当前位置: 首页>>代码示例>>C++>>正文


C++ TMultiMap::Remove方法代码示例

本文整理汇总了C++中TMultiMap::Remove方法的典型用法代码示例。如果您正苦于以下问题:C++ TMultiMap::Remove方法的具体用法?C++ TMultiMap::Remove怎么用?C++ TMultiMap::Remove使用的例子?那么恭喜您, 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TMultiMap的用法示例。


在下文中一共展示了TMultiMap::Remove方法的4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: UpdateDeferredCaptures

void USceneCaptureComponentCube::UpdateDeferredCaptures( FSceneInterface* Scene )
{
	UWorld* World = Scene->GetWorld();
	
	if( World && CubedSceneCapturesToUpdateMap.Num() > 0 )
	{
		World->SendAllEndOfFrameUpdates();
		// Only update the scene captures associated with the current scene.
		// Updating others not associated with the scene would cause invalid data to be rendered into the target
		TArray< TWeakObjectPtr<USceneCaptureComponentCube> > SceneCapturesToUpdate;
		CubedSceneCapturesToUpdateMap.MultiFind( World, SceneCapturesToUpdate );
		
		for( TWeakObjectPtr<USceneCaptureComponentCube> Component : SceneCapturesToUpdate )
		{
			if( Component.IsValid() )
			{
				Scene->UpdateSceneCaptureContents( Component.Get() );
			}
		}
		
		// All scene captures for this world have been updated
		CubedSceneCapturesToUpdateMap.Remove( World );
	}

}
开发者ID:dineshone,项目名称:UnrealGameEngine,代码行数:25,代码来源:SceneCaptureComponent.cpp

示例2: ResolveDeferredScripts

//------------------------------------------------------------------------------
int32 FDeferredScriptTracker::ResolveDeferredScripts(ULinkerLoad* Linker)
{
	FArchive& Ar = *Linker;
	if (FStructScriptLoader::ShouldDeferScriptSerialization(Ar))
	{
		return 0;
	}

#if USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TESTS
	TGuardValue<ULinkerLoad*> ScopedResolvingLinker(ResolvingLinker, Linker);
#endif // USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TESTS

	TArray<FDeferredScriptLoader> DefferedLinkerScripts;
	DeferredScriptLoads.MultiFind(Linker, DefferedLinkerScripts);
	// remove before we resolve, because a failed call to 
	// FDeferredScriptLoader::Resolve() could insert back into this list 
	DeferredScriptLoads.Remove(Linker);

	int32 const SerializationPosToRestore = Ar.Tell();

	int32 ResolveCount = 0;
	for (FDeferredScriptLoader& DeferredScript : DefferedLinkerScripts)
	{
		if (DeferredScript.Resolve(Ar))
		{
			++ResolveCount;
		}
	}

	Ar.Seek(SerializationPosToRestore);
	return ResolveCount;
}
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:33,代码来源:StructScriptLoader.cpp

示例3: DisassociateSuppress

	virtual void DisassociateSuppress(FLogCategoryBase* Destination)
	{
		FName* Name = Associations.Find(Destination);
		if (Name)
		{
			verify(ReverseAssociations.Remove(*Name, Destination)==1);
			verify(Associations.Remove(Destination) == 1);
		}
	}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:9,代码来源:OutputDevices.cpp

示例4:

void USceneCaptureComponent2D::UpdateDeferredCaptures( FSceneInterface* Scene )
{
	UWorld* World = Scene->GetWorld();
	if( World && SceneCapturesToUpdateMap.Num() > 0 )
	{
		// Only update the scene captures assoicated with the current scene.
		// Updating others not associated with the scene would cause invalid data to be rendered into the target
		TArray<USceneCaptureComponent2D*> SceneCapturesToUpdate;
		SceneCapturesToUpdateMap.MultiFind( World, SceneCapturesToUpdate );
		
		for( USceneCaptureComponent2D* Component : SceneCapturesToUpdate )
		{
			Scene->UpdateSceneCaptureContents( Component );
		}
		
		// All scene captures for this world have been updated
		SceneCapturesToUpdateMap.Remove( World) ;
	}
}
开发者ID:stoneStyle,项目名称:Unreal4,代码行数:19,代码来源:SceneCaptureComponent.cpp


注:本文中的TMultiMap::Remove方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。