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C++ Archive::Write方法代码示例

本文整理汇总了C++中Archive::Write方法的典型用法代码示例。如果您正苦于以下问题:C++ Archive::Write方法的具体用法?C++ Archive::Write怎么用?C++ Archive::Write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Archive的用法示例。


在下文中一共展示了Archive::Write方法的15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: Serialize

void TagsOptionsData::Serialize(Archive &arch)
{
	arch.Write(wxT("m_ccFlags"), m_ccFlags);
	arch.Write(wxT("m_prepFile"), m_prepFile);
	arch.Write(wxT("m_fileSpec"), m_fileSpec);
	arch.Write(wxT("m_languages"), m_languages);
}
开发者ID:BackupTheBerlios,项目名称:codelite-svn,代码行数:7,代码来源:tags_options_data.cpp

示例2: Serialize

void CopyrightsConfigData::Serialize(Archive& arch)
{
	arch.Write(wxT("m_templateFilename"), m_templateFilename);
	arch.Write(wxT("m_fileMasking"), m_fileMasking);
	arch.Write(wxT("m_backupFiles"), m_backupFiles);
	arch.Write(wxT("m_ignoreString"), m_ignoreString);
}
开发者ID:05storm26,项目名称:codelite,代码行数:7,代码来源:copyrightsconfigdata.cpp

示例3: Save

	void ShaderManager::Save(Archive& archive)
	{
		UINT count = mData.size();
		archive.Write(&count);

		for (auto it : mData)
		{
			std::shared_ptr<Shader> shader = it.second;

			archive.Write(&it.first);

			char* source = (char*)shader->Source();
			ULONG  size = (ULONG)strlen(source);
			ULONG bound = compressBound(size);

			BYTE* comp_source = (BYTE*)malloc(bound);

			compress(comp_source, &bound, reinterpret_cast<const Bytef*>(source), size);

			archive.Write(&size);
			archive.Write(&bound);
			archive.Write(comp_source, bound);

			free(comp_source);
		}
	}
开发者ID:jmclaine,项目名称:Sentinel_GameEngine,代码行数:26,代码来源:ShaderManager.cpp

示例4: Serialize

void FindReplaceData::Serialize(Archive& arch)
{
	arch.Write(wxT("m_findString"),    m_findString);
	arch.Write(wxT("m_replaceString"), m_replaceString);
	arch.Write(wxT("m_flags"),         (long)m_flags);
	arch.Write(wxT("m_searchPaths"),   m_searchPaths);
}
开发者ID:RVictor,项目名称:EmbeddedLite,代码行数:7,代码来源:findreplacedlg.cpp

示例5: Save

		void Label::Save(Archive& archive)
		{
			Component::Drawable::Save(archive);

			archive.Write(&mText);
			archive.Write(&mColor);
		}
开发者ID:jmclaine,项目名称:Sentinel_GameEngine,代码行数:7,代码来源:Label.cpp

示例6: Serialize

void QuickDebugInfo::Serialize(Archive& arch)
{
	arch.Write(wxT("m_arguments"), m_arguments);
	arch.Write(wxT("m_exeFilepaths"), m_exeFilepaths);
	arch.Write(wxT("m_selectedDbg"), m_selectedDbg);
	arch.Write(wxT("m_startCmds"), m_startCmds);
	arch.Write(wxT("m_wds"), m_wds);
}
开发者ID:05storm26,项目名称:codelite,代码行数:8,代码来源:quickdebuginfo.cpp

示例7: Serialize

// ------------------------------------------------------------
void SpellCheckerOptions::Serialize( Archive& arch )
{
    arch.Write( wxT( "m_dictionary" ), m_dictionary );
    arch.Write( wxT( "m_dictionaryPath" ), m_dictionaryPath );
    arch.Write( wxT( "m_scanStr" ), m_scanStr );
    arch.Write( wxT( "m_scanCPP" ), m_scanCPP );
    arch.Write( wxT( "m_scanC" ), m_scanC );
    arch.Write( wxT( "m_scanD1" ), m_scanD1 );
    arch.Write( wxT( "m_scanD2" ), m_scanD2 );
}
开发者ID:HTshandou,项目名称:codelite,代码行数:11,代码来源:spellcheckeroptions.cpp

示例8: Serialize

void SessionEntry::Serialize(Archive& arch)
{
    arch.Write(wxT("m_selectedTab"), m_selectedTab);
    // since tabs are saved in TabInfoArray we don't save tabs as string array,
    // there are only read due to read config saved in older version where wasn't TabInfoArray
    // arch.Write(wxT("m_tabs"), m_tabs);
    arch.Write(wxT("m_workspaceName"), m_workspaceName);
    arch.Write(wxT("TabInfoArray"), m_vTabInfoArr);
    arch.Write(wxT("m_breakpoints"), (SerializedObject*)&m_breakpoints);
}
开发者ID:stahta01,项目名称:codelite,代码行数:10,代码来源:sessionmanager.cpp

示例9: Serialize

void DebuggerSettingsData::Serialize(Archive &arch)
{
	size_t size = m_cmds.size();
	arch.Write(wxT("size"), size);
	for(size_t i=0; i<m_cmds.size(); i++){
		wxString cmdname;
		cmdname << wxT("DebuggerCmd") << i;
		arch.Write(cmdname, &m_cmds.at(i));
	}
}
开发者ID:RVictor,项目名称:EmbeddedLite,代码行数:10,代码来源:debuggersettings.cpp

示例10: Save

	void Material::Save(
		Archive& archive,
		Material* material,
		ShaderManager* shaderManager,
		TextureManager* textureManager,
		BlendStateManager* blendManager)
	{
		archive.Write(&material->mAmbient);
		archive.Write(&material->mDiffuse);
		archive.Write(&material->mSpecular);
		archive.Write(&material->mSpecularComponent);

		std::string shader = shaderManager->Get(material->mShader);
		archive.Write(&shader);

		std::string texture;

		for (UINT x = 0; x < (UINT)TextureIndex::COUNT; ++x)
		{
			texture = textureManager->Get(material->mTexture[x]);
			archive.Write(&texture);
		}

		auto blend = blendManager->Get(material->mBlendState);
		archive.Write(&blend);

		BYTE data = static_cast<BYTE>(material->mCullMode);
		archive.Write(&data);

		data = static_cast<BYTE>(material->mDepthMode);
		archive.Write(&data);

		archive.Write(&material->mRenderQueue);
	}
开发者ID:jmclaine,项目名称:Sentinel_GameEngine,代码行数:34,代码来源:Material.cpp

示例11: Save

void SpriteDrawable::Save(Archive& archive)
{
    _ASSERT(mOwner);
    _ASSERT(mOwner->GetWorld());
    _ASSERT(mOwner->GetWorld()->mSpriteManager);

    SERIAL_REGISTER.Save(archive);

    Drawable::Save(archive);

    archive.Write(&mOwner->GetWorld()->mSpriteManager->Get(mSprite));
    archive.Write(&mFrame);
    archive.Write(&mColor);
}
开发者ID:jmclaine,项目名称:Sentinel_GameEngine,代码行数:14,代码来源:SpriteDrawable.cpp

示例12: Save

	void CylinderPhysicsShape::Save(Archive& archive)
	{
		PhysicsSystem::SERIAL_CreateCylinder.Save(archive);

		Vector3 scale(GetScale());
		archive.Write(&scale);
	}
开发者ID:jmclaine,项目名称:Sentinel_GameEngine,代码行数:7,代码来源:PhysicsShape.cpp

示例13: Serialize

void TagsOptionsData::Serialize(Archive &arch)
{
	// since of build 3749, we *always* set CC_ACCURATE_SCOPE_RESOLVING to true
	m_ccFlags |= CC_ACCURATE_SCOPE_RESOLVING;

	arch.Write     (wxT("m_ccFlags"),           m_ccFlags);
	arch.Write     (wxT("m_ccColourFlags"),     m_ccColourFlags);
	arch.WriteCData(wxT("m_tokens"),            m_tokens);
	arch.WriteCData(wxT("m_types"),             m_types);
	arch.Write     (wxT("m_fileSpec"),          m_fileSpec);
	arch.Write     (wxT("m_languages"),         m_languages);
	arch.Write     (wxT("m_minWordLen"),        m_minWordLen);
	arch.Write     (wxT("m_parserSearchPaths"), m_parserSearchPaths);
	arch.Write     (wxT("m_parserEnabled"),     m_parserEnabled);
	arch.Write     (wxT("m_parserExcludePaths"),m_parserExcludePaths);
	arch.Write     (wxT("m_maxItemToColour"),   m_maxItemToColour);
}
开发者ID:RVictor,项目名称:EmbeddedLite,代码行数:17,代码来源:tags_options_data.cpp

示例14: Serialize

 void Serialize(Archive& arch) {
     arch.Write(wxT("m_flags"), m_flags);
     arch.Write(wxT("m_category"), m_category);
     arch.Write(wxT("m_lastSelection"), m_lastSelection);
 }
开发者ID:HTshandou,项目名称:codelite,代码行数:5,代码来源:NewProjectWizard.cpp

示例15: Serialize

void ConfFormBuilder::Serialize(Archive& arch)
{
	arch.Write(wxT("m_command"), m_command);
	arch.Write(wxT("m_fbPath"), m_fbPath);
}
开发者ID:05storm26,项目名称:codelite,代码行数:5,代码来源:confformbuilder.cpp


注:本文中的Archive::Write方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。