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C++ CStaticArray::Count方法代码示例

本文整理汇总了C++中CStaticArray::Count方法的典型用法代码示例。如果您正苦于以下问题:C++ CStaticArray::Count方法的具体用法?C++ CStaticArray::Count怎么用?C++ CStaticArray::Count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CStaticArray的用法示例。


在下文中一共展示了CStaticArray::Count方法的7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: InitList

void InitList( CStaticArray<int>& ilistIndex, int iValue)
{
	for(int i=0; i<ilistIndex.Count() ; i++)
	{
		ilistIndex[i]= iValue;
	};
}
开发者ID:RocketersAlex,项目名称:LCSource,代码行数:7,代码来源:UIHelp.cpp

示例2: ASSERT

void CStaticArray<Type>::MoveArray(CStaticArray<Type> &arOther)
{
  ASSERT(this!=NULL);
  ASSERT(&arOther!=NULL);
  ASSERT(this!=&arOther);

  // clear previous contents
  Clear();
  // if the other array has no elements
  if (arOther.Count()==0) {
    // no assignment
    return;
  }
  // move data from the other array into this one and clear the other one
  sa_Count = arOther.sa_Count;
  sa_Array = arOther.sa_Array;
  arOther.sa_Count = 0;
  arOther.sa_Array = NULL;
}
开发者ID:DrItanium,项目名称:Serious-Engine,代码行数:19,代码来源:StaticArray.cpp

示例3: RemapVertices

void RemapVertices(BOOL bAsOpened)
{
  {INDEX ctSurf = 0;
  // fill remap array with indices of vertices in order how they appear per polygons
  {FOREACHINDYNAMICCONTAINER(acmMaterials, ConversionMaterial, itcm)
  {
    _RPT1(_CRT_WARN, "Indices of polygons in surface %d:", ctSurf);
    // for each polygon in surface
    {FOREACHINDYNAMICCONTAINER(itcm->ms_Polygons, INDEX, itipol)
    {
      _RPT1(_CRT_WARN, " %d,", *itipol);
    }}
    _RPT0(_CRT_WARN, "\n");
    ctSurf++;
  }}
  
  _RPT0(_CRT_WARN, "Polygons and their vertex indices:\n");
  for( INDEX ipol=0; ipol<actTriangles.Count(); ipol++)
  {
    INDEX idxVtx0 = actTriangles[ipol].ct_iVtx[0];
    INDEX idxVtx1 = actTriangles[ipol].ct_iVtx[1];
    INDEX idxVtx2 = actTriangles[ipol].ct_iVtx[2];
    _RPT4(_CRT_WARN, "Indices of vertices in polygon %d : (%d, %d, %d)\n", ipol, idxVtx0, idxVtx1, idxVtx2);
  }}
开发者ID:0-T-0,项目名称:Serious-Engine,代码行数:24,代码来源:Object3D_IO.cpp

示例4: LoadSkillDataFromFile

//안태훈 수정 끝	//(Open beta)(2004-11-29)
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &apSkillData - 
//			FileName - 
// Output : int
//-----------------------------------------------------------------------------
int CSkill::LoadSkillDataFromFile(CStaticArray<CSkill> &apSkillData, const char* FileName)
{	
	FILE *fp		= NULL;
	if ((fp = fopen(FileName, "rb")) == NULL) 
	{
		MessageBox(NULL, "File is not Exist.", "error!", MB_OK);
		return -1;
	}

	// [2012/07/18 : Sora]  파일 보안코드 추가
 	CFileSecure fs;
 	if( !fs.DecodeFile( fp ) )
 	{
 		return -1;
 	}

	fflush(fp);

	int	i, j, k, iWeapon;
	int iLastSkillIndex	= 0; //스킬 갯수.
	int iLength		= -1;
	int iReadBytes	= 0;

	iReadBytes = fread(&iLastSkillIndex, sizeof(int), 1, fp);			
	apSkillData.New(iLastSkillIndex);
	ASSERT(apSkillData.Count() >= iLastSkillIndex && "Invalid Array Count");//여기서 걸리면 고정된 개수의 스킬수 초과한것임. 더 늘릴것.(스킬은 고정배열 사용)
	ASSERT(iLastSkillIndex > 0 && "Invalid Skill Data");

	//////////////////////////////////////////////////////////////////////////	
	// MACRO DEFINITION
	//////////////////////////////////////////////////////////////////////////	
#define LOADINT(d)			iReadBytes = fread(&d, sizeof(int), 1, fp);
#define LOADSHORT(d)		iReadBytes = fread(&d, sizeof(short), 1, fp);
#define LOADCHAR(d)			iReadBytes = fread(&d, sizeof(char), 1, fp);
#define LOADFLOAT(d)		iReadBytes = fread(&d, sizeof(float), 1, fp);
#define LOADSTR(d)			{ int iLen; LOADINT(iLen); iReadBytes = fread(&d, iLen, 1, fp); }
	//////////////////////////////////////////////////////////////////////////	

	CUIManager* pUIManager = CUIManager::getSingleton();
	
	for( i = 0; i < iLastSkillIndex; i++) //스킬 갯수만큼.
	{
		int iIndex = 1; //스킬번호.	
		LOADINT(iIndex);
		
		if( fs.IsEndCode( iIndex ) )	// [2012/07/18 : Sora]  파일 end
			break;

		if(iReadBytes <= 0)		break;										// EOF
		ASSERT(iIndex != -1	&& "Invalid Skill Index");

		CSkill& SkillData			= apSkillData[iIndex];	
		_SkillData& SD				= SkillData.Skill_Data;		
		SD.index					= iIndex;

		// 일반
		LOADINT(SD.job);
		LOADINT(SD.job2);
		LOADINT(SD.petindex);
		LOADCHAR(SD.type);
		LOADINT(SD.flag);
		LOADINT(SD.sorcerer); 
		LOADCHAR(SD.maxLevel);
		// 거리
		LOADFLOAT(SD.appRange);
		LOADFLOAT(SD.fireRange);
		LOADFLOAT(SD.fireRange2);

		// 타겟
		LOADCHAR(SD.targetType);

		if( SD.targetType == STT_TARGET_ONE || 
			SD.targetType == STT_TARGET_RANGE || 
			SD.targetType == STT_PARTY_ONE ||
			SD.targetType == STT_TARGET_D120 ||
			SD.targetType == STT_TARGET_RECT ||
			SD.targetType == STT_GUILD_ONE)
		{
			SkillData.bNeedTarget = TRUE;
		}

//		LOADCHAR(SD.targetNum);

		// 사용조건
		LOADINT(SD.useState);
		LOADINT(SD.useWeaponType0);
		LOADINT(SD.useWeaponType1);
		LOADINT(SD.useMagicIndex1);
		LOADCHAR(SD.useMagicLevel1);
		LOADINT(SD.useMagicIndex2);
		LOADCHAR(SD.useMagicLevel2);
		LOADINT(SD.useMagicIndex3);
		LOADCHAR(SD.useMagicLevel3);
//.........这里部分代码省略.........
开发者ID:RocketersAlex,项目名称:LCSource,代码行数:101,代码来源:Skill.cpp

示例5: LoadShopDataFromFile

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &apShopData - 
//			FileName - 
// Output : int
//-----------------------------------------------------------------------------
int CShopData::LoadShopDataFromFile(CStaticArray<CShopData> &apShopData, const char* FileName)
{	
	FILE *fp		= NULL;
	if ((fp = fopen(FileName, "rb")) == NULL) 
	{
		MessageBox(NULL, "File is not Exist.", "error!", MB_OK);
		return -1;
	}
	int iNumOfShop	= 0;
	int	iLength		= 0;
	int	iReadBytes	= 0;
	int iLastIndex	= 0;

	//iReadBytes = fread(&iNumOfShop, sizeof(int), 1, fp);		// SHOP 데이터의 갯수.
	iReadBytes = fread(&iLastIndex, sizeof(int), 1, fp);		// SHOP의 마지막 인덱스.
	apShopData.New(iLastIndex);
	ASSERT(apShopData.Count() > 0 && "Invalid SHOP Data");		
	ASSERT(iLastIndex > 0 && "Invalid SHOP Data");

	//////////////////////////////////////////////////////////////////////////	
	// MACRO DEFINITION
	//////////////////////////////////////////////////////////////////////////	
#define LOADINT(d)			iReadBytes = fread(&d, sizeof(int), 1, fp);
#define LOADSHORT(d)		iReadBytes = fread(&d, sizeof(short), 1, fp);
#define LOADCHAR(d)			iReadBytes = fread(&d, sizeof(char), 1, fp);
#define LOADFLOAT(d)		iReadBytes = fread(&d, sizeof(float), 1, fp);
#define LOADSTR(d)			{ int iLen; LOADINT(iLen); iReadBytes = fread(&d, iLen, 1, fp); }
	//////////////////////////////////////////////////////////////////////////	

	for(int i = 0; i < iLastIndex; ++i)
	{
		int iIndex = -1;
		LOADINT(iIndex);
		if(iReadBytes <= 0)		break;

		CShopData& SD		= apShopData[iIndex];
		TShopData& ShopData	= SD.m_ShopData;		
		ShopData.iIndex		= iIndex;
		int	iItemCount		= 0;

		LOADSTR(ShopData.szShopName);
		LOADINT(ShopData.iSellRate);
		LOADINT(ShopData.iBuyRate);
		LOADINT(iItemCount);

		SD.m_iNumOfItem		= iItemCount;
		ASSERT(iItemCount > 0 && "Invalid Item Count!!!");
		SD.m_vectorSellItems.resize(iItemCount);

		iReadBytes = fread(&SD.m_vectorSellItems[0],	sizeof(int), iItemCount, fp);	// SHOP이 판매하는 아이템의 갯수.

		if(iReadBytes < 0)
		{
			MessageBox(NULL, "SHOP 데이터 화일이 올바르지 않습니다.", "Error!", MB_OK);
			fclose(fp);
			return -1;
		}
	}
	fclose(fp);
	
//////////////////////////////////////////////////////////////////////////	
#undef LOADINT
#undef LOADCHAR
#undef LOADFLOAT
#undef LOADSTR

	return iLastIndex;
}
开发者ID:RocketersAlex,项目名称:LCSource,代码行数:74,代码来源:ShopData.cpp

示例6: wsprintf

void CObject3D::LoadAny3DFormat_t(
  const CTFileName &fnmFileName,
  const FLOATmatrix3D &mTransform,
  enum LoadType ltLoadType/*= LT_NORMAL*/)
{
#if USE_E3D
  BOOL bWasOn = _bBatchLoading;
  try {
    if (!_bBatchLoading) {
      BatchLoading_t(TRUE);
    }
    // call file load with file's full path name
    CTString strFile = _fnmApplicationPath+fnmFileName;
    char acFile[MAX_PATH];
    wsprintf(acFile,"%s",strFile);
    e3_LoadFile(_hwnd, acFile);
    _pe3Scene=e3_GetScene(_hwnd);    
    // if scene is successefuly loaded
    if(_pe3Scene != NULL)
    {
      _pe3Object = _pe3Scene->GetObject3d( 0);
      // use different methods to convert into Object3D
      switch( ltLoadType)
      {
      case LT_NORMAL:
        FillConversionArrays_t(mTransform);
        ConvertArraysToO3D();
        break;
      case LT_OPENED:
        FillConversionArrays_t(mTransform);
        RemapVertices(TRUE);
        ConvertArraysToO3D();
        break;
      case LT_UNWRAPPED:
        FLOATmatrix3D mOne;
        mOne.Diagonal(1.0f);
        FillConversionArrays_t(mOne);
        if( avTextureVertices.Count() == 0)
        {
    		  ThrowF_t("Unable to import mapping from 3D object because it doesn't contain mapping coordinates.");
        }

        RemapVertices(FALSE);
        ConvertArraysToO3D();
        break;
      }
      ClearConversionArrays();
    }
    else 
    {
		  ThrowF_t("Unable to load 3D object: %s", (const char *)fnmFileName);
    }
  
    if (!bWasOn) {
      BatchLoading_t(FALSE);
    }
  } catch (char *) {
    if (!bWasOn) {
      BatchLoading_t(FALSE);
    }
    throw;
  }
#endif
}
开发者ID:0-T-0,项目名称:Serious-Engine,代码行数:64,代码来源:Object3D_IO.cpp

示例7: FOREACHINDYNAMICCONTAINER

      _RPT1(_CRT_WARN, " %d,", *itipol);
    }}
    _RPT0(_CRT_WARN, "\n");
    ctSurf++;
  }}
  
  _RPT0(_CRT_WARN, "Polygons and their vertex indices:\n");
  for( INDEX ipol=0; ipol<actTriangles.Count(); ipol++)
  {
    INDEX idxVtx0 = actTriangles[ipol].ct_iVtx[0];
    INDEX idxVtx1 = actTriangles[ipol].ct_iVtx[1];
    INDEX idxVtx2 = actTriangles[ipol].ct_iVtx[2];
    _RPT4(_CRT_WARN, "Indices of vertices in polygon %d : (%d, %d, %d)\n", ipol, idxVtx0, idxVtx1, idxVtx2);
  }}

  INDEX ctVertices = avVertices.Count();
  aiRemap.New(ctVertices);

  // fill remap array with indices of vertices in order how they appear per polygons
  FOREACHINDYNAMICCONTAINER(acmMaterials, ConversionMaterial, itcm)
  {
    // fill remap array with -1
    for( INDEX iRemap=0; iRemap<ctVertices; iRemap++)
    {
      aiRemap[iRemap] = -1;
    }
    // reset 'vertex in surface' counter
    INDEX ctvx = 0;

    // for each polygon in surface
    {FOREACHINDYNAMICCONTAINER(itcm->ms_Polygons, INDEX, itipol)
开发者ID:0-T-0,项目名称:Serious-Engine,代码行数:31,代码来源:Object3D_IO.cpp


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