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类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 );
}
}
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;
}
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);
}
}
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) ;
}
}