コード例 #1
0
ファイル: VTooltip.cpp プロジェクト: cDoru/projectanarchy
VTooltip* VTooltip::CloneTooltip()
{
  VTooltip *pClone = (VTooltip *)GetTypeId()->CreateInstance();
  COPY_MEMBER(m_pContext);
  COPY_MEMBER(m_fDelay);
  *pClone->m_pText = *m_pText; // assignment operator
  COPY_MEMBER(m_iBackgroundColor);
  COPY_MEMBER(m_iBorderColor);
  COPY_MEMBER(m_fBorderSize);
  COPY_MEMBER(m_fTextBorder);

  return pClone;
}
コード例 #2
0
VTextureWeightmapChannelResource::DetailTextureProperties_t& VTextureWeightmapChannelResource::DetailTextureProperties_t::operator = (const DetailTextureProperties_t &other)
{
  COPY_MEMBER(m_iTextureID);
  COPY_MEMBER(m_iMaterialID);
  COPY_MEMBER(m_vTilingAndOfs);
  COPY_MEMBER(m_bUseThreeWayMapping);
  COPY_MEMBER(m_spDiffuseTexture);
  COPY_MEMBER(m_spNormalmapTexture);
  COPY_MEMBER(m_spSpecularTexture);
  COPY_MEMBER(m_fBakePriority);
  COPY_MEMBER(m_sDiffuseTexFile);
  COPY_MEMBER(m_sNormalmapTexFile);
  COPY_MEMBER(m_sSpecularTexFile);
  COPY_MEMBER(m_bUseClamping);
  return *this;
}
コード例 #3
0
  /// \brief
  ///   Copy assignment operator - copies all properties
  ///
  /// \param other
  ///   source config
  /// \return
  ///   reference to this
  inline VTerrainConfig& operator = (const VTerrainConfig& other)
  {
    COPY_MEMBER(m_sTerrainFolder);
    COPY_MEMBER(m_sAbsTerrainDir);
    COPY_MEMBER(m_sAbsProjectDir);

    COPY_MEMBER(m_iSectorCount[0]);
    COPY_MEMBER(m_iSectorCount[1]);
    COPY_MEMBER(m_vSectorSize);
    COPY_MEMBER(m_iHeightSamplesPerSector[0]);
    COPY_MEMBER(m_iHeightSamplesPerSector[1]);
    COPY_MEMBER(m_iTilesPerSector[0]);
    COPY_MEMBER(m_iTilesPerSector[1]);
    COPY_MEMBER(m_iDensityMapSamplesPerSector[0]);
    COPY_MEMBER(m_iDensityMapSamplesPerSector[1]);
    COPY_MEMBER(m_iDefaultWeightmapResolution[0]);
    COPY_MEMBER(m_iDefaultWeightmapResolution[1]);
    COPY_MEMBER(m_iMaterialMapResolution[0]);
    COPY_MEMBER(m_iMaterialMapResolution[1]);
    COPY_MEMBER(m_vTerrainPos);
    COPY_MEMBER(m_fPurgeInterval);
    COPY_MEMBER(m_iMemoryLimit);
    COPY_MEMBER(m_fVisibilityHeightOverTerrain);
    COPY_MEMBER(m_bSortTextureChannels);
    COPY_MEMBER(m_bDistanceBasedLODOnly);
    COPY_MEMBER(m_bIgnoreHeightForLOD);
    COPY_MEMBER(m_bNormalmapUsesBorder);
    COPY_MEMBER(m_bSceneSpecificLightmaps);
    COPY_MEMBER(m_bUseThreeWayMapping);
    COPY_MEMBER(m_bUseNormalMapping);
    COPY_MEMBER(m_bUseLightMapping);

    COPY_MEMBER(m_fPrecacheMargin);
    COPY_MEMBER(m_iOldSectorStartIndex[0]);
    COPY_MEMBER(m_iOldSectorStartIndex[1]);
    COPY_MEMBER(m_iNewSectorStartIndex[0]);
    COPY_MEMBER(m_iNewSectorStartIndex[1]);
    COPY_MEMBER(m_iOldSectorCount[0]);
    COPY_MEMBER(m_iOldSectorCount[1]);

    Finalize();
    return *this;
  }