当前位置: 首页>>代码示例>>C++>>正文


C++ UProperty::ExportText_InContainer方法代码示例

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


在下文中一共展示了UProperty::ExportText_InContainer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: SaveOptions

void USpeedTreeImportData::SaveOptions()
{
	int32 PortFlags = 0;

	for (UProperty* Property = GetClass()->PropertyLink; Property; Property = Property->PropertyLinkNext)
	{
		if (!Property->HasAnyPropertyFlags(CPF_Config))
		{
			continue;
		}
		FString Section = TEXT("SpeedTree_Import_UI_Option_") + GetClass()->GetName();
		FString Key = Property->GetName();

		const bool bIsPropertyInherited = Property->GetOwnerClass() != GetClass();
		UObject* SuperClassDefaultObject = GetClass()->GetSuperClass()->GetDefaultObject();

		UArrayProperty* Array = dynamic_cast<UArrayProperty*>(Property);
		if (Array)
		{
			FConfigSection* Sec = GConfig->GetSectionPrivate(*Section, 1, 0, *GEditorPerProjectIni);
			check(Sec);
			Sec->Remove(*Key);

			FScriptArrayHelper_InContainer ArrayHelper(Array, this);
			for (int32 i = 0; i < ArrayHelper.Num(); i++)
			{
				FString	Buffer;
				Array->Inner->ExportTextItem(Buffer, ArrayHelper.GetRawPtr(i), ArrayHelper.GetRawPtr(i), this, PortFlags);
				Sec->Add(*Key, *Buffer);
			}
		}
		else
		{
			TCHAR TempKey[MAX_SPRINTF] = TEXT("");
			for (int32 Index = 0; Index < Property->ArrayDim; Index++)
			{
				if (Property->ArrayDim != 1)
				{
					FCString::Sprintf(TempKey, TEXT("%s[%i]"), *Property->GetName(), Index);
					Key = TempKey;
				}

				FString	Value;
				Property->ExportText_InContainer(Index, Value, this, this, this, PortFlags);
				GConfig->SetString(*Section, *Key, *Value, *GEditorPerProjectIni);
			}
		}
	}
	GConfig->Flush(0);
}
开发者ID:AndyHuang7601,项目名称:EpicGames-UnrealEngine,代码行数:50,代码来源:SpeedTreeImportData.cpp

示例2: GetObjProperties

	/** 
	 * Get a given UObject's properties in simple key/value string map
	 *
	 * @param Obj			The UObject to extract properties for 
	 * @param ObjProperties	[OUT] Property map to be filled
	 */
	static void GetObjProperties (UObject* Obj, FPropertiesMap& ObjProperties)
	{
		for (TFieldIterator<UProperty> PropIt(Obj->GetClass(), EFieldIteratorFlags::IncludeSuper); PropIt; ++PropIt)
		{
			UProperty* Prop = *PropIt;

			if ( ShouldCompareProperty(Prop) )
			{
				for (int32 Index = 0; Index < Prop->ArrayDim; Index++)
				{
					FString PropName = (Prop->ArrayDim > 1) ? FString::Printf(TEXT("%s[%d]"), *Prop->GetName(), Index) : *Prop->GetName();
					FString PropText;
					Prop->ExportText_InContainer(Index, PropText, Obj, Obj, Obj, PPF_SimpleObjectText);
					ObjProperties.Add(PropName, PropText);
				}
			}
		}
	}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:24,代码来源:BlueprintAutomationTests.cpp

示例3: ArrayHelper


//.........这里部分代码省略.........

                                // Is this an array of components?
                                if ( InnerProp->HasAnyPropertyFlags(CPF_InstancedReference) )
                                {
                                    if ( Obj->GetOuter() == Parent )
                                    {
                                        // Don't export more than once.
                                        Obj->Mark(OBJECTMARK_TagImp);
                                        UExporter::ExportToOutputDevice( Context, Obj, NULL, Out, TEXT("T3D"), Indent, PortFlags );
                                    }
                                    else
                                    {
                                        // set the OBJECTMARK_TagExp flag so that the calling code knows we wanted to export this object
                                        Obj->Mark(OBJECTMARK_TagExp);
                                    }
                                }
                                else
                                {
                                    // Don't export more than once.
                                    Obj->Mark(OBJECTMARK_TagImp);
                                    UExporter::ExportToOutputDevice( Context, Obj, NULL, Out, TEXT("T3D"), Indent, PortFlags );
                                }
                            }
                        }

                        Out.Logf( TEXT("%s%s(%i)=%s\r\n"), FCString::Spc(Indent), *Property->GetName(), DynamicArrayIndex, *Value );
                    }
                    // if some other element has already been determined to differ from the defaults, then export this item with no data so that
                    // the different array's size is maintained on import (this item will get the default values for that index, if any)
                    // however, if no elements of the array have changed, we still don't want to export anything
                    // so that the array size will also be taken from the defaults, which won't be the case if any element is exported
                    else if (bAnyElementDiffered)
                    {
                        Out.Logf( TEXT("%s%s(%i)=()\r\n"), FCString::Spc(Indent), *Property->GetName(), DynamicArrayIndex );
                    }
                }
            }
            if (StructDefaults)
            {
                StructProperty->DestroyValue(StructDefaults);
                FMemory::Free(StructDefaults);
            }
        }
        else
        {
            for( int32 PropertyArrayIndex=0; PropertyArrayIndex<Property->ArrayDim; PropertyArrayIndex++ )
            {
                FString	Value;
                // Export single element.

                uint8* DiffData = (DiffClass && Property->IsInContainer(DiffClass->GetPropertiesSize())) ? Diff : NULL;
                if( Property->ExportText_InContainer( PropertyArrayIndex, Value, Object, DiffData, Parent, ExportFlags, ExportRootScope ) )
                {
                    if ( ExportObjectProp )
                    {
                        UObject* Obj = ExportObjectProp->GetObjectPropertyValue(Property->ContainerPtrToValuePtr<void>(Object, PropertyArrayIndex));
                        if( Obj && !Obj->HasAnyMarks(OBJECTMARK_TagImp) )
                        {
                            // only export the BEGIN OBJECT block for a component if Parent is the component's Outer....when importing subobject definitions,
                            // (i.e. BEGIN OBJECT), whichever BEGIN OBJECT block a component's BEGIN OBJECT block is located within is the object that will be
                            // used as the Outer to create the component
                            if ( Property->HasAnyPropertyFlags(CPF_InstancedReference) )
                            {
                                if ( Obj->GetOuter() == Parent )
                                {
                                    // Don't export more than once.
                                    Obj->Mark(OBJECTMARK_TagImp);
                                    UExporter::ExportToOutputDevice( Context, Obj, NULL, Out, TEXT("T3D"), Indent, PortFlags );
                                }
                                else
                                {
                                    // set the OBJECTMARK_TagExp flag so that the calling code knows we wanted to export this object
                                    Obj->Mark(OBJECTMARK_TagExp);
                                }
                            }
                            else
                            {
                                // Don't export more than once.
                                Obj->Mark(OBJECTMARK_TagImp);
                                UExporter::ExportToOutputDevice( Context, Obj, NULL, Out, TEXT("T3D"), Indent, PortFlags );
                            }
                        }
                    }

                    if( Property->ArrayDim == 1 )
                    {
                        Out.Logf( TEXT("%s%s=%s\r\n"), FCString::Spc(Indent), *Property->GetName(), *Value );
                    }
                    else
                    {
                        Out.Logf( TEXT("%s%s(%i)=%s\r\n"), FCString::Spc(Indent), *Property->GetName(), PropertyArrayIndex, *Value );
                    }
                }
            }
        }
    }

    // Allows to import/export C++ properties in case the automatic unreal script mesh wouldn't work.
    Parent->ExportCustomProperties(Out, Indent);
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:101,代码来源:UnrealExporter.cpp


注:本文中的UProperty::ExportText_InContainer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。