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C++ UGameViewportClient::SetReferenceToWorldContext方法代码示例

本文整理汇总了C++中UGameViewportClient::SetReferenceToWorldContext方法的典型用法代码示例。如果您正苦于以下问题:C++ UGameViewportClient::SetReferenceToWorldContext方法的具体用法?C++ UGameViewportClient::SetReferenceToWorldContext怎么用?C++ UGameViewportClient::SetReferenceToWorldContext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UGameViewportClient的用法示例。


在下文中一共展示了UGameViewportClient::SetReferenceToWorldContext方法的1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: Init

void UGameEngine::Init(IEngineLoop* InEngineLoop)
{
	DECLARE_SCOPE_CYCLE_COUNTER(TEXT("UGameEngine Init"), STAT_GameEngineStartup, STATGROUP_LoadTime);

	// Call base.
	UEngine::Init(InEngineLoop);

#if USE_NETWORK_PROFILER
	FString NetworkProfilerTag;
	if( FParse::Value(FCommandLine::Get(), TEXT("NETWORKPROFILER="), NetworkProfilerTag ) )
	{
		GNetworkProfiler.EnableTracking(true);
	}
#endif

	// Load and apply user game settings
	GetGameUserSettings()->LoadSettings();
	GetGameUserSettings()->ApplySettings();

	// Creates the initial world context. For GameEngine, this should be the only WorldContext that ever gets created.
	FWorldContext &InitialWorldContext = CreateNewWorldContext(EWorldType::Game);

	// Initialize the viewport client.
	UGameViewportClient* ViewportClient = NULL;
	if(GIsClient)
	{
		ViewportClient = ConstructObject<UGameViewportClient>(GameViewportClientClass,this);
		ViewportClient->SetReferenceToWorldContext(InitialWorldContext);
		GameViewport = ViewportClient;
		InitialWorldContext.GameViewport = ViewportClient;
	}

	bCheckForMovieCapture = true;

	// Attach the viewport client to a new viewport.
	if(ViewportClient)
	{
		// This must be created before any gameplay code adds widgets
		bool bWindowAlreadyExists = GameViewportWindow.IsValid();
		if (!bWindowAlreadyExists)
		{
			GameViewportWindow = CreateGameWindow();
		}

		CreateGameViewport( ViewportClient );

		if( !bWindowAlreadyExists )
		{
			SwitchGameWindowToUseGameViewport();
		}
		FString Error;
		if(!ViewportClient->Init(Error))
		{
			UE_LOG(LogEngine, Fatal,TEXT("%s"),*Error);
		}
	}

	// Create default URL.
	// @note:  if we change how we determine the valid start up map update LaunchEngineLoop's GetStartupMap()
	FURL DefaultURL;
	DefaultURL.LoadURLConfig( TEXT("DefaultPlayer"), GGameIni );

	// Enter initial world.
	EBrowseReturnVal::Type BrowseRet = EBrowseReturnVal::Failure;
	FString Error;
	TCHAR Parm[4096]=TEXT("");
	const TCHAR* Tmp = FCommandLine::Get();

#if UE_BUILD_SHIPPING
	// In shipping don't allow an override
	Tmp = TEXT("");
#endif // UE_BUILD_SHIPPING

	const UGameMapsSettings* GameMapsSettings = GetDefault<UGameMapsSettings>();
	const FString& DefaultMap = GameMapsSettings->GetGameDefaultMap();
	if (!FParse::Token(Tmp, Parm, ARRAY_COUNT(Parm), 0) || Parm[0] == '-')
	{
		FCString::Strcpy(Parm, *(DefaultMap + GameMapsSettings->LocalMapOptions));
	}
	FURL URL( &DefaultURL, Parm, TRAVEL_Partial );
	if( URL.Valid )
	{
		BrowseRet = Browse(InitialWorldContext, URL, Error );
	}

	// If waiting for a network connection, go into the starting level.
	if (BrowseRet != EBrowseReturnVal::Success && FCString::Stricmp(Parm, *DefaultMap) != 0)
	{
		const FText Message = FText::Format( NSLOCTEXT("Engine", "MapNotFound", "The map specified on the commandline '{0}' could not be found. Would you like to load the default map instead?"), FText::FromString( URL.Map ) );

		// the map specified on the command-line couldn't be loaded.  ask the user if we should load the default map instead
		if ( FCString::Stricmp(*URL.Map, *DefaultMap) != 0 &&
			FMessageDialog::Open( EAppMsgType::OkCancel, Message ) != EAppReturnType::Ok)
		{
			// user canceled (maybe a typo while attempting to run a commandlet)
			FPlatformMisc::RequestExit( false );
			return;
		}
		else
		{
//.........这里部分代码省略.........
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:101,代码来源:GameEngine.cpp


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