本文整理汇总了C++中BinTree::DisposeAll方法的典型用法代码示例。如果您正苦于以下问题:C++ BinTree::DisposeAll方法的具体用法?C++ BinTree::DisposeAll怎么用?C++ BinTree::DisposeAll使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类BinTree
的用法示例。
在下文中一共展示了BinTree::DisposeAll方法的3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: DeleteAll
//
// Delete all cursors
//
void DeleteAll()
{
ASSERT(sysInit);
// Unset the current cursor
current = NULL;
// Clear standard cursors
for (int i = 0; i < MAX_CURSORS; i++)
{
standardCrs[i] = 0;
}
// Delete all cursors
cursors.DisposeAll();
}
示例2: Done
///////////////////////////////////////////////////////////////////////////////
//
// Quake::Done
//
void Done()
{
if (!soundoff)
{
effect->StopByEffect();
soundoff = TRUE;
}
if (effect)
{
delete effect;
}
typeList.DisposeAll();
VarSys::DeleteItem("quake");
sysInit = FALSE;
}
示例3: DrawSelf
//
// DrawSelf
//
// Redraw self
//
void Color::DrawSelf(PaintInfo &pi)
{
IControl::DrawSelf(pi);
// Get the color for the current color
const PlayerInfo *playerInfo;
Data::Get(&playerInfo, Network::GetCurrentPlayer().GetId());
ASSERT(playerInfo);
ASSERT(teamId < Game::MAX_TEAMS);
const Team *team;
Data::Get(&team, teamId);
ASSERT(team);
// Update the current color
colorCurrent->SetIntegerValue(team->color);
// Figure out which colors are available
BinTree<GroupTree> groups;
BuildPlayerHierachy(groups);
Bool colors[Game::MAX_TEAMS + 1];
for (U32 t = 0; t <= Game::MAX_TEAMS; t++)
{
colors[t] = FALSE;
}
for (BinTree<GroupTree>::Iterator gti(&groups); *gti; gti++)
{
for (BinTree<TeamTree>::Iterator tti(&(*gti)->teams); *tti; tti++)
{
colors[(*tti)->team->color] = TRUE;
}
}
groups.DisposeAll();
/*
// Is the currently selected color still available ?
if (colors[colorSelected->GetIntegerValue()])
{
colorSelected->SetIntegerValue(team->color);
}
*/
// Display all of the available colors
for (t = 0; t <= Game::MAX_TEAMS; t++)
{
// Is the color available ?
if (!colors[t] || t == team->color)
{
Point<S32> p(t * pi.client.Height(), 0);
// Draw the team color
ClipRect c(
pi.client.p0.x + p.x + 3,
pi.client.p0.y + p.y + 3,
pi.client.p0.x + p.x + pi.client.Height() - 3,
pi.client.p0.y + p.y + pi.client.Height() - 3);
IFace::RenderShadow(
c,
c + IFace::GetMetric(IFace::DROPSHADOW_UP),
::Color(0, 0, 0, IFace::GetMetric(IFace::SHADOW_ALPHA)),
0);
IFace::RenderGradient(c, GetTeamColor(t), 150);
// Is this the selected color ?
if (t == U32(colorSelected->GetIntegerValue()))
{
IFace::RenderGradient(
ClipRect(
pi.client.p0.x + p.x + 1,
pi.client.p0.y + p.y + 1,
pi.client.p0.x + p.x + pi.client.Height() - 1,
pi.client.p0.y + p.y + pi.client.Height() - 1),
::Color(1.0f, 1.0f, 1.0f, 0.4f),
::Color(0.5f, 0.5f, 0.5f, 0.4f));
}
// Is this the current color ?
else if (t == team->color)
{
IFace::RenderGradient(
ClipRect(
pi.client.p0.x + p.x + 1,
pi.client.p0.y + p.y + 1,
pi.client.p0.x + p.x + pi.client.Height() - 1,
pi.client.p0.y + p.y + pi.client.Height() - 1),
::Color(1.0f, 1.0f, 1.0f, 0.15f),
::Color(0.5f, 0.5f, 0.5f, 0.15f));
}
}
}
}