本文整理汇总了C++中BinaryFile::WriteShortString方法的典型用法代码示例。如果您正苦于以下问题:C++ BinaryFile::WriteShortString方法的具体用法?C++ BinaryFile::WriteShortString怎么用?C++ BinaryFile::WriteShortString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类BinaryFile
的用法示例。
在下文中一共展示了BinaryFile::WriteShortString方法的4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: WritePlayerData
void SavedFile::WritePlayerData(BinaryFile& file)
{
// Spielerdaten
for(std::vector<Player>::const_iterator it = players.begin(); it != players.end(); ++it)
{
file.WriteUnsignedInt(it->ps);
if(it->ps != PS_LOCKED)
{
file.WriteShortString(it->name);
file.WriteUnsignedChar(it->nation);
file.WriteUnsignedInt(it->color);
file.WriteUnsignedChar(it->team);
}
}
}
示例2: WritePlayerData
/**
*
* @author OLiver
*/
void SavedFile::WritePlayerData(BinaryFile& file)
{
// Spielerdaten
for(unsigned char i = 0; i < player_count; ++i)
{
file.WriteUnsignedInt(players[i].ps);
if(players[i].ps != PS_LOCKED)
{
file.WriteShortString(players[i].name);
file.WriteUnsignedChar(players[i].nation);
file.WriteUnsignedChar(players[i].color);
file.WriteUnsignedChar(players[i].team);
}
}
}
示例3: Save
/**
*
* @author OLiver
*/
bool Savegame::Save(BinaryFile& file)
{
// Versionszeug schreiben
WriteVersion(file, 8, SAVE_SIGNATURE, SAVE_VERSION);
// Timestamp der Aufzeichnung
unser_time_t tmpTime = libendian::ConvertEndianess<false>::fromNative(save_time);
file.WriteRawData(&tmpTime, 8);
// Mapname
file.WriteShortString(map_name);
// Anzahl Spieler
file.WriteUnsignedChar(GetPlayerCount());
// Größe der Spielerdaten (später ausfüllen)
unsigned players_size = 0;
unsigned players_pos = file.Tell();
file.WriteUnsignedInt(players_size);
// Spielerdaten
WritePlayerData(file);
// Wieder zurückspringen und Größe des Spielerblocks eintragen
unsigned new_pos = file.Tell();
file.Seek(players_pos, SEEK_SET);
file.WriteUnsignedInt(new_pos - players_pos - 4);
file.Seek(new_pos, SEEK_SET);
// GGS
WriteGGS(file);
// Start-GF
file.WriteUnsignedInt(start_gf);
// Serialisiertes Spielzeug reinschreiben
sgd.WriteToFile(file);
return true;
}
示例4: Save
bool Savegame::Save(BinaryFile& file)
{
// Versionszeug schreiben
WriteFileHeader(file);
// Timestamp der Aufzeichnung
unser_time_t tmpTime = libendian::ConvertEndianess<false>::fromNative(save_time);
file.WriteRawData(&tmpTime, sizeof(tmpTime));
// Mapname
file.WriteShortString(mapName);
WritePlayerData(file);
WriteGGS(file);
// Start-GF
file.WriteUnsignedInt(start_gf);
// Serialisiertes Spielzeug reinschreiben
sgd.WriteToFile(file);
return true;
}