本文整理汇总了C++中TArray::Size方法的典型用法代码示例。如果您正苦于以下问题:C++ TArray::Size方法的具体用法?C++ TArray::Size怎么用?C++ TArray::Size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TArray
的用法示例。
在下文中一共展示了TArray::Size方法的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: RetargetStatePointers
static void RetargetStatePointers (intptr_t count, const char *target, TArray<FStateDefine> & statelist)
{
for(unsigned i = 0;i<statelist.Size(); i++)
{
if (statelist[i].State == (FState*)count)
{
statelist[i].State = target == NULL ? NULL : (FState *)copystring (target);
}
if (statelist[i].Children.Size() > 0)
{
RetargetStatePointers(count, target, statelist[i].Children);
}
}
}
示例2: AddAmmoToList
static void AddAmmoToList(AWeapon * weapdef)
{
for(int i=0; i<2;i++)
{
const PClass * ti = i==0? weapdef->AmmoType1 : weapdef->AmmoType2;
if (ti)
{
AAmmo * ammodef=(AAmmo*)GetDefaultByType(ti);
if (ammodef && !(ammodef->ItemFlags&IF_INVBAR))
{
unsigned int j;
for(j=0;j<orderedammos.Size();j++)
{
if (ti == orderedammos[j]) break;
}
if (j==orderedammos.Size()) orderedammos.Push(ti);
}
}
}
}
示例3: readAll
TArray<uint8_t> SndFileDecoder::readAll()
{
if(SndInfo.frames <= 0)
return SoundDecoder::readAll();
int framesize = 2 * SndInfo.channels;
TArray<uint8_t> output;
output.Resize((unsigned)(SndInfo.frames * framesize));
size_t got = read((char*)&output[0], output.Size());
output.Resize((unsigned)got);
return output;
}
示例4: MergeLines
//=============================================================================
//
//
//
//=============================================================================
void MergeLines(FGLSectionLoop *loop)
{
int i;
int deleted = 0;
FGLSectionLine *ln1;
FGLSectionLine *ln2;
// Merge identical lines in the list
for(i = loop->numlines - 1; i > 0; i--)
{
ln1 = loop->GetLine(i);
ln2 = loop->GetLine(i-1);
if (ln1->sidedef == ln2->sidedef && ln1->otherside == ln2->otherside)
{
// identical references. These 2 lines can be merged.
ln2->end = ln1->end;
SectionLines.Delete(loop->startline + i);
loop->numlines--;
deleted++;
}
}
// If we started in the middle of a sidedef the first and last lines
// may reference the same sidedef. check that, too.
int loopstart = 0;
ln1 = loop->GetLine(0);
for(i = loop->numlines - 1; i > 0; i--)
{
ln2 = loop->GetLine(i);
if (ln1->sidedef != ln2->sidedef || ln1->otherside != ln2->otherside)
break;
}
if (i < loop->numlines-1)
{
i++;
ln2 = loop->GetLine(i);
ln1->start = ln2->start;
SectionLines.Delete(loop->startline + i, loop->numlines - i);
deleted += loop->numlines - i;
loop->numlines = i;
}
// Adjust all following loops
for(unsigned ii = unsigned(loop - &SectionLoops[0]) + 1; ii < SectionLoops.Size(); ii++)
{
SectionLoops[ii].startline -= deleted;
}
}
示例5: gl_PrintStartupLog
void gl_PrintStartupLog()
{
int v = 0;
if (!gl.legacyMode) glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &v);
Printf ("GL_VENDOR: %s\n", glGetString(GL_VENDOR));
Printf ("GL_RENDERER: %s\n", glGetString(GL_RENDERER));
Printf ("GL_VERSION: %s (%s profile)\n", glGetString(GL_VERSION), (v & GL_CONTEXT_CORE_PROFILE_BIT)? "Core" : "Compatibility");
Printf ("GL_SHADING_LANGUAGE_VERSION: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
Printf (PRINT_LOG, "GL_EXTENSIONS:");
for (unsigned i = 0; i < m_Extensions.Size(); i++)
{
Printf(PRINT_LOG, " %s", m_Extensions[i].GetChars());
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &v);
Printf("\nMax. texture size: %d\n", v);
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &v);
Printf ("Max. texture units: %d\n", v);
glGetIntegerv(GL_MAX_VARYING_FLOATS, &v);
Printf ("Max. varying: %d\n", v);
if (!gl.legacyMode && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
{
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &v);
Printf ("Max. uniform block size: %d\n", v);
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &v);
Printf ("Uniform block alignment: %d\n", v);
}
if (gl.flags & RFL_SHADER_STORAGE_BUFFER)
{
glGetIntegerv(GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS, &v);
Printf("Max. combined shader storage blocks: %d\n", v);
glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &v);
Printf("Max. vertex shader storage blocks: %d\n", v);
}
// For shader-less, the special alphatexture translation must be changed to actually set the alpha, because it won't get translated by a shader.
if (gl.legacyMode)
{
FRemapTable *remap = translationtables[TRANSLATION_Standard][8];
for (int i = 0; i < 256; i++)
{
remap->Remap[i] = i;
remap->Palette[i] = PalEntry(i, 255, 255, 255);
}
}
}
示例6: P_FindTerrain
int P_FindTerrain (FName name)
{
unsigned int i;
if (name == NAME_Null) return -1;
for (i = 0; i < Terrains.Size (); i++)
{
if (Terrains[i].Name == name)
{
return (int)i;
}
}
return -1;
}
示例7: StoreLevelStats
static void StoreLevelStats()
{
unsigned int i;
if (gamestate != GS_LEVEL) return;
if (!(level.flags2&LEVEL2_NOSTATISTICS)) // don't consider maps that were excluded from statistics
{
for(i=0;i<LevelData.Size();i++)
{
if (!stricmp(LevelData[i].levelname, level.MapName)) break;
}
if (i==LevelData.Size())
{
LevelData.Reserve(1);
strncpy(LevelData[i].levelname, level.MapName, 8);
LevelData[i].levelname[8] = 0;
}
LevelData[i].totalkills = level.total_monsters;
LevelData[i].killcount = level.killed_monsters;
LevelData[i].totalsecrets = level.total_secrets;
LevelData[i].secretcount = level.found_secrets;
LevelData[i].leveltime = AdjustTics(level.maptime);
// Check for living monsters. On some maps it can happen
// that the counter misses some.
TThinkerIterator<AActor> it;
AActor *ac;
int mc = 0;
while ((ac = it.Next()))
{
if ((ac->flags & MF_COUNTKILL) && ac->health > 0) mc++;
}
if (mc == 0) LevelData[i].killcount = LevelData[i].totalkills;
}
}
示例8: ParseUMapInfo
int ParseUMapInfo(int lumpnum)
{
FScanner scanner(lumpnum);
unsigned int i;
while (scanner.GetToken())
{
scanner.TokenMustBe(TK_Map);
UMapEntry parsed;
ParseMapEntry(scanner, &parsed);
// Endpic overrides level exits.
if (parsed.endpic[0])
{
parsed.nextmap[0] = parsed.nextsecret[0] = 0;
if (parsed.endpic[0] == '!') parsed.endpic[0] = 0;
}
/*
else if (!parsed.nextmap[0] && !parsed.endpic[0])
{
if (!parsed.MapName.CompareNoCase("MAP30")) uppercopy(parsed.endpic, "$CAST");
else if (!parsed.MapName.CompareNoCase("E1M8")) uppercopy(parsed.endpic, gameinfo.creditPages.Last());
else if (!parsed.MapName.CompareNoCase("E2M8")) uppercopy(parsed.endpic, "VICTORY");
else if (!parsed.MapName.CompareNoCase("E3M8")) uppercopy(parsed.endpic, "$BUNNY");
else if (!parsed.MapName.CompareNoCase("E4M8")) uppercopy(parsed.endpic, "ENDPIC");
else if (gameinfo.gametype == GAME_Chex && !parsed.MapName.CompareNoCase("E1M5")) uppercopy(parsed.endpic, "CREDIT");
else
{
parsed.nextmap[0] = 0; // keep previous setting
}
}
*/
// Does this property already exist? If yes, replace it.
for(i = 0; i < Maps.Size(); i++)
{
if (!parsed.MapName.Compare(Maps[i].MapName))
{
Maps[i] = parsed;
return 1;
}
}
// Not found so create a new one.
Maps.Push(parsed);
}
return 1;
}
示例9: gl_InitPortals
void gl_InitPortals()
{
TThinkerIterator<AStackPoint> it;
AStackPoint *pt;
while ((pt = it.Next()))
{
FPortal *portal = NULL;
int plane;
for(int i=0;i<numsectors;i++)
{
if (sectors[i].linecount == 0)
{
continue;
}
else if (sectors[i].FloorSkyBox == pt)
{
plane = 1;
}
else if (sectors[i].CeilingSkyBox == pt)
{
plane = 2;
}
else continue;
// we only process portals that actually are in use.
if (portal == NULL)
{
pt->special1 = portals.Size(); // Link portal thing to render data
portal = &portals[portals.Reserve(1)];
portal->origin = pt;
portal->plane = 0;
portal->xDisplacement = pt->x - pt->Mate->x;
portal->yDisplacement = pt->y - pt->Mate->y;
}
portal->AddSectorToPortal(§ors[i]);
portal->plane|=plane;
}
if (portal != NULL)
{
// if the first vertex is duplicated at the end it'll save time in a time critical function
// because that code does not need to check for wraparounds anymire.
portal->Shape.Resize(portal->Shape.Size()+1);
portal->Shape[portal->Shape.Size()-1] = portal->Shape[0];
portal->Shape.ShrinkToFit();
portal->ClipAngles.Resize(portal->Shape.Size());
}
}
}
示例10: G_SerializeHub
static void G_SerializeHub(FArchive & arc)
{
int i=hubdata.Size();
arc << i;
if (i>0)
{
if (arc.IsStoring()) arc.Write(&hubdata[0], i * sizeof(wbstartstruct_t));
else
{
hubdata.Resize(i);
arc.Read(&hubdata[0], i * sizeof(wbstartstruct_t));
}
}
else hubdata.Clear();
}
示例11: ReadByte
PClassWeapon *Net_ReadWeapon(BYTE **stream)
{
int index;
index = ReadByte(stream);
if (index & 0x80)
{
index = (index & 0x7F) | (ReadByte(stream) << 7);
}
if ((unsigned)index >= Weapons_ntoh.Size())
{
return NULL;
}
return Weapons_ntoh[index];
}
示例12: FindStateAddress
static FStateDefine * FindStateAddress(const char * name)
{
static TArray<FName> namelist(3);
FStateDefine * statedef=NULL;
MakeStateNameList(name, &namelist);
TArray<FStateDefine> * statelist = &StateLabels;
for(unsigned i=0;i<namelist.Size();i++)
{
statedef = FindStateLabelInList(*statelist, namelist[i], true);
statelist = &statedef->Children;
}
return statedef;
}
示例13: MakeStateList
static void MakeStateList(const FStateLabels *list, TArray<FStateDefine> &dest)
{
dest.Clear();
if (list != NULL) for(int i=0;i<list->NumLabels;i++)
{
FStateDefine def;
def.Label = list->Labels[i].Label;
def.State = list->Labels[i].State;
dest.Push(def);
if (list->Labels[i].Children != NULL)
{
MakeStateList(list->Labels[i].Children, dest[dest.Size()-1].Children);
}
}
}
示例14: FindState
FState * FindState(AActor * actor, const PClass * type, const char * name)
{
static TArray<FName> namelist(3);
FStateDefine * statedef=NULL;
MakeStateNameList(name, &namelist);
TArray<FStateDefine> * statelist = &StateLabels;
for(unsigned i=0;i<namelist.Size();i++)
{
statedef = FindStateLabelInList(*statelist, namelist[i], false);
if (statedef == NULL) return NULL;
statelist = &statedef->Children;
}
return statedef? statedef->State : NULL;
}
示例15: ResampleBoxPrecalc
static void ResampleBoxPrecalc(TArray<BoxPrecalc>& boxes, int oldDim)
{
int newDim = boxes.Size();
const double scale_factor_1 = double(oldDim) / newDim;
const int scale_factor_2 = (int)(scale_factor_1 / 2);
for (int dst = 0; dst < newDim; ++dst)
{
// Source pixel in the Y direction
const int src_p = int(dst * scale_factor_1);
BoxPrecalc& precalc = boxes[dst];
precalc.boxStart = clamp<int>(int(src_p - scale_factor_1 / 2.0 + 1), 0, oldDim - 1);
precalc.boxEnd = clamp<int>(MAX<int>(precalc.boxStart + 1, int(src_p + scale_factor_2)), 0, oldDim - 1);
}
}