本文整理汇总了C++中std::hash_map::size方法的典型用法代码示例。如果您正苦于以下问题:C++ hash_map::size方法的具体用法?C++ hash_map::size怎么用?C++ hash_map::size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std::hash_map
的用法示例。
在下文中一共展示了hash_map::size方法的6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: HelloWorldUpdate
bool HelloWorldUpdate()
{
if(s3eKeyboardGetState(s3eKeyBack) & S3E_KEY_STATE_RELEASED)
{
s3eDebugTraceLine("back check");
std::hash_map<char*, char*>::iterator ihashMap;
if(hashMap.size() > 1) {
ihashMap = hashMap.find("ShowAt");
if(ihashMap->second == "both"){
vservManagerFetchingAdData();
}else if(ihashMap->second == "end") {
vservManagerFetchingAdData();
}
else if(ihashMap->second == "start"){
s3eDeviceExit();
return false;
}
}
}
if(CheckButtonStatus("Exit") & S3E_KEY_STATE_RELEASED) /*S3E_KEY_STATE_PRESSED)*/
{
s3eDebugTraceLine("Exit check");
HelloWorldShutDown();
return false;
}
return true;
}
示例2: HelloWorldShutDown
void HelloWorldShutDown()
{
std::hash_map<char*, char*>::iterator ihashMap;
if(hashMap.size() > 1) {
ihashMap = hashMap.find("ShowAt");
s3eSurfaceUnRegister(S3E_SURFACE_SCREENSIZE, HelloWorldRotationCallBack);
if(ihashMap->second == "end" || ihashMap->second == "both"){
vservManagerFetchingAdData();
}
else if(ihashMap->second == "start"){
s3eDeviceExit();
}
}
}
示例3: Piano_load_shapes
//all shapes are loaded from same image file to reduce file I/O and caching
//thiss also allows animated images to be self-contained
void PianoRenderCache::Piano_load_shapes(RenderBuffer &buffer, const wxString& filename)
{
debug_function(10); //Debug debug("load_shapes('%s')", (const char*)filename.c_str());
debug(1, "load shapes file '%s'", (const char*)filename.c_str());
//reload shapes even if file name hasn't changed; color map might be different now
// if (!CachedShapeFilename.CmpNoCase(filename)) { debug_more(2, ", no change"); return; } //no change
if (!wxFileExists(filename)) return;
Piano_flush_shapes(); //invalidate cached data
if (!Shapes.LoadFile(filename, wxBITMAP_TYPE_ANY, 0) || !Shapes.IsOk())
{
//wxMessageBox("Error loading image file: "+NewPictureName);
Shapes.Clear();
return;
}
if (buffer.GetColorCount() < 2) return; //use colors from shapes file if no user-selected colors
// int imgwidth=image.GetWidth();
// int imght =image.GetHeight();
// std::hash_map<WXCOLORREF, int> palcounts;
//TODO: use wxImage.GetData for better performance?
//TODO: use multiple images within same file?
for (int y = Shapes.GetHeight() - 1; y >= 0; --y) //bottom->top
for (int x = 0; x < Shapes.GetWidth(); ++x) //left->right
if (!Shapes.IsTransparent(x, y))
{
xlColor color, mapped;
color.Set(Shapes.GetRed(x, y), Shapes.GetGreen(x, y), Shapes.GetBlue(x, y));
if (ColorMap.find(color.GetRGB()) != ColorMap.end()) continue; //already saw this color
buffer.palette.GetColor(ColorMap.size() % buffer.GetColorCount(), mapped); //assign user-selected colors to shape palette sequentially, loop if run out of colors
debug(10, "shape color[%d] 0x%x => user-selected color [%d] 0x%x", ColorMap.size(), color.GetRGB(), ColorMap.size() % GetColorCount(), mapped.GetRGB());
ColorMap[color.GetRGB()] = mapped; //.GetRGB();
// ShapePalette.push_back(c.GetRGB()); //keep a list of unique colors in order of occurrence from origin L-R, B-T
}
debug(2, "w %d, h %d, #colors %d", Shapes.GetWidth(), Shapes.GetHeight(), ColorMap.size());
CachedShapeFilename = filename; //don't load same file again
}
示例4: main
//--------------------------------------------------------------------------
// Main global function
//--------------------------------------------------------------------------
int main()
{
std::hash_map<char*, char*>::iterator ihashMap;
hashInit();
vservManagerInit(hashMap);
if(hashMap.size() > 1) {
ihashMap = hashMap.find("ShowAt");
if(ihashMap->second == "start" || ihashMap->second == "both"){
vservManagerFetchingAdData();
}
else{
HelloWorldMain();
}
}
return 0;
}
示例5: Piano_RenderKey
bool PianoRenderCache::Piano_RenderKey(RenderBuffer &buffer, Sprite* sprite, std::hash_map<wxPoint_, int>& drawn,
int style, wxSize& canvas, wxSize& keywh, const wxString &placement, bool clip)
//bool RgbEffects::Sprite::render(wxSize& keywh, wxSize& BufferWH_int, int yscroll, bool Clipping)
{
debug_function(9);
//hash_map<pair<wxPoint, wxSize>, int>& drawn)
//PIANO_STYLE_KEYS sprites have 2 states: on (down) and off (up); draw all sprites; top view or edge view
int drawstate = sprite->ani_state++; //bump to next active (animation) state
if (!drawstate) sprite->ani_state = 0; //stay in inactive state
else
// if ((xy.size() == 1) && (drawstate == -1)) return false; //inactive on/off sprite; don't need tp draw anything
if (drawstate >= sprite->xy.size()) //end of animation
// if (it->repeat > 0) drawstate = 0; //loop immediately
// else if (it->repeat < 0) drawstate = -rnd(); //loop with delay
/*else*/ drawstate = sprite->xy.size() - 1; //stay at last state; don't loop
// wxPoint realxy = sprite->destxy;
// realxy.y += yscroll; //scrolling
debug_more(30, ", dest (%d => %d, %d), #drawn %d", sprite->destxy.x, (clip? sprite->destxy.x: sprite->destxy.x % canvas.x), sprite->destxy.y, drawn.size());
if (clip)
if ((sprite->destxy.x >= buffer.BufferWi) || (sprite->destxy.y >= buffer.BufferHt) || (sprite->destxy.x + keywh.x < 0) || (sprite->destxy.y + keywh.y < 0)) return false; //outside of visible rect
// debug_more(30, ", here1");
wxPoint_ where = sprite->destxy.y * 65536 + (clip? sprite->destxy.x: sprite->destxy.x % canvas.x); //wrap on even key boundary
// debug_more(30, ", here2");
if ((style != PIANO_STYLE_ANIMAGE) && (drawn.find(where) != drawn.end()) && (drawstate <= drawn[where])) { debug_more(30, ", already drawn[0x%x]=%d vs %d", where, drawn[where], drawstate); return false; } //do not redraw older states in same location
drawn[where] = drawstate; //remember highest state drawn in this location
//don't draw overlapping regions more than once
// SetPixel(x-xoffset,(state % ((imght+BufferHt)*speedfactor)) / speedfactor-y,c); //moving up
// SetPixel(x-xoffset,BufferHt+imght-y-(state % ((imght+BufferHt)*speedfactor)) / speedfactor,c); //moving down
//copy sprite image to pixel buffer, scale up/down:
//iterate thru target pixels and pull from sprite in case sizes don't match (need to set all target pixels, but okay to skip some source pixels)
float xscale = (float)sprite->wh.x / keywh.x, yscale = (float)sprite->wh.y / keywh.y; //src -> dest scale factor
// debug_more(30, ", here3");
//TODO: use wxImage.GetData for better performance?
int xofs = !clip? (buffer.BufferWi % (7 * keywh.x)) / 2: 0; //center keys if not clipped
if (WantHistory(style)) debug(20, "draw sprite '%s': set x/y %d/%d + %d/%d to 0x%x", (const char*)sprite->name.ToStdString().c_str(), sprite->destxy.x, sprite->destxy.y, keywh.x, keywh.y, drawstate? sprite->on.GetRGB(): sprite->off.GetRGB()); //.Flush(true);
else debug(20, "draw sprite '%s': copy from x/y[%d/%d] %d/%d + %d/%d => x/y %d/%d + %d/%d, x/y scale = %f/%f", (const char*)sprite->name.ToStdString().c_str(), drawstate, sprite->xy.size(), sprite->xy[drawstate].x, sprite->xy[drawstate].y, sprite->wh.x, sprite->wh.y, sprite->destxy.x, sprite->destxy.y, keywh.x, keywh.y, 1.0 / xscale, 1.0 / yscale); //.Flush(true);
for (int x = 0; x < keywh.x; ++x) //copying to it->w columns in dest
for (int y = 0; y < keywh.y; ++y) //copying to it->h rows in dest; vert scaling is more likely, so make Y the inner loop for better pixel caching
{
// static xlColor cached_rgb; //cached mapped pixel color
// static wxPoint cached_xy(-1, -1);
wxPoint src_xy(sprite->xy[drawstate].x + x * xscale, sprite->xy[drawstate].y + y * yscale);
//TODO: scale doesn't make sense for all cases
src_xy.y = Shapes.GetHeight() - src_xy.y - 1; //whoops, origin is top left but wanted bottom left
bool transparent = 0;
if (WantHistory(style)) cached_rgb = drawstate? sprite->on: sprite->off; //kludge: fill rect with same color to avoid losing pixels due to scaling
else if ((src_xy.x != cached_xy.x) || (src_xy.y != cached_xy.y)) //update cached pixel info
{
cached_xy = src_xy; //prev_xy.x = src_xy.x; prev_y = srcy; //not sure how expensive wx pixel functions are, so cache current pixel info just in case; aliasing/averaging and color mapping also makes thiss more expensive
if (Shapes.IsTransparent(src_xy.x, src_xy.y)) transparent = 1; //-1; //-1 matches white, so use + instead
else
{
// xlColor c;
//TODO: tile, center, anti-aliasing
cached_rgb.Set(Shapes.GetRed(src_xy.x, src_xy.y), Shapes.GetGreen(src_xy.x, src_xy.y), Shapes.GetBlue(src_xy.x, src_xy.y)); //NOTE: need to do pixel merging if scale is not 1:1
if (!ColorMap.empty()) cached_rgb = ColorMap[cached_rgb.GetRGB()]; //map to user-selected colors
}
debug_more(20, ", LK(%d,%d)", cached_xy.x, cached_xy.y);
}
if (transparent == 1 /*-1*/) continue; //don't need to draw pixel
int wrapx = sprite->destxy.x + x, scrolly = sprite->destxy.y;
// if (style == PIANO_STYLE_ANIMAGE) { wrapx *= xscale; scrolly *= yscale; }
if (!clip) wrapx %= canvas.x; //wrap on even key boundary
// if ((style == PIANO_STYLE_ICICLES) || (style == PIANO_STYLE_EQBARS)) scrolly += canvas.y - keywh.y; //draw at top instead of bottom
if (style == PIANO_STYLE_ICICLES) scrolly += canvas.y - keywh.y; //draw at top instead of bottom
// debug_more(20, ", %d+%d vs. %d-%d? %d", xofs, wrapx, BufferWi, xofs, xofs + wrapx < BufferWi - xofs);
// if (!clip) wrapx = (wrapx + 2 * xofs) % BufferWi - 2 * xofs; //wrap within reduced area, not expanded area
debug_more(20, ", (%d,%d)<-0x%x", wrapx, sprite->destxy.y + y, cached_rgb.GetRGB());
if (xofs + wrapx < buffer.BufferWi - xofs) buffer.SetPixel(xofs + wrapx, sprite->destxy.y + y, cached_rgb); //no vertical wrap, only horizontal wrap
}
// debug.Flush(true);
return true;
}
示例6: Piano_load_sprite_map
//map sprites to screen location:
void PianoRenderCache::Piano_load_sprite_map(const wxString& filename) //, int BufferWi, int BufferHt) //, bool clip)
{
debug_function(10);
debug(1, "load sprite map file %s", (const char*)filename.c_str());
wxTextFile f;
int numbad = 0;
if (!CachedMapFilename.CmpNoCase(filename)) { debug_more(2, ", no change"); return; } //no change
if (!wxFileExists(filename)) return;
if (!f.Open(filename.c_str())) return;
Piano_flush_map(); //invalidate cached data
debug(3, "read file");
for (wxString linebuf = f.GetFirstLine(); !f.Eof(); linebuf = f.GetNextLine())
{
std::string::size_type ofs;
if ((ofs = linebuf.find("#")) != std::string::npos) linebuf.erase(ofs); //remove comments
while (!linebuf.empty() && (linebuf.Last() == '\\')) //line continuation
{
linebuf.RemoveLast(); //remove trailing "\"
/*std::*/wxString morebuf = f.GetNextLine();
if (f.Eof()) break;
linebuf += morebuf;
}
while (!linebuf.empty() && isspace(linebuf.Last())) linebuf.RemoveLast(); //trim trailing spaces
if (linebuf.empty()) continue; //skip blank lines
//#Sprite-name Xon Yon Xoff Yoff W H DestX DestY DestZ
debug(20, "got line '%s'", (const char*)linebuf.c_str());
linebuf += "\teol"; //end-of-line check for missing params
wxStringTokenizer tkz(linebuf, "\t");
Sprite spr;
spr.name = tkz.GetNextToken(); //first column = sprite name
if (spr.name.find(".") == -1) spr.name += ".000"; //kludge: change name to match Audacity Polyphonic nodes
int srcx_on = wxAtoi(tkz.GetNextToken()); //x coordinate for "on" state
int srcy_on = wxAtoi(tkz.GetNextToken()); //y coordinate for "on" state
int srcx_off = wxAtoi(tkz.GetNextToken()); //x coordinate for "off" state
int srcy_off = wxAtoi(tkz.GetNextToken()); //y coordinate for "off" state
spr.wh.x = wxAtoi(tkz.GetNextToken()); //sprite width
spr.wh.y = wxAtoi(tkz.GetNextToken()); //spriate height
spr.destxy.x = wxAtoi(tkz.GetNextToken()); //destination x coordinate
spr.destxy.y = wxAtoi(tkz.GetNextToken()); //destination y coordinate
spr.destz = wxAtoi(tkz.GetNextToken()); //destination layer
// if (spr.destz > 10) spr.destz = 10; //limit to 10 layers
wxString junk = tkz.GetNextToken();
if (/* !junk.empty()*/ junk.Cmp("eol")) { debug_more(20, ", junk at end '%s'", (const char*)junk.c_str()); continue; } //TODO: show error messages?
debug_more(10, " => srcx/y on %d/%d, off %d/%d, sprite w/h %d/%d, dest x/y/z %d/%d/%d, junk? '%s'", srcx_on, srcy_on, srcx_off, srcy_off, spr.wh.x, spr.wh.y, spr.destxy.x, spr.destxy.y, spr.destz, (const char*)junk.c_str());
// if (!clip) { spr.destxy.x %= BufferWi; spr.destxy.y %= BufferWi; } //wrap
// else if ((spr.destxy.x >= BufferWi) || (spr.destxy.y >= BufferHi) || (spr.destxy.x + keyw < 0) || (spr.destxy.y + keyh < 0)) continue; //outside of visible rect
if ((srcx_off != srcx_on) || (srcy_off != srcy_on)) //need to draw when off also
{
if ((srcx_off < 0) || (srcx_off + spr.wh.x > Shapes.GetWidth()) || (srcy_off < 0) || (srcy_off + spr.wh.y > Shapes.GetHeight())) { debug_more(10, ": NO1"); ++numbad; continue; } //ignore invalid sprites
spr.xy.push_back(wxPoint(srcx_off, srcy_off)); //state 0 == key off/up
spr.off = find_color(Shapes, ColorMap, spr.xy.back(), spr.wh, "off");
}
if ((srcx_on < 0) || (srcx_on + spr.wh.x > Shapes.GetWidth()) || (srcy_on < 0) || (srcy_on + spr.wh.y > Shapes.GetHeight())) { debug_more(10, ": NO2"); ++numbad; continue; } //ignore invalid sprites
spr.xy.push_back(wxPoint(srcx_on, srcy_on)); //state 1 == key on/down
spr.on = find_color(Shapes, ColorMap, spr.xy.back(), spr.wh, "on");
spr.ani_state = 0; //inactive
// spr.repeat = 0;
AllSprites[spr.name.ToStdString()] = spr;
// if (spr.destz >= ByLayer.size()) ByLayer.resize(spr.destz + 1); //add new layer
// ByLayer[spr.destz].push_back(&AllSprites[spr.name.ToStdString()]);
debug_more(10, ", added '%s' ok? %d", spr.name.ToStdString().c_str(), AllSprites.find(spr.name.ToStdString()) != AllSprites.end());
}
debug(1, "%d shapes loaded, %d invalid", AllSprites.size(), numbad); //, ByLayer.size());
CachedMapFilename = filename; //don't load same file again
}