本文整理汇总了C++中GraphComponentPtr::index方法的典型用法代码示例。如果您正苦于以下问题:C++ GraphComponentPtr::index方法的具体用法?C++ GraphComponentPtr::index怎么用?C++ GraphComponentPtr::index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GraphComponentPtr
的用法示例。
在下文中一共展示了GraphComponentPtr::index方法的2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: removeChild
void GraphComponent::removeChild( GraphComponentPtr child )
{
if( child->m_parent!=this )
{
throw Exception( "Object is not a child." );
}
if( refCount() )
{
// someone is pointing to us, so we may have a ScriptNode ancestor and we should do things
// in an undoable way.
Action::enact(
this,
// ok to bind raw pointers to this, because enact() guarantees
// the lifetime of the subject.
boost::bind( &GraphComponent::removeChildInternal, this, child, true ),
boost::bind( &GraphComponent::addChildInternal, this, child, child->index() )
);
}
else
{
// we have no references to us - chances are we're in construction still. adding ourselves to an
// undo queue is impossible, and creating temporary smart pointers to ourselves (as above) will
// cause our destruction before construction completes. just do the work directly.
removeChildInternal( child, true );
}
}
示例2: addChild
void GraphComponent::addChild( GraphComponentPtr child )
{
if( child->m_parent==this )
{
return;
}
throwIfChildRejected( child.get() );
if( refCount() )
{
// someone is pointing to us, so we may have a ScriptNode ancestor and we should do things
// in an undoable way. figure out what our undo function should be - it varies based on what
// the previous parent was.
Action::Function undoFn;
if( child->m_parent )
{
if( child->m_parent->isInstanceOf( (IECore::TypeId)ScriptNodeTypeId ) )
{
// use raw pointer to avoid circular reference between script and undo queue
undoFn = boost::bind( &GraphComponent::addChildInternal, child->m_parent, child, child->index() );
}
else
{
// use smart pointer to ensure parent remains alive, even if something unscrupulous
// messes it with non-undoable actions that aren't stored in the undo queue.
undoFn = boost::bind( &GraphComponent::addChildInternal, GraphComponentPtr( child->m_parent ), child, child->index() );
}
}
else
{
// no previous parent.
undoFn = boost::bind( &GraphComponent::removeChildInternal, this, child, true );
}
Action::enact(
this,
// ok to use raw pointer for this - lifetime of subject guaranteed.
boost::bind( &GraphComponent::addChildInternal, this, child, m_children.size() ),
undoFn
);
}
else
{
// we have no references to us - chances are we're in construction still. adding ourselves to an
// undo queue is impossible, and creating temporary smart pointers to ourselves (as above) will
// cause our destruction before construction completes. just do the work directly.
addChildInternal( child, m_children.size() );
}
}