本文整理汇总了C++中UScriptStruct::IsNative方法的典型用法代码示例。如果您正苦于以下问题:C++ UScriptStruct::IsNative方法的具体用法?C++ UScriptStruct::IsNative怎么用?C++ UScriptStruct::IsNative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UScriptStruct
的用法示例。
在下文中一共展示了UScriptStruct::IsNative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: OuterGenerate
void FEmitDefaultValueHelper::OuterGenerate(FEmitterLocalContext& Context
, const UProperty* Property
, const FString& OuterPath
, const uint8* DataContainer
, const uint8* OptionalDefaultDataContainer
, EPropertyAccessOperator AccessOperator
, bool bAllowProtected)
{
// Determine if the given property contains an instanced default subobject reference. We only get here if the values are not identical.
auto IsInstancedSubobjectLambda = [&](int32 ArrayIndex) -> bool
{
if (auto ObjectProperty = Cast<UObjectProperty>(Property))
{
check(DataContainer);
check(OptionalDefaultDataContainer);
auto ObjectPropertyValue = ObjectProperty->GetObjectPropertyValue_InContainer(DataContainer, ArrayIndex);
auto DefaultObjectPropertyValue = ObjectProperty->GetObjectPropertyValue_InContainer(OptionalDefaultDataContainer, ArrayIndex);
if (ObjectPropertyValue && ObjectPropertyValue->IsDefaultSubobject() && DefaultObjectPropertyValue && DefaultObjectPropertyValue->IsDefaultSubobject() && ObjectPropertyValue->GetFName() == DefaultObjectPropertyValue->GetFName())
{
return true;
}
}
return false;
};
if (Property->HasAnyPropertyFlags(CPF_EditorOnly | CPF_Transient))
{
UE_LOG(LogK2Compiler, Verbose, TEXT("FEmitDefaultValueHelper Skip EditorOnly or Transient property: %s"), *Property->GetPathName());
return;
}
for (int32 ArrayIndex = 0; ArrayIndex < Property->ArrayDim; ++ArrayIndex)
{
if (!OptionalDefaultDataContainer
|| (!Property->Identical_InContainer(DataContainer, OptionalDefaultDataContainer, ArrayIndex) && !IsInstancedSubobjectLambda(ArrayIndex)))
{
FString PathToMember;
UBlueprintGeneratedClass* PropertyOwnerAsBPGC = Cast<UBlueprintGeneratedClass>(Property->GetOwnerClass());
UScriptStruct* PropertyOwnerAsScriptStruct = Cast<UScriptStruct>(Property->GetOwnerStruct());
const bool bNoexportProperty = PropertyOwnerAsScriptStruct
&& PropertyOwnerAsScriptStruct->IsNative()
&& (PropertyOwnerAsScriptStruct->StructFlags & STRUCT_NoExport)
// && !PropertyOwnerAsScriptStruct->GetBoolMetaData(TEXT("BlueprintType"))
&& ensure(EPropertyAccessOperator::Dot == AccessOperator);
if (PropertyOwnerAsBPGC && !Context.Dependencies.WillClassBeConverted(PropertyOwnerAsBPGC))
{
ensure(EPropertyAccessOperator::None != AccessOperator);
const FString OperatorStr = (EPropertyAccessOperator::Dot == AccessOperator) ? TEXT("&") : TEXT("");
const FString ContainerStr = (EPropertyAccessOperator::None == AccessOperator) ? TEXT("this") : FString::Printf(TEXT("%s(%s)"), *OperatorStr, *OuterPath);
PathToMember = FString::Printf(TEXT("FUnconvertedWrapper__%s(%s).GetRef__%s()"), *FEmitHelper::GetCppName(PropertyOwnerAsBPGC), *ContainerStr
, *UnicodeToCPPIdentifier(Property->GetName(), false, nullptr));
}
else if (bNoexportProperty || Property->HasAnyPropertyFlags(CPF_NativeAccessSpecifierPrivate) || (!bAllowProtected && Property->HasAnyPropertyFlags(CPF_NativeAccessSpecifierProtected)))
{
ensure(EPropertyAccessOperator::None != AccessOperator);
const FString OperatorStr = (EPropertyAccessOperator::Dot == AccessOperator) ? TEXT("&") : TEXT("");
const FString ContainerStr = (EPropertyAccessOperator::None == AccessOperator) ? TEXT("this") : OuterPath;
const FString GetPtrStr = bNoexportProperty
? FEmitHelper::AccessInaccessiblePropertyUsingOffset(Context, Property, ContainerStr, OperatorStr, ArrayIndex)
: FEmitHelper::AccessInaccessibleProperty(Context, Property, ContainerStr, OperatorStr, ArrayIndex, false);
PathToMember = Context.GenerateUniqueLocalName();
Context.AddLine(FString::Printf(TEXT("auto& %s = %s;"), *PathToMember, *GetPtrStr));
}
else
{
const FString AccessOperatorStr = (EPropertyAccessOperator::None == AccessOperator) ? TEXT("")
: ((EPropertyAccessOperator::Pointer == AccessOperator) ? TEXT("->") : TEXT("."));
const bool bStaticArray = (Property->ArrayDim > 1);
const FString ArrayPost = bStaticArray ? FString::Printf(TEXT("[%d]"), ArrayIndex) : TEXT("");
PathToMember = FString::Printf(TEXT("%s%s%s%s"), *OuterPath, *AccessOperatorStr, *FEmitHelper::GetCppName(Property), *ArrayPost);
}
const uint8* ValuePtr = Property->ContainerPtrToValuePtr<uint8>(DataContainer, ArrayIndex);
const uint8* DefaultValuePtr = OptionalDefaultDataContainer ? Property->ContainerPtrToValuePtr<uint8>(OptionalDefaultDataContainer, ArrayIndex) : nullptr;
InnerGenerate(Context, Property, PathToMember, ValuePtr, DefaultValuePtr);
}
}
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:80,代码来源:BlueprintCompilerCppBackendValueHelper.cpp