List模板改名为ArrayList
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@@ -109,12 +109,12 @@ public:
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ComponentSet & GetComponents(){return component_set;}
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int GetComponents(List<Component *> &comp_list,SceneNode *);
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int GetComponents(ArrayList<Component *> &comp_list,SceneNode *);
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virtual void UpdateComponents(const double delta_time);
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virtual void JoinComponent(Component *c){if(!c)return;component_set.Add(c);}
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virtual void UnjonComponent(Component *c){if(!c)return;component_set.Delete(c);}
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virtual void AttachComponent(Component *c){if(!c)return;component_set.Add(c);}
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virtual void DetachComponent(Component *c){if(!c)return;component_set.Delete(c);}
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public: //事件
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@@ -29,8 +29,8 @@ namespace hgl
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const int compare(const RenderNode &)const override;
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};
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using RenderNodeList=List<RenderNode>;
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using RenderNodePointerList=List<RenderNode *>;
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using RenderNodeList=ArrayList<RenderNode>;
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using RenderNodePointerList=ArrayList<RenderNode *>;
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using MaterialInstanceSets=SortedSet<MaterialInstance *>; ///<材质实例集合
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}//namespace graph
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@@ -119,7 +119,7 @@ namespace hgl
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bool Contains (Component *comp) {return ComponentList.Contains(comp);} ///<是否包含指定组件
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bool HasComponent (const ComponentManager *); ///<是否有指定组件管理器的组件
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virtual int GetComponents (List<Component *> &comp_list,const ComponentManager *); ///<取得所有组件
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virtual int GetComponents (ArrayList<Component *> &comp_list,const ComponentManager *); ///<取得所有组件
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};//class SceneNode
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@@ -37,7 +37,7 @@ namespace hgl
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DeviceBuffer *tile_buffer; ///<Tile暂存缓冲区
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List<Image2DRegion> commit_list;
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ArrayList<Image2DRegion> commit_list;
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uint8 *commit_ptr;
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bool CommitTile(TileObject *,const void *,const uint,const int,const int); ///<提交一个Tile数据
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@@ -18,7 +18,7 @@ class DescriptorSet
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ObjectList<VkDescriptorBufferInfo> vab_list;
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ObjectList<VkDescriptorImageInfo> image_list;
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List<VkWriteDescriptorSet> wds_list;
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ArrayList<VkWriteDescriptorSet> wds_list;
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SortedSet<uint32_t> binded_sets;
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@@ -34,7 +34,7 @@ struct GPUDeviceAttribute
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VkQueue present_queue =VK_NULL_HANDLE;
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VkSurfaceFormatKHR surface_format;
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List<VkPresentModeKHR> present_modes;
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ArrayList<VkPresentModeKHR> present_modes;
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VkSurfaceTransformFlagBitsKHR preTransform;
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VkCompositeAlphaFlagBitsKHR compositeAlpha =VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
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@@ -101,8 +101,8 @@ VK_NAMESPACE_BEGIN
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};//class VulkanInstance
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void InitVulkanInstanceProperties();
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const List<VkLayerProperties> & GetInstanceLayerProperties();
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const List<VkExtensionProperties> & GetInstanceExtensionProperties();
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const ArrayList<VkLayerProperties> & GetInstanceLayerProperties();
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const ArrayList<VkExtensionProperties> & GetInstanceExtensionProperties();
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const bool CheckInstanceLayerSupport(const AnsiString &);
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const bool GetInstanceLayerVersion(const AnsiString &,uint32_t &spec,uint32_t &impl);
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const bool CheckInstanceExtensionSupport(const AnsiString &);
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@@ -11,8 +11,10 @@ namespace hgl
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{
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class ActiveMemoryBlockManager;
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}
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VK_NAMESPACE_BEGIN
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using ShaderStageCreateInfoList=List<VkPipelineShaderStageCreateInfo>;
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using ShaderStageCreateInfoList=ArrayList<VkPipelineShaderStageCreateInfo>;
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/**
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* 材质类<br>
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@@ -23,9 +23,9 @@ class GPUPhysicalDevice
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VkPhysicalDeviceVulkan14Properties properties14;
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VkPhysicalDeviceMemoryProperties memory_properties;
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List<VkLayerProperties> layer_properties;
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List<VkExtensionProperties> extension_properties;
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List<VkQueueFamilyProperties> queue_family_properties;
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ArrayList<VkLayerProperties> layer_properties;
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ArrayList<VkExtensionProperties> extension_properties;
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ArrayList<VkQueueFamilyProperties> queue_family_properties;
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private:
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@@ -16,7 +16,7 @@ class RenderPass
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VkPipelineCache pipeline_cache;
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VkRenderPass render_pass;
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List<VkFormat> color_formats;
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ArrayList<VkFormat> color_formats;
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VkFormat depth_format;
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VkExtent2D granularity;
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@@ -31,7 +31,7 @@ private:
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friend class RenderPassManager;
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RenderPass(VkDevice d,VkPipelineCache pc,VkRenderPass rp,const List<VkFormat> &cf,VkFormat df);
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RenderPass(VkDevice d,VkPipelineCache pc,VkRenderPass rp,const ArrayList<VkFormat> &cf,VkFormat df);
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public:
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@@ -43,7 +43,7 @@ public:
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const VkPipelineCache GetPipelineCache()const{return pipeline_cache;}
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const uint GetColorCount()const{return color_formats.GetCount();}
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const List<VkFormat> & GetColorFormat()const{return color_formats;}
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const ArrayList<VkFormat> & GetColorFormat()const{return color_formats;}
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const VkFormat GetColorFormat(int index)const
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{
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if(index<0||index>=color_formats.GetCount())return VK_FORMAT_UNDEFINED;
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@@ -38,7 +38,7 @@ namespace hgl
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virtual ~TileFont();
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bool Registry(TileUVFloatMap &,SortedSet<u32char> &chars_sets); ///<注册要使用的字符
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void Unregistry(const List<u32char> &); ///<注销要使用的字符
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void Unregistry(const ArrayList<u32char> &); ///<注销要使用的字符
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};//class TileFont
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}//namespace graph
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}//namespace hgl
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@@ -11,7 +11,7 @@ class GraphModuleManager
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protected:
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List<GraphModule *> module_list;
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ArrayList<GraphModule *> module_list;
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Map<size_t,GraphModule *> module_map;
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public:
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@@ -28,9 +28,9 @@ private:
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private:
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RenderPass * CreateRenderPass( const List<VkAttachmentDescription> &desc_list,
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const List<VkSubpassDescription> &subpass,
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const List<VkSubpassDependency> &dependency,
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RenderPass * CreateRenderPass( const ArrayList<VkAttachmentDescription> &desc_list,
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const ArrayList<VkSubpassDescription> &subpass,
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const ArrayList<VkSubpassDependency> &dependency,
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const RenderbufferInfo *);
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public:
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@@ -20,7 +20,7 @@ public:
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public: //FrameBuffer相关
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Framebuffer *CreateFBO(RenderPass *rp,ImageView **color_list,const uint image_count,ImageView *depth);
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// Framebuffer *CreateFBO(RenderPass *,List<ImageView *> &color,ImageView *depth);
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// Framebuffer *CreateFBO(RenderPass *,ArrayList<ImageView *> &color,ImageView *depth);
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Framebuffer *CreateFBO(RenderPass *,ImageView *color,ImageView *depth);
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Framebuffer *CreateFBO(RenderPass *,ImageView *);
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@@ -91,11 +91,11 @@ public: //Create/Chagne
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void Clear(TextureCreateInfo *);
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bool ChangeTexture2D(Texture2D *,DeviceBuffer *buf, const List<Image2DRegion> &,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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bool ChangeTexture2D(Texture2D *,DeviceBuffer *buf, const ArrayList<Image2DRegion> &,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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bool ChangeTexture2D(Texture2D *,DeviceBuffer *buf, const RectScope2ui &, VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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bool ChangeTexture2D(Texture2D *,const void *data,const VkDeviceSize size, const RectScope2ui &, VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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// bool ChangeTexture2DArray(Texture2DArray *,DeviceBuffer *buf, const List<Image2DRegion> &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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// bool ChangeTexture2DArray(Texture2DArray *,DeviceBuffer *buf, const ArrayList<Image2DRegion> &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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bool ChangeTexture2DArray(Texture2DArray *,DeviceBuffer *buf, const RectScope2ui &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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bool ChangeTexture2DArray(Texture2DArray *,const void *data,const VkDeviceSize size,const RectScope2ui &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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@@ -274,7 +274,7 @@ struct ShaderVariable
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Interpolation interpolation; //插值方式
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};
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using SVList=List<ShaderVariable>;
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using SVList=ArrayList<ShaderVariable>;
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struct ShaderVariableArray:public Comparator<ShaderVariableArray>
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{
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@@ -37,7 +37,7 @@ protected:
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AnsiString mi_codes;
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List<const char *> function_list;
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ArrayList<const char *> function_list;
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AnsiString main_function;
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AnsiString final_shader;
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@@ -9,8 +9,8 @@
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namespace hgl{namespace graph
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{
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using UBODescriptorList=List<const UBODescriptor *>;
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using SamplerDescriptorList=List<const SamplerDescriptor *>;
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using UBODescriptorList=ArrayList<const UBODescriptor *>;
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using SamplerDescriptorList=ArrayList<const SamplerDescriptor *>;
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using ConstValueDescriptorList=ObjectList<ConstValueDescriptor>;
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using SubpassInputDescriptorList=ObjectList<SubpassInputDescriptor>;
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