本文整理汇总了C++中gd::Project::HasExternalEventsNamed方法的典型用法代码示例。如果您正苦于以下问题:C++ Project::HasExternalEventsNamed方法的具体用法?C++ Project::HasExternalEventsNamed怎么用?C++ Project::HasExternalEventsNamed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类gd::Project
的用法示例。
在下文中一共展示了Project::HasExternalEventsNamed方法的4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: OnEventsModified
void ChangesNotifier::OnEventsModified(
gd::Project& game,
gd::Layout& scene,
bool indirectChange,
gd::String sourceOfTheIndirectChange) const {
#if !defined(GD_NO_WX_GUI) // Compilation is not supported when wxWidgets
// support is disabled.
std::cout << "Changes occured inside " << scene.GetName() << "...";
scene.SetRefreshNeeded();
if (!indirectChange ||
!game.HasExternalEventsNamed(
sourceOfTheIndirectChange)) // Changes occured directly in the scene:
// Recompile it.
{
scene.SetCompilationNeeded();
CodeCompilationHelpers::CreateSceneEventsCompilationTask(game, scene);
std::cout << "Recompilation triggered." << std::endl;
} else {
DependenciesAnalyzer analyzer(
game, game.GetExternalEvents(sourceOfTheIndirectChange));
if (analyzer.ExternalEventsCanBeCompiledForAScene() == scene.GetName()) {
// Do nothing: Changes occured in an external event which is compiled
// separately
std::cout << "But nothing to do." << std::endl;
} else {
// Changes occurred in an external event which is directly included in the
// scene events.
scene.SetCompilationNeeded();
std::cout << "Recompilation asked for later." << std::endl;
}
}
#endif
}
示例2: ReplaceLinkByLinkedEvents
void LinkEvent::ReplaceLinkByLinkedEvents(gd::Project & project, EventsList & eventList, unsigned int indexOfTheEventInThisList)
{
//Finding what to link to.
const EventsList * eventsToInclude = NULL;
gd::ExternalEvents * linkedExternalEvents = NULL;
if ( project.HasExternalEventsNamed(GetTarget()) )
{
linkedExternalEvents = &project.GetExternalEvents(GetTarget());
eventsToInclude = &project.GetExternalEvents(GetTarget()).GetEvents();
}
else if ( project.HasLayoutNamed(GetTarget()) ) eventsToInclude = &project.GetLayout(GetTarget()).GetEvents();
if ( eventsToInclude != NULL )
{
unsigned int firstEvent = IncludeAllEvents() ? 0 : GetIncludeStart();
unsigned int lastEvent = IncludeAllEvents() ? eventsToInclude->size() - 1 : GetIncludeEnd();
//Check bounds
if ( firstEvent >= eventsToInclude->size() )
{
std::cout << "Unable to get events from a link ( Invalid start )" << std::endl;
linkWasInvalid = true;
return;
}
if ( lastEvent >= eventsToInclude->size() )
{
std::cout << "Unable to get events from a link ( Invalid end )" << std::endl;
linkWasInvalid = true;
return;
}
if ( firstEvent > lastEvent )
{
std::cout << "Unable to get events from a link ( End is before start )" << std::endl;
linkWasInvalid = true;
return;
}
//Insert an empty event to replace the link event ( we'll delete the link event at the end )
//( If we just erase the link event without adding a blank event to replace it,
//the first event inserted by the link will not be preprocessed ( and it can be annoying if it require preprocessing, such as another link event ). )
gd::EmptyEvent emptyEvent;
eventList.InsertEvent(emptyEvent, indexOfTheEventInThisList);
eventList.InsertEvents(*eventsToInclude, firstEvent, lastEvent, indexOfTheEventInThisList+1);
//Delete the link event ( which is now at the end of the list of events we've just inserted )
eventList.RemoveEvent(indexOfTheEventInThisList + 1 + static_cast<unsigned>(lastEvent-firstEvent)+1);
}
else
{
std::cout << "Unable to get events from a link." << std::endl;
linkWasInvalid = true;
//Delete the link event
eventList.RemoveEvent(indexOfTheEventInThisList);
return;
}
linkWasInvalid = false;
}
示例3: RequestFullRecompilation
void ChangesNotifier::RequestFullRecompilation(gd::Project& game,
gd::Layout* scene) const {
#if !defined(GD_NO_WX_GUI) // Compilation is not supported when wxWidgets
// support is disabled.
if (scene) {
// Notify the scene it has been changed...
scene->SetRefreshNeeded();
//...as well as the dependencies
DependenciesAnalyzer analyzer(game, *scene);
if (!analyzer.Analyze()) {
std::cout << "WARNING: Circular dependency for scene " << scene->GetName()
<< std::endl;
return;
}
std::set<gd::String> externalEventsDependencies =
analyzer.GetExternalEventsDependencies();
for (std::set<gd::String>::const_iterator i =
externalEventsDependencies.begin();
i != externalEventsDependencies.end();
++i) {
if (game.HasExternalEventsNamed(*i))
game.GetExternalEvents(*i).SetLastChangeTimeStamp(
wxDateTime::Now().GetTicks());
}
// And ask for a recompilation of everything.
CodeCompilationHelpers::CreateSceneEventsCompilationTask(game, *scene);
} else // Scene pointer is NULL: Mark all scenes as modified
{
for (std::size_t i = 0; i < game.GetLayoutsCount(); ++i) {
game.GetLayout(i).SetRefreshNeeded();
game.GetLayout(i).SetCompilationNeeded();
}
for (std::size_t i = 0; i < game.GetExternalEventsCount(); ++i) {
game.GetExternalEvents(i).SetLastChangeTimeStamp(
wxDateTime::Now()
.GetTicks()); // Do no forget external events as they can have
// been compiled separately from scenes.
}
}
#endif
}
示例4: GetScenesAndExternalEventsLinkedTo
void EventsChangesNotifier::GetScenesAndExternalEventsLinkedTo(
const gd::EventsList& events,
gd::Project& project,
std::vector<gd::Layout*>& layouts,
std::vector<gd::ExternalEvents*>& externalEvents) {
for (std::size_t i = 0; i < events.size(); ++i) {
try {
const gd::LinkEvent& linkEvent =
dynamic_cast<const gd::LinkEvent&>(events[i]);
// We've got a link event, search now linked scene/external events
if (project.HasExternalEventsNamed(linkEvent.GetTarget())) {
gd::ExternalEvents& linkedExternalEvents =
project.GetExternalEvents(linkEvent.GetTarget());
// Protect against circular references
if (find(externalEvents.begin(),
externalEvents.end(),
&linkedExternalEvents) == externalEvents.end()) {
externalEvents.push_back(&linkedExternalEvents);
GetScenesAndExternalEventsLinkedTo(linkedExternalEvents.GetEvents(),
project,
layouts,
externalEvents);
}
} else if (project.HasLayoutNamed(linkEvent.GetTarget())) {
gd::Layout& linkedLayout = project.GetLayout(linkEvent.GetTarget());
// Protect against circular references
if (find(layouts.begin(), layouts.end(), &linkedLayout) ==
layouts.end()) {
layouts.push_back(&linkedLayout);
GetScenesAndExternalEventsLinkedTo(
linkedLayout.GetEvents(), project, layouts, externalEvents);
}
}
} catch (...) {
}
if (events[i].CanHaveSubEvents())
GetScenesAndExternalEventsLinkedTo(
events[i].GetSubEvents(), project, layouts, externalEvents);
}
}