )
{
STATICHASH( Value );
MAKEHASH( DefinitionName );
m_Value = ConfigManager::GetBool( sValue, false, sDefinitionName );
}
示例5: MAKEHASH
void UIScreenEldBindInputs::CreateLabelWidgetDefinition()
{
m_LabelWidgetDefinitionName = SimpleString::PrintF( "_BindLabel%d", m_ExposedInputIndex );
const SimpleString LabelString = SimpleString::PrintF( "Bind%s", m_ExposedInput.CStr() );
MAKEHASH( m_LabelWidgetDefinitionName );
STATICHASH( UIWidgetType );
ConfigManager::SetString( sUIWidgetType, "Text", sm_LabelWidgetDefinitionName );
STATICHASH( Archetype );
ConfigManager::SetString( sArchetype, m_ArchetypeName.CStr(), sm_LabelWidgetDefinitionName );
STATICHASH( Parent );
ConfigManager::SetString( sParent, m_Parent.CStr(), sm_LabelWidgetDefinitionName );
STATICHASH( String );
ConfigManager::SetString( sString, LabelString.CStr(), sm_LabelWidgetDefinitionName );
STATICHASH( PixelX );
ConfigManager::SetFloat( sPixelX, m_Column0X, sm_LabelWidgetDefinitionName );
STATICHASH( PixelY );
ConfigManager::SetFloat( sPixelY, m_Y, sm_LabelWidgetDefinitionName );
}
示例6: MAKEHASH
void EldritchGame::RequestGoToPrevLevel()
{
XTRACE_FUNCTION;
MAKEHASH( m_CurrentLevelName );
STATICHASH( PrevLevel );
const SimpleString PrevLevelName = ConfigManager::GetString( sPrevLevel, "", sm_CurrentLevelName );
MAKEHASH( PrevLevelName );
STATICHASH( WorldDef );
const HashedString PrevWorldDef = ConfigManager::GetHash( sWorldDef, HashedString::NullString, sPrevLevelName );
RequestGoToLevel( PrevLevelName, PrevWorldDef, false );
}
示例7: ASSERT
void InputContext::Initialize( const SimpleString& DefinitionName, InputSystem* const pInputSystem )
{
ASSERT( pInputSystem );
// Use "InputContext_DummyInput" instead of NullString as the default, so that we can validly redirect to a null input.
STATIC_HASHED_STRING( InputContext_DummyInput );
MAKEHASH( DefinitionName );
STATICHASH( Suppress );
m_SuppressUnredirectedInputs = ConfigManager::GetInheritedBool( sSuppress, false, sDefinitionName );
const uint NumInputs = pInputSystem->m_Inputs.Size();
for( uint InputIndex = 0; InputIndex < NumInputs; ++InputIndex )
{
const InputSystem::SInput& Input = pInputSystem->m_Inputs[ InputIndex ];
const HashedString RedirectedInput = ConfigManager::GetInheritedHash( Input.m_String, sInputContext_DummyInput, sDefinitionName );
if( RedirectedInput != sInputContext_DummyInput )
{
m_InputRedirects[ Input.m_Hash ] = RedirectedInput;
}
}
const uint NumAnalogInputs = pInputSystem->m_AnalogInputs.Size();
for( uint AnalogInputIndex = 0; AnalogInputIndex < NumAnalogInputs; ++AnalogInputIndex )
{
const InputSystem::SAnalogInput& AnalogInput = pInputSystem->m_AnalogInputs[ AnalogInputIndex ];
const HashedString RedirectedInput = ConfigManager::GetInheritedHash( AnalogInput.m_String, sInputContext_DummyInput, sDefinitionName );
if( RedirectedInput != sInputContext_DummyInput )
{
m_InputRedirects[ AnalogInput.m_Hash ] = RedirectedInput;
}
}
}
示例8: MAKEHASH
/*virtual*/ void WBPEGetState::InitializeFromDefinition( const SimpleString& DefinitionName )
{
MAKEHASH( DefinitionName );
STATICHASH( EntityPE );
m_EntityPE = WBParamEvaluatorFactory::Create( ConfigManager::GetString( sEntityPE, "", sDefinitionName ) );
}
示例9: STATICHASH
void EldritchFramework::InitializeDLC() {
STATICHASH(NumDLC);
const uint NumDLC = ConfigManager::GetInt(sNumDLC);
for (uint DLCIndex = 0; DLCIndex < NumDLC; ++DLCIndex) {
const SimpleString DLCName =
ConfigManager::GetSequenceString("DLC%d", DLCIndex, "");
MAKEHASH(DLCName);
STATICHASH(PackageFilename);
const SimpleString PackageFilename =
ConfigManager::GetString(sPackageFilename, "", sDLCName);
// DLC will always preempt base content (so it can be used for patching as
// well as DLC per se).
PackStream::StaticAddPackageFile(PackageFilename.CStr(), true);
// Load config files for DLC, if DLC was successfully loaded.
// (We can't check a return value from StaticAddPackageFile, because I won't
// have package
// files during development but it still needs to load loose DLC files.)
STATICHASH(NumConfigFiles);
const uint NumConfigFiles =
ConfigManager::GetInt(sNumConfigFiles, 0, sDLCName);
for (uint ConfigFileIndex = 0; ConfigFileIndex < NumConfigFiles;
++ConfigFileIndex) {
const SimpleString ConfigFile = ConfigManager::GetSequenceString(
"ConfigFile%d", ConfigFileIndex, "", sDLCName);
if (PackStream::StaticFileExists(ConfigFile.CStr())) {
ConfigManager::Load(PackStream(ConfigFile.CStr()));
}
}
}
}
示例10: STATICHASH
void WBPEConstantFloat::InitializeFromDefinition( const SimpleString& DefinitionName )
{
STATICHASH( Value );
MAKEHASH( DefinitionName );
m_Value = ConfigManager::GetFloat( sValue, 0.0f, sDefinitionName );
}
示例11: MAKEHASH
void RodinBTNodeLog::InitializeFromDefinition(
const SimpleString& DefinitionName) {
MAKEHASH(DefinitionName);
STATICHASH(Message);
m_Message = ConfigManager::GetString(sMessage, "", sDefinitionName);
}
示例12: MAKEHASH
/*virtual*/ void WBCompEldSensorVision::InitializeFromDefinition( const SimpleString& DefinitionName )
{
Super::InitializeFromDefinition( DefinitionName );
MAKEHASH( DefinitionName );
STATICHASH( EyeOffsetZ );
m_EyeOffsetZ = ConfigManager::GetInheritedFloat( sEyeOffsetZ, 0.0f, sDefinitionName );
STATICHASH( Radius );
m_RadiusSq = Square( ConfigManager::GetInheritedFloat( sRadius, 0.0f, sDefinitionName ) );
STATICHASH( ConeAngle );
m_ConeCos = Cos( DEGREES_TO_RADIANS( ConfigManager::GetInheritedFloat( sConeAngle, 0.0f, sDefinitionName ) ) );
STATICHASH( ConeScaleZ );
const float ConeScaleZ = ConfigManager::GetInheritedFloat( sConeScaleZ, 0.0f, sDefinitionName );
m_ConeInvZScale = ( ConeScaleZ > 0.0f ) ? ( 1.0f / ConeScaleZ ) : ConeScaleZ;
STATICHASH( CertaintyFalloffRadius );
m_CertaintyFalloffRadius = ConfigManager::GetInheritedFloat( sCertaintyFalloffRadius, 0.0f, sDefinitionName );
STATICHASH( DistanceCertaintyFactor );
m_DistanceCertaintyFactor = ConfigManager::GetInheritedFloat( sDistanceCertaintyFactor, 0.0f, sDefinitionName );
STATICHASH( CertaintyVelocity );
m_CertaintyVelocity = ConfigManager::GetInheritedFloat( sCertaintyVelocity, 0.0f, sDefinitionName );
STATICHASH( CertaintyDecay );
m_CertaintyDecay = ConfigManager::GetInheritedFloat( sCertaintyDecay, 0.0f, sDefinitionName );
}
示例13: memcpy_s
// Make deep copies so the caller can delete its arrays
// (I chose to do this because it's synonymous with copying
// verts into D3D buffers.)
void BoneArray::Init( HashedString* BoneNames, SBone* Bones, const char* MeshFilename, Animation* Animations, int NumFrames, int NumBones, int NumAnims )
{
m_NumFrames = NumFrames;
m_NumBones = NumBones;
m_NumAnimations = NumAnims;
int TotalBones = m_NumFrames * m_NumBones;
m_BoneNames = new HashedString[ NumBones ];
memcpy_s( m_BoneNames, sizeof( HashedString ) * NumBones, BoneNames, sizeof( HashedString ) * NumBones );
m_Bones = new SBone[ TotalBones ];
memcpy_s( m_Bones, sizeof( SBone ) * TotalBones, Bones, sizeof( SBone ) * TotalBones );
m_Animations = new Animation[ NumAnims ];
memcpy_s( m_Animations, sizeof( Animation ) * NumAnims, Animations, sizeof( Animation ) * NumAnims );
// Set runtime anim properties from config
STATICHASH( AnimationMap );
MAKEHASH( MeshFilename );
SimpleString AnimationMapName = ConfigManager::GetString( sMeshFilename, "", sAnimationMap );
for( int AnimIndex = 0; AnimIndex < NumAnims; ++AnimIndex )
{
Animation& Animation = m_Animations[ AnimIndex ];
Animation.InitializeFromDefinition( SimpleString::PrintF( "%s:%s", AnimationMapName.CStr(), Animation.m_Name ) );
}
}
示例14: STATICHASH
RodinBTNode* RodinBTNodeFactory::Create(
const SimpleString& DefinitionName,
WBCompRodinBehaviorTree* const pBehaviorTree) {
STATICHASH(NodeType);
MAKEHASH(DefinitionName);
HashedString NodeType =
ConfigManager::GetHash(sNodeType, "", sDefinitionName);
Map<HashedString, RodinBTNodeFactoryFunc>::Iterator FactoryIter =
sFactoryFuncMap.Search(NodeType);
if (FactoryIter.IsNull()) {
PRINTF("Invalid type requested for RodinBTNode %s.\n",
DefinitionName.CStr());
WARNDESC("Invalid RodinBTNode type requested.");
return nullptr;
}
RodinBTNodeFactoryFunc pFactory = (*FactoryIter);
ASSERT(pFactory);
RodinBTNode* pNewNode = pFactory();
ASSERT(pNewNode);
pNewNode->m_DefinitionName = DefinitionName;
pNewNode->m_BehaviorTree = pBehaviorTree;
pNewNode->InitializeFromDefinition(DefinitionName);
return pNewNode;
}
示例15: MAKEHASH
void WBPERodinBlackboardGet::InitializeFromDefinition( const SimpleString& DefinitionName )
{
MAKEHASH( DefinitionName );
STATICHASH( BlackboardKey );
m_BlackboardKey = ConfigManager::GetHash( sBlackboardKey, HashedString::NullString, sDefinitionName );
}