Esempio n. 1
0
 void ForEachToken(Id const & id, Doc const & doc, Fn && fn)
 {
   doc.ForEachToken([&](int8_t lang, Token const & token) {
     if (lang >= 0)
       fn(AddLang(lang, token));
   });
 }
Esempio n. 2
0
  size_t GetNumDocs(int8_t lang, strings::UniString const & token, bool prefix) const
  {
    auto const key = AddLang(lang, token);

    if (!prefix)
    {
      size_t numDocs = 0;
      m_trie.WithValuesHolder(key, [&](List const & list) { numDocs = list.Size(); });
      return numDocs;
    }

    return WithIds([&](std::vector<Id> & ids) {
             m_trie.ForEachInSubtree(
                 key, [&](Token const & /* token */, Id const & id) { ids.push_back(id); });
           })
        .size();
  }
DataEditorControl::DataEditorControl(Ui::MainWindow *ui)
{
	//设置视图模型
	mSoldierTableModule = new SoldierTableModule(this);
	mSoldierTableView = ui->soldierTableView;
	mSoldierTableView->setModel(mSoldierTableModule);

	mHorseTableModule = new HorseTableModule(this);
	mHorseTableView = ui->horseTableView;
	mHorseTableView->setModel(mHorseTableModule);

	mPWeaponTableModule = new PWeaponTableModule(this);
	mPWeaponTableView = ui->pweaponTableView;
	mPWeaponTableView->setModel(mPWeaponTableModule);

	mSWeaponTableModule = new SWeaponTableModule(this);
	mSWeaponTableView = ui->sweaponTableView;
	mSWeaponTableView->setModel(mSWeaponTableModule);

	mArmorTableModule = new ArmorTableModule(this);
	mArmorTableView = ui->armorTableView;
	mArmorTableView->setModel(mArmorTableModule);

	mShieldTableModule = new ShieldTableModule(this);
	mShieldTableView = ui->shieldTableView;
	mShieldTableView->setModel(mShieldTableModule);

	mSkillTableModule = new SkillTableModule(this);
	mSkillTableView = ui->skillTableView;
	mSkillTableView->setModel(mSkillTableModule);

	mEffectTableModule = new EffectTableModule(this);
	mEffectTableView = ui->effectTableView;
	mEffectTableView->setModel(mEffectTableModule);

	mSquadTableModule = new SquadTableModule(this);
	mSquadTableView = ui->squadTableView;
	mSquadTableView->setModel(mSquadTableModule);

	mSquadSkillTableModule = new SquadSkillTableModule(this);
	mSquadSkillTableView = ui->squadSkillTableView;
	mSquadSkillTableView->setModel(mSquadSkillTableModule);

	mStringTableModule = new StringTableModule(this);
	mStringTableView = ui->stringTableView;
	mStringTableView->setModel(mStringTableModule);

	mModBox = ui->modBox;
	mLangBox = ui->langBox;
	RefreshModList();

	//连接消息
	connect(ui->addMod,SIGNAL(clicked()),this,SLOT(AddMod()));
	connect(ui->addLang,SIGNAL(clicked()),this,SLOT(AddLang()));
	connect(ui->addSoldier,SIGNAL(clicked()),this,SLOT(AddSoldier()));
	connect(ui->delSoldier,SIGNAL(clicked()),this,SLOT(DelSoldier()));
	connect(ui->addHorse,SIGNAL(clicked()),this,SLOT(AddHorse()));
	connect(ui->delHorse,SIGNAL(clicked()),this,SLOT(DelHorse()));
	connect(ui->addPWeapon,SIGNAL(clicked()),this,SLOT(AddPWeapon()));
	connect(ui->delPWeapon,SIGNAL(clicked()),this,SLOT(DelPWeapon()));
	connect(ui->addSWeapon,SIGNAL(clicked()),this,SLOT(AddSWeapon()));
	connect(ui->delSWeapon,SIGNAL(clicked()),this,SLOT(DelSWeapon()));
	connect(ui->addArmor,SIGNAL(clicked()),this,SLOT(AddArmor()));
	connect(ui->delArmor,SIGNAL(clicked()),this,SLOT(DelArmor()));
	connect(ui->addShield,SIGNAL(clicked()),this,SLOT(AddShield()));
	connect(ui->delShield,SIGNAL(clicked()),this,SLOT(DelShield()));
	connect(ui->addSkill,SIGNAL(clicked()),this,SLOT(AddSkill()));
	connect(ui->delSkill,SIGNAL(clicked()),this,SLOT(DelSkill()));
	connect(ui->addEffect,SIGNAL(clicked()),this,SLOT(AddEffect()));
	connect(ui->delEffect,SIGNAL(clicked()),this,SLOT(DelEffect()));
	connect(ui->addSquad,SIGNAL(clicked()),this,SLOT(AddSquad()));
	connect(ui->delSquad,SIGNAL(clicked()),this,SLOT(DelSquad()));
	connect(ui->addSquadSkill,SIGNAL(clicked()),this,SLOT(AddSquadSkill()));
	connect(ui->delSquadSkill,SIGNAL(clicked()),this,SLOT(DelSquadSkill()));
	connect(ui->addString,SIGNAL(clicked()),this,SLOT(AddString()));
	connect(ui->delString,SIGNAL(clicked()),this,SLOT(DelString()));

	connect(ui->squadTableView,SIGNAL(clicked(const QModelIndex &)),this,SLOT(SelectSquad(const QModelIndex &)));
}