PMLibraryHandle::PMResult PMLibraryHandle::changeParentLibrary( const QString& parentPath ) { if( m_readOnly ) return PMLibraryHandle::ReadOnlyLib; QString newPath = parentPath + "/" + m_path.section( '/', -1 ); PMLibraryHandle::EntryIterator itr( m_libraries ); for( ; itr.current( ); ++itr ) { PMLibraryHandle lib = PMLibraryHandle( *itr.current( ) ); lib.changeParentLibrary( newPath ); m_libraries.replace( itr.currentKey( ), new QString( newPath + "/" + lib.path( ) ) ); } PMLibraryHandle::EntryIterator objItr( m_objects ); for( ; objItr.current( ); ++objItr ) { QString test = newPath + "/" + objItr.current( )->section( '/', -1 ); m_objects.replace( objItr.currentKey( ), new QString( newPath + "/" + objItr.current( )->section( '/', -1 ) ) ); } saveLibraryInfo( ); m_path = newPath; return PMLibraryHandle::Ok; }
void APlayerHUD::BeginPlay() { Super::BeginPlay(); for (TActorIterator<AGameCharacter> objItr(GetWorld()); objItr; ++objItr) { AddPostRenderedActor((*objItr)); } }
void APlayerHUD::BeginPlay() { Super::BeginPlay(); //get overlay actors for (TActorIterator<AGameCharacter> objItr(GetWorld()); objItr; ++objItr) { AddPostRenderedActor((*objItr)); } //then get minimap actors for (TActorIterator<AMinimapActor> mapItr(GetWorld()); mapItr; ++mapItr) gameMinimap = (*mapItr); }