本文整理汇总了C++中VariantList类的典型用法代码示例。如果您正苦于以下问题:C++ VariantList类的具体用法?C++ VariantList怎么用?C++ VariantList使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了VariantList类的15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: main
virtual void main()
{
//init
QString psname = getString("psname");
if (psname=="") psname = getInfile("in");
//load
VariantList variants;
variants.load(getInfile("in"));
//annotate
bool test = getFlag("test");
QString mode = getEnum("mode");
if(mode=="germline")
{
NGSD(test).annotate(variants, psname);
}
else if(mode=="somatic")
{
NGSD(test).annotateSomatic(variants, psname);
}
//store
variants.store(getOutfile("out"));
}
示例2: load
void RandomFire::load(const VariantMap& stream)
{
VariantList vl = stream.get( lc_population ).toList();
_d->minPopulation = vl.get( 0, 0 ).toInt();
_d->maxPopulation = vl.get( 1, 999999 ).toInt();
_d->strong = stream.get( lc_strong, 10 );
}
示例3: OnPressToggle
void MoveButtonState::OnPressToggle(bool bDown, boost::signal<void (VariantList*)> *pCustomSignal)
{
VariantList v;
if (bDown)
{
if (!m_bIsDown)
{
m_bIsDown = true;
v.Get(0).Set(uint32(m_keyType));
v.Get(1).Set(uint32(VIRTUAL_KEY_PRESS));
if (pCustomSignal)
{
(*pCustomSignal)(&v);
} else
{
GetBaseApp()->m_sig_arcade_input(&v);
}
}
m_releaseTimer = rt_max(GetTick(TIMER_SYSTEM), m_releaseTimer);
m_releaseTimer += 1000*60;
} else
{
ReleaseIfNeeded(pCustomSignal);
}
}
示例4: load
virtual void load(const VariantList& stream)
{
for (const auto& item : stream) {
VariantList vl = item.toList();
(*this)[ vl.get(0) ] = vl.get(1);
}
}
示例5: load
void Base::load(const VariantList& stream)
{
type = (Type)stream.get( ftype ).toInt();
date = stream.get( fdate ).toDateTime();
objectName = stream.get( fname ).toString();
message = stream.get( fmessage ).toString();
location = stream.get( flocation ).toPoint();
}
示例6: load
void load( const VariantList& stream )
{
for( unsigned int i=0; i < stream.size(); i+=2 )
{
Service::Type type = Service::Type( stream.get( i ).toInt() );
at( type )->set( stream.get( i+1 ).toFloat() ); //serviceValue
}
}
示例7: removeColumnIfPresent
bool NGSD::removeColumnIfPresent(VariantList& variants, QString name, bool exact_name_match)
{
int index = variants.annotationIndexByName(name, exact_name_match, false);
if (index==-1) return false;
variants.removeAnnotation(index);
return true;
}
示例8: onDeserialize
void Addressable::onDeserialize(VariantList& variants) {
if(variants.hasKey("class")) {
addClasses(variants.get("class").asStringList());
}
if(variants.hasKey("id")) {
setId(variants.get("id"));
}
}
示例9: load
void RandomDamage::load(const VariantMap& stream)
{
VariantList vl = stream.get( lc_population ).toList();
_d->minPopulation = vl.get( 0, 0 ).toInt();
_d->maxPopulation = vl.get( 1, 999999 ).toInt();
VARIANT_LOAD_ANY_D( _d, strong, stream );
VARIANT_LOAD_ANY_D( _d, priority, stream );
}
示例10: save
VariantList GoodStock::save() const
{
VariantList stream;
stream.push_back( (int)_type );
stream.push_back( _maxQty );
stream.push_back( _currentQty );
return stream;
}
示例11: save
virtual VariantList save() const
{
VariantList ret;
for (const auto& item : *this) {
ret.push_back(VariantList(item.first, item.second));
}
return ret;
}
示例12: load
void GoodStock::load( const VariantList& stream )
{
if( stream.size() < 3 )
return;
VariantList::const_iterator it=stream.begin();
_type = (Good::Type)(*it).toInt(); it++;
_maxQty = (*it).toInt(); it++;
_currentQty = math::clamp( (*it).toInt(), 0, _maxQty );
}
示例13: save
VariantList save() const
{
VariantList ret;
for( auto& mapItem : *this )
{
ret.push_back( Variant( (int)mapItem.first ) );
ret.push_back( Variant( mapItem.second->value() ) );
}
return ret;
}
示例14: addColumn
int NGSD::addColumn(VariantList& variants, QString name, QString description)
{
variants.annotations().append(VariantAnnotationHeader(name));
for (int i=0; i<variants.count(); ++i)
{
variants[i].annotations().append("");
}
variants.annotationDescriptions().append(VariantAnnotationDescription(name, description));
return variants.annotations().count() - 1;
}
示例15: switch
void ArcadeInputComponent::ActivateBinding(ArcadeKeyBind *pBind, bool bDown)
{
//special handling for directional keys, so they work in tandem with the trackball or whatever else also does directions
bool bWasDirectionalKey = true;
switch (pBind->m_outputkeycode)
{
case VIRTUAL_KEY_DIR_LEFT: m_buttons[MOVE_BUTTON_DIR_LEFT].OnPressToggle(bDown, m_customSignal); break;
case VIRTUAL_KEY_DIR_RIGHT: m_buttons[MOVE_BUTTON_DIR_RIGHT].OnPressToggle(bDown, m_customSignal); break;
case VIRTUAL_KEY_DIR_UP: m_buttons[MOVE_BUTTON_DIR_UP].OnPressToggle(bDown, m_customSignal); break;
case VIRTUAL_KEY_DIR_DOWN: m_buttons[MOVE_BUTTON_DIR_DOWN].OnPressToggle(bDown, m_customSignal); break;
default:
bWasDirectionalKey = false;
break;
}
if (bWasDirectionalKey)
{
//avoid sending it twice, we already would above
return;
}
//for other keys, just send it through the arcade signal:
VariantList v;
v.Get(0).Set(pBind->m_outputkeycode);
v.Get(1).Set(uint32(bDown));
if (m_customSignal)
{
(*m_customSignal)(&v);
} else
{
GetBaseApp()->m_sig_arcade_input(&v);
}
if (bDown)
{
//send as normal key, only on the keydown
VariantList v2;
v2.Get(0).Set((float)MESSAGE_TYPE_GUI_CHAR);
v2.Get(1).Set(0,0);
v2.Get(2).Set(uint32(pBind->m_outputkeycode));
GetBaseApp()->m_sig_input(&v2);
}
if (pBind->m_bOutputAsNormalKeyToo)
{
//also send as regular global key
GetBaseApp()->m_sig_raw_keyboard(&v);
}
}