当前位置: 首页>>代码示例>>C++>>正文


C++ Modify函数代码示例

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

UEdGraphPin* UEdGraphNode::CreatePin(EEdGraphPinDirection Dir, const FEdGraphPinType& InPinType, const FString& PinName, int32 Index /*= INDEX_NONE*/)
{
	UEdGraphPin* NewPin = NewObject<UEdGraphPin>(this);
	NewPin->PinName = PinName;
	NewPin->Direction = Dir;

	NewPin->PinType = InPinType;

	NewPin->SetFlags(RF_Transactional);

	if (HasAnyFlags(RF_Transient))
	{
		NewPin->SetFlags(RF_Transient);
	}

	Modify(false);
	if (Pins.IsValidIndex(Index))
	{
		Pins.Insert(NewPin, Index);
	}
	else
	{
		Pins.Add(NewPin);
	}
	return NewPin;
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:26,代码来源:EdGraphNode.cpp

示例2: Modify

void UMovieSceneShotSection::SetShotNameAndNumber(const FText& InDisplayName, int32 InShotNumber)
{
	Modify();

	DisplayName = InDisplayName;
	ShotNumber = InShotNumber;
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:7,代码来源:MovieSceneShotSection.cpp

示例3: Modify

void UEdGraphPin::MakeLinkTo(UEdGraphPin* ToPin)
{
	Modify();

	if (ToPin != NULL)
	{
		ToPin->Modify();

		// Make sure we don't already link to it
		if (!LinkedTo.Contains(ToPin))
		{
			UEdGraphNode* MyNode = GetOwningNode();

			// Check that the other pin does not link to us
			ensureMsg(!ToPin->LinkedTo.Contains(this), *GetLinkInfoString( LOCTEXT("MakeLinkTo", "MakeLinkTo").ToString(), LOCTEXT("IsLinked", "is linked with pin").ToString(), ToPin));			    
			ensureMsg(MyNode->GetOuter() == ToPin->GetOwningNode()->GetOuter(), *GetLinkInfoString( LOCTEXT("MakeLinkTo", "MakeLinkTo").ToString(), LOCTEXT("OuterMismatch", "has a different outer than pin").ToString(), ToPin)); // Ensure both pins belong to the same graph

			// Add to both lists
			LinkedTo.Add(ToPin);
			ToPin->LinkedTo.Add(this);

			GraphPinHelpers::EnableAllConnectedNodes(MyNode);
			GraphPinHelpers::EnableAllConnectedNodes(ToPin->GetOwningNode());
		}
	}
}
开发者ID:johndpope,项目名称:UE4,代码行数:26,代码来源:EdGraphPin.cpp

示例4: Modify

bool UMovieScene::RemoveSpawnable( const FGuid& Guid )
{
	bool bAnythingRemoved = false;
	if( ensure( Guid.IsValid() ) )
	{
		for( auto SpawnableIter( Spawnables.CreateIterator() ); SpawnableIter; ++SpawnableIter )
		{
			auto& CurSpawnable = *SpawnableIter;
			if( CurSpawnable.GetGuid() == Guid )
			{
				Modify();

				{
					UClass* GeneratedClass = CurSpawnable.GetClass();
					UBlueprint* Blueprint = GeneratedClass ? Cast<UBlueprint>(GeneratedClass->ClassGeneratedBy) : nullptr;
					check(nullptr != Blueprint);
					// @todo sequencer: Also remove created Blueprint inner object.  Is this sufficient?  Needs to work with Undo too!
					Blueprint->ClearFlags( RF_Standalone );	// @todo sequencer: Probably not needed for Blueprint
					Blueprint->MarkPendingKill();
				}

				RemoveBinding( Guid );

				// Found it!
				Spawnables.RemoveAt( SpawnableIter.GetIndex() );


				bAnythingRemoved = true;
				break;
			}
		}
	}

	return bAnythingRemoved;
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:35,代码来源:MovieScene.cpp

示例5: Modify

void Beam::AddLayerElement(LayerElement *element)
{

    element->SetParent( this );
    m_children.push_back(element);
    Modify();
}
开发者ID:ianwmoore,项目名称:verovio,代码行数:7,代码来源:beam.cpp

示例6: GetPinInformation

void UAnimGraphNode_BlendListByEnum::RemovePinFromBlendList(UEdGraphPin* Pin)
{
	int32 RawArrayIndex = 0;
	bool bIsPosePin = false;
	bool bIsTimePin = false;
	GetPinInformation(Pin->PinName, /*out*/ RawArrayIndex, /*out*/ bIsPosePin, /*out*/ bIsTimePin);

	const int32 ExposedEnumIndex = (bIsPosePin || bIsTimePin) ? (RawArrayIndex - 1) : INDEX_NONE;

	if (ExposedEnumIndex != INDEX_NONE)
	{
		FScopedTransaction Transaction( LOCTEXT("RemovePin", "RemovePin") );
		Modify();

		// Record it as no longer exposed
		VisibleEnumEntries.RemoveAt(ExposedEnumIndex);

		// Remove the pose from the node
		UProperty* AssociatedProperty;
		int32 ArrayIndex;
		GetPinAssociatedProperty(GetFNodeType(), Pin, /*out*/ AssociatedProperty, /*out*/ ArrayIndex);

		ensure(ArrayIndex == (ExposedEnumIndex + 1));

		// setting up removed pins info 
		RemovedPinArrayIndex = ArrayIndex;
		Node.RemovePose(ArrayIndex);
		ReconstructNode();
		//@TODO: Just want to invalidate the visual representation currently
		FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
	}
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:32,代码来源:AnimGraphNode_BlendListByEnum.cpp

示例7: main

void main()
{
 ABList L;
 printf("nnttWelcom to the information management system!nttt Copyright. Huang Wenbo,2010.n");
 InitList_AB(L);
    load(L);
    system("color 18");
 int flag=1;
 while(flag)
 {
  
  switch(menu())
  {
  case 1:CreatABList(L);break;
  case 2:Increase(L);break;
  case 3:del(L);break;
  case 4:Modify(L);break;
  case 5:search(L);break;
  case 6:save(L);break;
  case 7:destroy(L);break;
  case 8:system("cls");break;
  case 9:flag = 0;printf("ttt欢迎下次使用! nttCopyright.Huang Wenbo,2010.n");
  }
 }
 
}
开发者ID:liujianpc,项目名称:mySource,代码行数:26,代码来源:a.cpp

示例8: assert

void Measure::AddChild(Object *child)
{
    if (child->IsControlElement()) {
        assert(dynamic_cast<ControlElement *>(child));
    }
    else if (child->IsEditorialElement()) {
        assert(dynamic_cast<EditorialElement *>(child));
    }
    else if (child->Is(STAFF)) {
        Staff *staff = dynamic_cast<Staff *>(child);
        assert(staff);
        if (staff && (staff->GetN() < 1)) {
            // This is not 100% safe if we have a <app> and <rdg> with more than
            // one staff as a previous child.
            staff->SetN(this->GetChildCount());
        }
    }
    else {
        LogError("Adding '%s' to a '%s'", child->GetClassName().c_str(), this->GetClassName().c_str());
        assert(false);
    }

    child->SetParent(this);
    m_children.push_back(child);
    Modify();
}
开发者ID:rettinghaus,项目名称:verovio,代码行数:26,代码来源:measure.cpp

示例9: Modify

void AGroupActor::Add(AActor& InActor)
{	
	// See if the incoming actor already belongs to a group
	AGroupActor* InActorParent = AGroupActor::GetParentForActor(&InActor);
	if(InActorParent) // If so, detach it first
	{
		if(InActorParent == this)
		{
			return;
		}
		InActorParent->Modify();
		InActorParent->Remove(InActor);
	}
	
	Modify();
	AGroupActor* InGroupPtr = Cast<AGroupActor>(&InActor);
	if(InGroupPtr)
	{
		check(InGroupPtr != this);
		SubGroups.AddUnique(InGroupPtr);
	}
	else
	{
		GroupActors.AddUnique(&InActor);
		InActor.Modify();
		InActor.GroupActor = this;
	}
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:28,代码来源:GroupActor.cpp

示例10: UpdateVersion_NestedNodes

void UEnvironmentQueryGraph::UpdateVersion()
{
	if (GraphVersion == EQSGraphVersion::Latest)
	{
		return;
	}

	// convert to nested nodes
	if (GraphVersion < EQSGraphVersion::NestedNodes)
	{
		UpdateVersion_NestedNodes();
	}

	if (GraphVersion < EQSGraphVersion::CopyPasteOutersBug)
	{
		UpdateVersion_FixupOuters();
	}

	if (GraphVersion < EQSGraphVersion::BlueprintClasses)
	{
		UpdateVersion_CollectClassData();
	}

	GraphVersion = EQSGraphVersion::Latest;
	Modify();
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:26,代码来源:EnvironmentQueryGraph.cpp

示例11: assert

void ScoreDef::AddStaffGrp( StaffGrp *staffGrp )
{
    assert( m_children.empty() );
	staffGrp->SetParent( this );
	m_children.push_back( staffGrp );
    Modify();
}
开发者ID:raffazizzi,项目名称:verovio,代码行数:7,代码来源:scoredef.cpp

示例12: strdup

/*!
 * \brief Set value of a string item.
 */
bool CNutConfDoc::SetValue(CConfigItem & item, const wxString & strValue)
{
    if (item.m_option) {
        char *newval = strdup(strValue.mb_str());

        /* Check if edited value changed. */
        if (item.m_option->nco_value == NULL || strcmp(item.m_option->nco_value, newval)) {
            /* Remove any previously edited value. */
            if (item.m_option->nco_value) {
                free(item.m_option->nco_value);
                item.m_option->nco_value = NULL;
            }
            /* Check if new value differs from configured value. */
            char *cfgval = GetConfigValue(m_repository, item.m_option->nco_name);
            if ((cfgval == NULL && *newval) || (cfgval && strcmp(cfgval, newval))) {
                item.m_option->nco_value = newval;
                item.m_option->nco_active = 1;
                Modify(true);
            } else {
                free(newval);
            }
            if (cfgval) {
                free(cfgval);
            }
            CNutConfHint hint(&item, nutValueChanged);
            UpdateAllViews(NULL, &hint);
        } else {
            free(newval);
        }
    }
    return true;
}
开发者ID:niziak,项目名称:ethernut-4.9,代码行数:35,代码来源:nutconfdoc.cpp

示例13: Modify

void UStaticMeshComponent::InvalidateLightingCacheDetailed(bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly)
{
	if(bHasCachedStaticLighting)
	{
		// Save the static mesh state for transactions, force it to be marked dirty if we are going to discard any static lighting data.
		Modify(true);

		// Detach the component from the scene for the duration of this function.
		FComponentReregisterContext ReregisterContext(this);

		// Block until the RT processes the unregister before modifying variables that it may need to access
		FlushRenderingCommands();

		Super::InvalidateLightingCacheDetailed(bInvalidateBuildEnqueuedLighting, bTranslationOnly);

		// Discard all cached lighting.
		check(AttachmentCounter.GetValue() == 0);
		IrrelevantLights.Empty();
		for(int32 i = 0; i < LODData.Num(); i++)
		{
			FStaticMeshComponentLODInfo& LODDataElement = LODData[i];
			LODDataElement.LightMap = NULL;
			LODDataElement.ShadowMap = NULL;
		}
	}
	
	if (bInvalidateBuildEnqueuedLighting)
	{
		bStaticLightingBuildEnqueued = false;
	}
}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:31,代码来源:StaticMeshLight.cpp

示例14: FRawStructWriter

void UDataTable::CleanBeforeStructChange()
{
    RowsSerializedWithTags.Reset();
    TemporarilyReferencedObjects.Empty();
    {
        class FRawStructWriter : public FObjectWriter
        {
            TSet<UObject*>& TemporarilyReferencedObjects;
        public:
            FRawStructWriter(TArray<uint8>& InBytes, TSet<UObject*>& InTemporarilyReferencedObjects)
                : FObjectWriter(InBytes), TemporarilyReferencedObjects(InTemporarilyReferencedObjects) {}
            virtual FArchive& operator<<(class UObject*& Res) override
            {
                FObjectWriter::operator<<(Res);
                TemporarilyReferencedObjects.Add(Res);
                return *this;
            }
        };

        FRawStructWriter MemoryWriter(RowsSerializedWithTags, TemporarilyReferencedObjects);
        SaveStructData(MemoryWriter);
    }
    EmptyTable();
    Modify();
}
开发者ID:magetron,项目名称:UnrealEngine4-mod,代码行数:25,代码来源:DataTable.cpp

示例15: Modify

void USimpleConstructionScript::RemoveNode(USCS_Node* Node)
{
	// If it's a root node we are removing, clear it from the list
	if(RootNodes.Contains(Node))
	{
		Modify();

		RootNodes.Remove(Node);

		Node->Modify();

		Node->bIsParentComponentNative = false;
		Node->ParentComponentOrVariableName = NAME_None;
		Node->ParentComponentOwnerClassName = NAME_None;

		ValidateSceneRootNodes();
	}
	// Not the root, so iterate over all nodes looking for the one with us in its ChildNodes array
	else
	{
		USCS_Node* ParentNode = FindParentNode(Node);
		if(ParentNode != NULL)
		{
			ParentNode->Modify();

			ParentNode->ChildNodes.Remove(Node);
		}
	}
}
开发者ID:johndpope,项目名称:UE4,代码行数:29,代码来源:SimpleConstructionScript.cpp


注:本文中的Modify函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。