本文整理汇总了C++中TSharedRef::GetDisplayName方法的典型用法代码示例。如果您正苦于以下问题:C++ TSharedRef::GetDisplayName方法的具体用法?C++ TSharedRef::GetDisplayName怎么用?C++ TSharedRef::GetDisplayName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TSharedRef
的用法示例。
在下文中一共展示了TSharedRef::GetDisplayName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: operator
bool operator()( const TSharedRef<FSequencerDisplayNode>& A, const TSharedRef<FSequencerDisplayNode>& B ) const
{
if (A->GetType() == ESequencerNode::Object && B->GetType() != ESequencerNode::Object)
{
return true;
}
if (A->GetType() != ESequencerNode::Object && B->GetType() == ESequencerNode::Object)
{
return false;
}
return A->GetDisplayName().ToString() < B->GetDisplayName().ToString();
}
示例2: OnReadFriendsListCompleted
void UGetFriendsCallbackProxy::OnReadFriendsListCompleted(int32 LocalUserNum, bool bWasSuccessful, const FString& ListName, const FString& ErrorString)
{
if (bWasSuccessful)
{
IOnlineFriendsPtr Friends = Online::GetFriendsInterface();
if (Friends.IsValid())
{
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
TArray<FBPFriendInfo> FriendsListOut;
TArray< TSharedRef<FOnlineFriend> > FriendList;
Friends->GetFriendsList(LocalUserNum, ListName, FriendList);
for (int32 i = 0; i < FriendList.Num(); i++)
{
TSharedRef<FOnlineFriend> Friend = FriendList[i];
FBPFriendInfo BPF;
BPF.OnlineState = ((EBPOnlinePresenceState::Type)((int32)Friend->GetPresence().Status.State));
BPF.DisplayName = Friend->GetDisplayName();
BPF.RealName = Friend->GetRealName();
BPF.UniqueNetId.SetUniqueNetId(Friend->GetUserId());
FriendsListOut.Add(BPF);
}
OnSuccess.Broadcast(FriendsListOut);
}
}
else
{
TArray<FBPFriendInfo> EmptyArray;
OnFailure.Broadcast(EmptyArray);
}
}
示例3: GetStoredRecentPlayersList
void UAdvancedFriendsLibrary::GetStoredRecentPlayersList(FBPUniqueNetId UniqueNetId, TArray<FBPOnlineRecentPlayer> &PlayersList)
{
IOnlineFriendsPtr FriendsInterface = Online::GetFriendsInterface();
if (!FriendsInterface.IsValid())
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetRecentPlayersList Failed to get friends interface!"));
return;
}
if (!UniqueNetId.IsValid())
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetRecentPlayersList Failed was given an invalid UniqueNetId!"));
return;
}
TArray< TSharedRef<FOnlineRecentPlayer> > PlayerList;
// For now getting all namespaces
FriendsInterface->GetRecentPlayers(*(UniqueNetId.GetUniqueNetId()),"", PlayerList);
for (int32 i = 0; i < PlayerList.Num(); i++)
{
TSharedRef<FOnlineRecentPlayer> Player = PlayerList[i];
FBPOnlineRecentPlayer BPF;
BPF.DisplayName = Player->GetDisplayName();
BPF.RealName = Player->GetRealName();
BPF.UniqueNetId.SetUniqueNetId(Player->GetUserId());
PlayersList.Add(BPF);
}
}
示例4: Construct
void SAnimationOutlinerTreeNode::Construct( const FArguments& InArgs, TSharedRef<FSequencerDisplayNode> Node )
{
DisplayNode = Node;
OnSelectionChanged = InArgs._OnSelectionChanged;
SelectedBrush = FEditorStyle::GetBrush( "Sequencer.AnimationOutliner.SelectionBorder" );
NotSelectedBrush = FEditorStyle::GetBrush( "NoBorder" );
ExpandedBrush = FEditorStyle::GetBrush( "TreeArrow_Expanded" );
CollapsedBrush = FEditorStyle::GetBrush( "TreeArrow_Collapsed" );
// Choose the font. If the node is a root node, we show a larger font for it.
FSlateFontInfo NodeFont = Node->GetParent().IsValid() ?
FEditorStyle::GetFontStyle("Sequencer.AnimationOutliner.RegularFont") :
FEditorStyle::GetFontStyle("Sequencer.AnimationOutliner.BoldFont");
TSharedRef<SWidget> TextWidget =
SNew( STextBlock )
.Text( Node->GetDisplayName() )
.Font( NodeFont );
TSharedRef<SWidget> FinalWidget =
SNew( SHorizontalBox )
+ SHorizontalBox::Slot()
.AutoWidth()
.VAlign( VAlign_Center )
[
SNew(SButton)
.ContentPadding(0)
.Visibility( this, &SAnimationOutlinerTreeNode::GetExpanderVisibility )
.OnClicked( this, &SAnimationOutlinerTreeNode::OnExpanderClicked )
.ClickMethod( EButtonClickMethod::MouseDown )
.ButtonStyle( FEditorStyle::Get(), "NoBorder" )
.HAlign( HAlign_Center )
.VAlign( VAlign_Center )
[
SNew( SImage )
.Image( this, &SAnimationOutlinerTreeNode::OnGetExpanderImage)
]
]
+ SHorizontalBox::Slot()
.AutoWidth()
.VAlign( VAlign_Center )
[
TextWidget
];
ChildSlot
[
SNew( SBorder )
.VAlign( VAlign_Center )
.Padding(1.0f)
.BorderImage( this, &SAnimationOutlinerTreeNode::GetNodeBorderImage )
[
FinalWidget
]
];
SetVisibility( TAttribute<EVisibility>( this, &SAnimationOutlinerTreeNode::GetNodeVisibility ) );
}
示例5:
TSharedPtr< SWidget > FCustomFontColumn::CreateColumnLabel( const TSharedRef< IPropertyTableColumn >& Column, const TSharedRef< IPropertyTableUtilities >& Utilities, const FName& Style ) const
{
return
SNew( SHorizontalBox )
+SHorizontalBox::Slot()
.AutoWidth()
.HAlign( HAlign_Left )
.VAlign( VAlign_Center )
.FillWidth(2)
[
SNew( STextBlock )
.Font( FEditorStyle::GetFontStyle( Style ) )
.Text( Column->GetDisplayName() )
]
+SHorizontalBox::Slot()
.AutoWidth()
.HAlign( HAlign_Center )
.VAlign( VAlign_Center )
.FillWidth(2)
[
SNew( SButton )
.HAlign( HAlign_Center )
.VAlign( VAlign_Center )
.OnClicked(OnChangeFontButtonClicked)
[
SNew( STextBlock )
.Text((FText::Format(LOCTEXT("ChooseFontButton", "Choose {0} Font: "), Column->GetDisplayName())))
]
]
+SHorizontalBox::Slot()
.AutoWidth()
.HAlign( HAlign_Center )
.VAlign( VAlign_Center )
.FillWidth(1)
.Padding( 0.0f, 4.0f, 0.0f, 4.0f )
[
SNew( SSpinBox<int32> )
.Delta(1)
.MinValue(1)
.MaxValue(100)
.Value(Font.Size)
.OnValueCommitted( OnFontSizeValueCommitted )
]
;
}
示例6: GetStoredFriendsList
void UAdvancedFriendsLibrary::GetStoredFriendsList(APlayerController *PlayerController, TArray<FBPFriendInfo> &FriendsList)
{
if (!PlayerController)
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriendsList Had a bad Player Controller!"));
return;
}
IOnlineFriendsPtr FriendsInterface = Online::GetFriendsInterface();
if (!FriendsInterface.IsValid())
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriendsList Failed to get friends interface!"));
return;
}
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
if (!Player)
{
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriendsList Failed to get LocalPlayer!"));
return;
}
TArray< TSharedRef<FOnlineFriend> > FriendList;
FriendsInterface->GetFriendsList(Player->GetControllerId(), EFriendsLists::ToString((EFriendsLists::Type::Default)), FriendList);
for (int32 i = 0; i < FriendList.Num(); i++)
{
TSharedRef<FOnlineFriend> Friend = FriendList[i];
FBPFriendInfo BPF;
BPF.OnlineState = ((EBPOnlinePresenceState::Type)((int32)Friend->GetPresence().Status.State));
BPF.DisplayName = Friend->GetDisplayName();
BPF.RealName = Friend->GetRealName();
BPF.UniqueNetId.SetUniqueNetId(Friend->GetUserId());
BPF.bIsPlayingSameGame = Friend->GetPresence().bIsPlayingThisGame;
BPF.PresenceInfo.bIsOnline = Friend->GetPresence().bIsOnline;
BPF.PresenceInfo.bIsPlaying = Friend->GetPresence().bIsPlaying;
BPF.PresenceInfo.PresenceState = ((EBPOnlinePresenceState::Type)((int32)Friend->GetPresence().Status.State));
BPF.PresenceInfo.StatusString = Friend->GetPresence().Status.StatusStr;
BPF.PresenceInfo.bIsJoinable = Friend->GetPresence().bIsJoinable;
BPF.PresenceInfo.bIsPlayingThisGame = Friend->GetPresence().bIsPlayingThisGame;
FriendsList.Add(BPF);
}
}
示例7: FilterNodesRecursive
/**
* Recursively filters nodes
*
* @param StartNode The node to start from
* @param FilterStrings The filter strings which need to be matched
* @param OutFilteredNodes The list of all filtered nodes
*/
static bool FilterNodesRecursive( const TSharedRef<FSequencerDisplayNode>& StartNode, const TArray<FString>& FilterStrings, TSet< TSharedRef< const FSequencerDisplayNode> >& OutFilteredNodes )
{
// Assume the filter is acceptable
bool bFilterAcceptable = true;
// Check each string in the filter strings list against
for (int32 TestNameIndex = 0; TestNameIndex < FilterStrings.Num(); ++TestNameIndex)
{
const FString& TestName = FilterStrings[TestNameIndex];
if ( !StartNode->GetDisplayName().ToString().Contains( TestName ) )
{
bFilterAcceptable = false;
break;
}
}
// Whether or the start node is in the filter
bool bInFilter = false;
if( bFilterAcceptable )
{
// This node is now filtered
OutFilteredNodes.Add( StartNode );
bInFilter = true;
}
// Check each child node to determine if it is filtered
const TArray< TSharedRef<FSequencerDisplayNode> >& ChildNodes = StartNode->GetChildNodes();
for( int32 ChildIndex = 0; ChildIndex < ChildNodes.Num(); ++ChildIndex )
{
// Mark the parent as filtered if any child node was filtered
bFilterAcceptable |= FilterNodesRecursive( ChildNodes[ChildIndex], FilterStrings, OutFilteredNodes );
if( bFilterAcceptable && !bInFilter )
{
OutFilteredNodes.Add( StartNode );
bInFilter = true;
}
}
return bFilterAcceptable;
}