本文整理汇总了C++中TrackList::push_back方法的典型用法代码示例。如果您正苦于以下问题:C++ TrackList::push_back方法的具体用法?C++ TrackList::push_back怎么用?C++ TrackList::push_back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TrackList
的用法示例。
在下文中一共展示了TrackList::push_back方法的3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: siftPositionTracksToDrawers
void siftPositionTracksToDrawers(const TrackList<SiftPosition>& feature_tracks,
TrackList<DrawerPointer>& drawer_tracks) {
drawer_tracks.clear();
TrackList<SiftPosition>::const_iterator feature_track;
for (feature_track = feature_tracks.begin();
feature_track != feature_tracks.end();
++feature_track) {
Track<DrawerPointer> drawer_track;
siftPositionTrackToDrawers(*feature_track, drawer_track);
drawer_tracks.push_back(Track<DrawerPointer>());
drawer_tracks.back().swap(drawer_track);
}
}
示例2: translationTracksToDrawers
void translationTracksToDrawers(const TrackList<cv::Point2d>& feature_tracks,
TrackList<DrawerPointer>& drawer_tracks,
int radius) {
drawer_tracks.clear();
TrackList<cv::Point2d>::const_iterator feature_track;
for (feature_track = feature_tracks.begin();
feature_track != feature_tracks.end();
++feature_track) {
Track<DrawerPointer> drawer_track;
translationTrackToDrawers(*feature_track, drawer_track, radius);
drawer_tracks.push_back(Track<DrawerPointer>());
drawer_tracks.back().swap(drawer_track);
}
}
示例3: processNextBuffer
void Song::processNextBuffer()
{
// if not playing, nothing to do
if( m_playing == false )
{
return;
}
TrackList trackList;
int tcoNum = -1; // track content object number
// determine the list of tracks to play and the track content object
// (TCO) number
switch( m_playMode )
{
case Mode_PlaySong:
trackList = tracks();
// at song-start we have to reset the LFOs
if( m_playPos[Mode_PlaySong] == 0 )
{
EnvelopeAndLfoParameters::instances()->reset();
}
break;
case Mode_PlayBB:
if( Engine::getBBTrackContainer()->numOfBBs() > 0 )
{
tcoNum = Engine::getBBTrackContainer()->
currentBB();
trackList.push_back( BBTrack::findBBTrack(
tcoNum ) );
}
break;
case Mode_PlayPattern:
if( m_patternToPlay != NULL )
{
tcoNum = m_patternToPlay->getTrack()->
getTCONum( m_patternToPlay );
trackList.push_back(
m_patternToPlay->getTrack() );
}
break;
default:
return;
}
// if we have no tracks to play, nothing to do
if( trackList.empty() == true )
{
return;
}
// check for looping-mode and act if necessary
TimeLineWidget * tl = m_playPos[m_playMode].m_timeLine;
bool checkLoop =
tl != NULL && m_exporting == false && tl->loopPointsEnabled();
if( checkLoop )
{
// if looping-mode is enabled and we are outside of the looping
// range, go to the beginning of the range
if( m_playPos[m_playMode] < tl->loopBegin() ||
m_playPos[m_playMode] >= tl->loopEnd() )
{
setToTime(tl->loopBegin());
m_playPos[m_playMode].setTicks(
tl->loopBegin().getTicks() );
emit updateSampleTracks();
}
}
f_cnt_t framesPlayed = 0;
const float framesPerTick = Engine::framesPerTick();
while( framesPlayed < Engine::mixer()->framesPerPeriod() )
{
m_vstSyncController.update();
float currentFrame = m_playPos[m_playMode].currentFrame();
// did we play a tick?
if( currentFrame >= framesPerTick )
{
int ticks = m_playPos[m_playMode].getTicks() +
( int )( currentFrame / framesPerTick );
m_vstSyncController.setAbsolutePosition( ticks );
// did we play a whole tact?
if( ticks >= MidiTime::ticksPerTact() )
{
// per default we just continue playing even if
// there's no more stuff to play
// (song-play-mode)
int maxTact = m_playPos[m_playMode].getTact()
+ 2;
// then decide whether to go over to next tact
//.........这里部分代码省略.........