本文整理汇总了C++中debug_new函数的典型用法代码示例。如果您正苦于以下问题:C++ debug_new函数的具体用法?C++ debug_new怎么用?C++ debug_new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debug_new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: debug_new
// Creation
LTBOOL CListCtrl::Create ( int nHeight, LTBOOL bUseArrows, int nArrowOffset)
{
m_nHeight=nHeight;
m_bCreated=LTTRUE;
if (bUseArrows)
{
m_bArrows = LTTRUE;
m_nArrowOffset = nArrowOffset;
//Add Server Arrows
m_pUp = debug_new(CBitmapCtrl);
if (!m_pUp->Create(g_pLTClient,"interface\\ListArrowUp.pcx","interface\\ListArrowUpH.pcx","interface\\ListArrowUpD.pcx"))
{
debug_delete(m_pUp);
m_pUp = LTNULL;
}
m_pDown = debug_new(CBitmapCtrl);
if (!m_pDown->Create(g_pLTClient,"interface\\ListArrowDn.pcx","interface\\ListArrowDnH.pcx","interface\\ListArrowDnD.pcx"))
{
debug_delete(m_pDown);
m_pDown = LTNULL;
}
}
return LTTRUE;
}
示例2: UpdateLayout
LTBOOL CHUDMessageQueue::Init()
{
UpdateLayout();
g_pLTClient->RegisterConsoleProgram("SimulateChat", SimulateChatFn);
ASSERT(m_nMaxActiveMsgs);
if (!m_nMaxActiveMsgs) return LTFALSE;
m_ActiveMsgs.reserve(m_nMaxActiveMsgs);
m_HistoryMsgs.reserve(m_nMaxHistoryMsgs);
m_History.reserve(32);
MsgCreate fmt = m_MsgFormat;
fmt.sString = "";
fmt.fDuration = 0.0f;
for (int i = 0; i < m_nMaxActiveMsgs; i++)
{
CHUDMessage *pMsg = debug_new(CHUDMessage);
if (pMsg->Create(fmt))
{
pMsg->Show(LTFALSE);
m_ActiveMsgs.push_back(pMsg);
}
else
{
debug_delete(pMsg);
}
}
for (i = 0; i < m_nMaxHistoryMsgs; i++)
{
CHUDMessage *pMsg = debug_new(CHUDMessage);
if (pMsg->Create(fmt))
{
pMsg->Show(LTFALSE);
m_HistoryMsgs.push_back(pMsg);
}
else
{
debug_delete(pMsg);
}
}
return LTTRUE;
}
示例3: Init
CScreenSprite * CScreenSpriteMgr::CreateScreenSprite(char * pFile, bool bExpires, ScreenSpriteLayer eLayer)
{
// Make sure the ScreenSpriteMgr is operational
if (!m_bInitialized)
Init();
CScreenSprite * pSpr = debug_new(CScreenSprite);
pSpr->Init();
bool bResult = GiveSpriteResources(pSpr, pFile);
if (!bResult)
{
debug_delete(pSpr);
return LTNULL;
}
pSpr->SetExpiration(bExpires);
pSpr->m_eLayer = eLayer; // determine the draw-order with the layer number
// m_SpriteArray.push_back(pSpr);
ScreenSpriteArray::iterator iter = m_SpriteArray.begin();
while (iter != m_SpriteArray.end())
{
if (pSpr->m_eLayer <= (*iter)->m_eLayer)
{
m_SpriteArray.insert(iter, pSpr);
return pSpr;
}
iter++;
}
// pSpr didn't come before anything in the array, or the array is empty. Add it
m_SpriteArray.push_back(pSpr);
return pSpr;
}
示例4: debug_new
void CIntelItemList::Load(ILTMessage_Read *pMsg)
{
if (!pMsg) return;
uint16 nCount = pMsg->Readuint16();
uint16 i = 0;
for (i=0; i < nCount; i++)
{
INTEL_ITEM *pItem = LTNULL;
if (i < m_IntelArray.size())
{
pItem = m_IntelArray[i];
}
else
{
pItem = debug_new(INTEL_ITEM);
m_IntelArray.push_back(pItem);
}
pItem->nTextId = pMsg->Readuint32();
pItem->nPopupId = pMsg->Readuint8();
pItem->bIsIntel = pMsg->Readbool() ? LTTRUE : LTFALSE;
pItem->nMissionNum = pMsg->Readuint8();
}
}
示例5: return
CTeamPlayer* CTeam::AddPlayer(uint32 dwPlayerID, uint32 dwFlags)
{
// Make sure this player doesn't already exist...
if (GetPlayer(dwPlayerID))
{
return(NULL);
}
// Create and init a new player...
CTeamPlayer* pPlayer = debug_new(CTeamPlayer);
if (!pPlayer) return(NULL);
if (!pPlayer->Init(dwPlayerID, dwFlags))
{
debug_delete(pPlayer);
return(LTFALSE);
}
// Add the new player to our list...
if (!AddPlayer(pPlayer))
{
return(LTFALSE);
}
// All done...
return(pPlayer);
}
示例6: BuildPolyDebrisFXList
LTBOOL BuildPolyDebrisFXList(PolyDebrisFXList & list, CButeMgr & buteMgr,
char* pTagBase)
{
if (!pTagBase) return LTFALSE;
int nNum = 0;
sprintf(s_aTagName, "%s%d", pTagBase, nNum);
// Read in the properties for each scale fx...
while (buteMgr.Exist(s_aTagName))
{
CPolyDebrisFX* pFX = debug_new(CPolyDebrisFX);
if (pFX && pFX->Init(buteMgr, s_aTagName))
{
pFX->nId = nNum;
list.AddTail(pFX);
}
else
{
debug_delete(pFX);
return LTFALSE;
}
nNum++;
sprintf(s_aTagName, "%s%d", pTagBase, nNum);
}
return LTTRUE;
}
示例7: m_nCurWeapon
CWeapons::CWeapons() :
m_nCurWeapon( -1 )
, m_pWeapons( LTNULL )
, m_pAmmo( LTNULL )
{
m_pVecProjectile = debug_new( CProjectile );
}
示例8: sprintf
LTBOOL CSoundFilterMgr::Init(const char* szAttributeFile)
{
if (g_pSoundFilterMgr || !szAttributeFile) return LTFALSE;
if (!Parse(szAttributeFile)) return LTFALSE;
g_pSoundFilterMgr = this;
// Read in the properties for each sound filter record...
int nNum = 0;
sprintf(s_aTagName, "%s%d", SFM_TAG, nNum);
while (m_buteMgr.Exist(s_aTagName))
{
SOUNDFILTER* pFilter = debug_new(SOUNDFILTER);
if (pFilter && pFilter->Init(m_buteMgr, s_aTagName))
{
pFilter->nId = nNum;
m_FilterList.AddTail(pFilter);
}
else
{
debug_delete(pFilter);
return LTFALSE;
}
nNum++;
sprintf(s_aTagName, "%s%d", SFM_TAG, nNum);
}
return LTTRUE;
}
示例9: debug_new
CTeam* CTeamMgr::AddTeam(uint32 dwTeamID, char* sTeamName, uint32 dwFlags)
{
// Make sure this team doesn't already exist...
if (GetTeam(dwTeamID)) return(NULL);
if (GetTeam(sTeamName)) return(NULL);
// Create and init a new team...
CTeam* pTeam = debug_new(CTeam);
if (!pTeam) return(NULL);
if (!pTeam->Init(dwTeamID, sTeamName, dwFlags))
{
debug_delete(pTeam);
return(NULL);
}
// Add the new team to our list...
m_lsTeams.InsertLast(pTeam);
// All done...
return(pTeam);
}
示例10: sprintf
LTBOOL CPropTypeMgr::Init(const char* szAttributeFile)
{
if (g_pPropTypeMgr || !szAttributeFile) return LTFALSE;
if (!Parse(szAttributeFile)) return LTFALSE;
g_pPropTypeMgr = this;
// Read in the properties for each prop type record...
int nNum = 0;
sprintf(s_aTagName, "%s%d", PTMGR_TAG, nNum);
while (m_buteMgr.Exist(s_aTagName))
{
PROPTYPE* pPropType = debug_new(PROPTYPE);
if (pPropType && pPropType->Init(m_buteMgr, s_aTagName, nNum))
{
pPropType->nId = nNum;
m_PropTypeList.AddTail(pPropType);
}
else
{
debug_delete(pPropType);
return LTFALSE;
}
nNum++;
sprintf(s_aTagName, "%s%d", PTMGR_TAG, nNum);
}
return LTTRUE;
}
示例11: AddColumnCtrl
CLTGUIColumnCtrl* CMenuPlayer::AddColumnCtrl(uint32 nCommand)
{
CUIFont* pFont = g_pInterfaceResMgr->GetFont(m_FontFace);
CLTGUIColumnCtrl* pCtrl=debug_new(CLTGUIColumnCtrl);
if (!pCtrl->Create(nCommand,LTNULL,pFont,m_FontSize, this))
{
debug_delete(pCtrl);
return LTFALSE;
}
pCtrl->SetBasePos(m_nextPos);
if (nCommand > 0)
{
pCtrl->SetColors(m_SelectedColor,m_NonSelectedColor,m_DisabledColor);
pCtrl->Enable(LTTRUE);
}
else
{
pCtrl->SetColors(m_NonSelectedColor,m_NonSelectedColor,m_NonSelectedColor);
pCtrl->Enable(LTFALSE);
}
pCtrl->SetScale(g_pInterfaceResMgr->GetXRatio());
m_List.AddControl(pCtrl);
return pCtrl;
}
示例12: debug_new
CAnimationTreePacked* CAnimationTreePackedMgr::CreateAnimationTreePacked( const char* pszFilename )
{
// Create a new tree.
CAnimationTreePacked* pTree = debug_new( CAnimationTreePacked );
// Bail if we fail to load the specified packed anim tree file.
CAnimationTreePackedLoader Loader;
if( !Loader.LoadAnimationTreePacked( pTree, pszFilename ) )
{
debug_delete( pTree );
return NULL;
}
// Assign the new tree a unique ID.
pTree->m_eTreeID = (AT_TREE_ID)m_iNextTreeID;
++m_iNextTreeID;
// Assign global transition IDs.
// These IDs allow searching for transitions across multiple trees.
AssignGlobalTransitionIDs( pTree );
// Add the new tree to the list.
m_lstAnimTrees.push_back( pTree );
return pTree;
}
示例13: AddControl
uint16 CBaseMenu::AddControl (char *pString, uint32 commandID, LTBOOL bStatic)
{
CUIFont* pFont = g_pInterfaceResMgr->GetFont(m_FontFace);
if (!pFont) return -1;
CLTGUITextCtrl* pCtrl=debug_new(CLTGUITextCtrl);
if (!pCtrl->Create(pString, commandID, LTNULL, pFont, m_FontSize, this))
{
debug_delete(pCtrl);
return -1;
}
pCtrl->SetBasePos(m_nextPos);
if (bStatic)
{
pCtrl->SetColors(m_NonSelectedColor,m_NonSelectedColor,m_NonSelectedColor);
pCtrl->Enable(LTFALSE);
}
else
pCtrl->SetColors(m_SelectedColor,m_NonSelectedColor,m_DisabledColor);
pCtrl->SetScale(g_pInterfaceResMgr->GetXRatio());
return m_List.AddControl(pCtrl);
}
示例14: debug_new
void CLoadingScreen::CreateScaleFX(char *szFXName)
{
if( m_pRenderScreen )
return;
CScaleFX* pScaleFX = g_pFXButeMgr->GetScaleFX(szFXName);
if (pScaleFX)
{
CBaseScaleFX *pSFX = debug_new(CBaseScaleFX);
if (!g_pFXButeMgr->CreateScaleFX(pScaleFX,m_vPos, m_vF, LTNULL, &m_rRot, pSFX))
{
debug_delete(pSFX);
return;
}
m_SFXArray.Add(pSFX);
g_pInterfaceMgr->AddInterfaceSFX(pSFX, IFX_NORMAL);
//adjust the object's position based on screen res
HOBJECT hSFX = pSFX->GetObject();
if (hSFX)
{
LTVector vNewPos;
g_pLTClient->GetObjectPos(hSFX, &vNewPos);
vNewPos.z;
g_pLTClient->SetObjectPos(hSFX, &vNewPos);
}
}
}
示例15: sprintf
LTBOOL CDebrisMgr::Init(const char* szAttributeFile)
{
if (g_pDebrisMgr || !szAttributeFile) return LTFALSE;
if (!Parse(szAttributeFile)) return LTFALSE;
g_pDebrisMgr = this;
// Read in the properties for each debis record...
int nNum = 0;
sprintf(s_aTagName, "%s%d", DEBRISMGR_DEBRIS_TAG, nNum);
while (m_buteMgr.Exist(s_aTagName))
{
DEBRIS* pDebris = debug_new(DEBRIS);
if (pDebris && pDebris->Init(m_buteMgr, s_aTagName))
{
pDebris->nId = nNum;
m_DebrisList.AddTail(pDebris);
}
else
{
debug_delete(pDebris);
return LTFALSE;
}
nNum++;
sprintf(s_aTagName, "%s%d", DEBRISMGR_DEBRIS_TAG, nNum);
}
return LTTRUE;
}