本文整理汇总了C++中Resume函数的典型用法代码示例。如果您正苦于以下问题:C++ Resume函数的具体用法?C++ Resume怎么用?C++ Resume使用的例子?那么, 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Resume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: Resume
void UploadJob::HandleOverwriteReply( Message* pcMsg )
{
int nResponse;
bool bPersistent = false;
pcMsg->FindInt32( "userResponse", &nResponse );
pcMsg->FindBool( "persistent", &bPersistent );
if( nResponse == RESPONSE_YES ) {
if( bPersistent ) SetOverwritePolicy( OP_OVERWRITE );
Resume();
} else if( nResponse == RESPONSE_NO ) {
if( bPersistent ) SetOverwritePolicy( OP_SKIP );
m_nStatus = STATUS_SKIPPED;
FinaliseJob();
if( m_pcParent ) m_pcParent->ChildTransferFinished( NULL, -1, this );
}
else DEBUG("UploadJob::HandleOverwriteReply: Got unexpected response %i!\n", nResponse );
}
示例2: memset
/// <summary>
/// Get WOW64 thread context
/// </summary>
/// <param name="ctx">Returned context</param>
/// <param name="flags">Context flags.</param>
/// <param name="dontSuspend">true if thread shouldn't be suspended before retrieving context</param>
/// <returns>true on success</returns>
bool Thread::GetContext( _CONTEXT32& ctx, DWORD flags /*= CONTEXT_ALL*/, bool dontSuspend /*= false*/ )
{
bool result = false;
memset( &ctx, 0x00, sizeof(ctx) );
ctx.ContextFlags = flags;
if (dontSuspend || Suspend())
{
result = (_core->native()->GetThreadContextT( _handle, ctx ) == STATUS_SUCCESS);
if (!dontSuspend)
Resume();
}
return result;
}
示例3: Resume
void
nsSMILTimeContainer::Begin()
{
Resume(PAUSE_BEGIN);
if (mPauseState) {
mNeedsPauseSample = PR_TRUE;
}
// This is a little bit complicated here. Ideally we'd just like to call
// Sample() and force an initial sample but this turns out to be a bad idea
// because this may mean that NeedsSample() no longer reports true and so when
// we come to the first real sample our parent will skip us over altogether.
// So we force the time to be updated and adopt the policy to never call
// Sample() ourselves but to always leave that to our parent or client.
UpdateCurrentTime();
}
示例4: Resume
// SetTo
bool
NameIndexEntryIterator::SetTo(NameIndex *index, const char *name,
bool ignoreValue)
{
Resume();
fIndex = index;
fSuspended = false;
fIsNext = false;
if (fIndex) {
if (ignoreValue) {
fIndex->fEntries->GetIterator(&fIterator);
return fIterator.GetCurrent();
}
return fIndex->fEntries->FindFirst(name, &fIterator);
}
return false;
}
示例5: assert
HRESULT CWinThread::CreateNoCRT( IWinRunnable* piRunnable )
{
assert(!m_h);
assert(piRunnable);
if (m_h)
return AtlHresultFromWin32(ERROR_ALREADY_INITIALIZED);
if (!piRunnable)
return E_POINTER;
m_h = ::CreateThread(NULL, 0, RunThreadFuncNoCRT, piRunnable, CREATE_SUSPENDED, NULL);
if (!m_h)
return GetLastError() ? AtlHresultFromLastError() : E_FAIL;
Resume();
return S_OK;
}
示例6: Start
bool
Start()
{
if (gSession) {
return false;
}
if (!LoadDTPerformanceLibrary()) {
return false;
}
AutoReleased<CFStringRef> process =
CFStringCreateWithFormat(kCFAllocatorDefault, nullptr, CFSTR("%d"),
getpid());
if (!process) {
return false;
}
CFErrorRef error = nullptr;
gSession = DTPerformanceSessionCreate(nullptr, process, nullptr, &error);
if (!gSession) {
return Error(error);
}
AutoReleased<CFNumberRef> interval =
CFNumberCreate(0, kCFNumberIntType, &kSamplingInterval);
if (!interval) {
return false;
}
CFStringRef keys[1] = { CFSTR(DTPerformanceSession_Option_SamplingInterval) };
CFNumberRef values[1] = { interval };
AutoReleased<CFDictionaryRef> options =
CFDictionaryCreate(kCFAllocatorDefault, (const void**)keys,
(const void**)values, 1, &kCFTypeDictionaryKeyCallBacks,
&kCFTypeDictionaryValueCallBacks);
if (!options) {
return false;
}
if (!DTPerformanceSessionAddInstrument(gSession,
CFSTR(DTPerformanceSession_TimeProfiler),
options, nullptr, &error)) {
return Error(error);
}
return Resume();
}
示例7: connect
void BatchGUI::SetupConnect()
{
connect( this->ui.addButton, SIGNAL(clicked()), this, SLOT(AddProcess()) );
//
connect( this->ui.beginButton, SIGNAL(clicked()), this, SLOT(BeginProcess()) );
//
connect( this->ui.appButton, SIGNAL(clicked()), this, SLOT(SelectFile()) );
//
connect( this->ui.cleanButton, SIGNAL(clicked()), this, SLOT(CleanAll()) );
//
connect( this->ui.stopButton, SIGNAL(clicked()), this, SLOT(StopAll()) );
//
connect( this->ui.resumeButton, SIGNAL(clicked()), this, SLOT(Resume()) );
//
connect( this->ui.resetButton, SIGNAL(clicked()), this, SLOT(ResetAll()) );
return;
}
示例8: Resume
void GameTable::TogglePause()
{
if (isPaused)
{
isPaused = false;
state = prevState;
Resume();
}
else
{
isPaused = true;
prevState = state;
state = GameTableState::Paused;
Pause();
}
}
示例9: GetConsoleInt
LTBOOL CLoadingScreen::Show(LTBOOL bRun)
{
if (bRun && !GetConsoleInt("DynamicLoadScreen",1))
bRun = LTFALSE;
// Make sure we're in the correct state
if (m_eCurState == STATE_NONE)
{
if (!Init())
return LTFALSE;
}
if (m_eCurState != STATE_INIT)
return LTFALSE;
// Turn off the cursor
g_pCursorMgr->UseCursor(LTFALSE);
// Set up the FarZ & turn off fog (farz of 0 is bogus)
m_nOldFarZ = GetConsoleInt("FarZ", 10000);
m_nOldFarZ = m_nOldFarZ == 0 ? 10000 : m_nOldFarZ;
m_bOldFogEnable = (LTBOOL) GetConsoleInt("FogEnable", 0);
g_pGameClientShell->SetFarZ(10000);
WriteConsoleInt("FogEnable", 0);
// Make sure we're not in optimized 2D mode (happens sometimes...)
g_pLTClient->EndOptimized2D();
// Go into the right state..
m_eCurState = STATE_SHOW;
// Update once so the screen's showing
Update();
// Start updating if they wanted it to..
if (bRun)
return Resume();
// Ok, it's visible or active
return LTTRUE;
}
示例10: PauseThread
bool MT_Thread::StartThread(){
//如果已經启动则返回
if(m_hHandle !=NULL){
PauseThread(false);
Resume();
return true;
}
//不暂停
m_bPause = false;
//不退出循环调用
m_bExit = false;
//开始线程
m_hHandle = (HANDLE)_beginthreadex(NULL,0,MT_Thread::Run,(void*)this,0,&m_iThreadID);
//如果线程创建失败
if(m_hHandle==NULL)
return false;
return true;
}
示例11: LogError
bool MonsterAI::BeginSkill(long skillId, long skillLvl, long x, long y, CMoveShape* target)
{
if (target == NULL)
{
LogError(AI_MODULE, "Target object is null.");
return false;
}
LogDebug(AI_MODULE, "skillId=%d, skillLvl=%d, x=%d, y=%d, target=%s",
skillId, skillLvl, x, y, target->GetExID().tostring());
CMonster *monster = static_cast<CMonster*>(GetOwner());
monster->InitSkillInstance(skillId, skillLvl, 0, 0, 0, NULL_GUID, 5);
if(!BaseAI::BeginSkill(monster->GetInstanceSkill(), x, y, target))
{
Resume(OPER_FAILED_TIME);
return false;
}
return true;
}
示例12: Clear
void PauseMenu::DoRestart()
{
auto engine = STGEngine::GetInstance();
auto scene = (GameScene*)Game::GetInstance()->GetScene().Get();
scene->STGFadeOut(30);
auto scheduler = scene->GetScheduler();
Ptr<FrameTimer> timer = Ptr<FrameTimer>::New();
timer->SetFrame(30);
timer->run = [this, scene, engine]()
{
scene->Restart();
Clear();
Resume();
};
scheduler->AddFrameTimer(timer);
EventSystem::GetInstance()->UnRegisterKeyDownListener(this);
}
示例13: while
int LLBC_ThreadManager::ResumeAll()
{
for (int i = 0; i < LLBC_CFG_THREAD_MAX_THREAD_NUM; i++)
{
LLBC_ThreadDescriptor *threadDesc = _threads[i];
while (threadDesc)
{
LLBC_ThreadDescriptor *tmpThreadDesc = threadDesc;
threadDesc = threadDesc->GetThreadNext();
if (Resume(tmpThreadDesc->GetHandle()) != LLBC_OK)
{
return LLBC_FAILED;
}
}
}
return LLBC_OK;
}
示例14: GetPreferredSound
bool CCE3SoundWrapper::IsPlaying()
{
if ( IsActive() )
{
// Returns true if at least one sound is playing
ISound* sound = GetPreferredSound();
bool bPlaying = IsSoundPlaying( sound );
if ( !bPlaying && !m_bPaused && !m_sSoundOrEvent.empty() )
{
Resume(); // restore consistency
}
return IsSoundPlaying( sound );
}
return false;
}
示例15: defined
void CMyControl::Poll()
{
super::Poll();
#if defined(HOLD_PIN) && defined(RESUME_PIN)
if (IsHold())
{
if (_resume.IsOn())
{
Resume();
}
}
else if (_hold.IsOn())
{
Hold();
}
#endif
}