本文整理汇总了C++中CInifile::w_u32方法的典型用法代码示例。如果您正苦于以下问题:C++ CInifile::w_u32方法的具体用法?C++ CInifile::w_u32怎么用?C++ CInifile::w_u32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CInifile
的用法示例。
在下文中一共展示了CInifile::w_u32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: SaveLTX
void ESceneAIMapTool::SaveLTX(CInifile& ini)
{
inherited::SaveLTX (ini);
ini.w_u32 ("main", "version", AIMAP_VERSION);
ini.w_u32 ("main", "flags", m_Flags.get());
ini.w_fvector3 ("main", "bbox_min", m_AIBBox.min);
ini.w_fvector3 ("main", "bbox_max", m_AIBBox.max);
ini.w_float ("params", "patch_size", m_Params.fPatchSize);
ini.w_float ("params", "test_height", m_Params.fTestHeight);
ini.w_float ("params", "can_up", m_Params.fCanUP);
ini.w_float ("params", "can_down", m_Params.fCanDOWN);
EnumerateNodes ();
ini.w_u32 ("main", "nodes_count", m_Nodes.size());
u32 i = 0;
string128 buff;
for (AINodeIt it=m_Nodes.begin(); it!=m_Nodes.end(); ++it, ++i)
{
sprintf (buff,"n_%d", i);
(*it)->SaveLTX (ini, buff, this);
}
ini.w_float ("main", "vis_radius", m_VisRadius);
ini.w_u32 ("main", "brush_size", m_BrushSize);
ini.w_float ("main", "smooth_height", m_SmoothHeight);
for (ObjectIt o_it=m_SnapObjects.begin(); o_it!=m_SnapObjects.end(); ++o_it)
ini.w_string ("snap_objects", (*o_it)->Name, NULL);
}
示例2: SaveLTX
void CEditShape::SaveLTX(CInifile& ini, LPCSTR sect_name)
{
inherited::SaveLTX (ini, sect_name);
ini.w_u32 (sect_name, "version", SHAPE_CURRENT_VERSION);
ini.w_u32 (sect_name, "shapes_count", shapes.size());
ini.w_u8 (sect_name, "shape_type", m_shape_type);
string128 buff;
for(u32 i=0; i<shapes.size(); ++i)
{
sprintf (buff,"shape_type_%d", i);
ini.w_u8 (sect_name, buff, shapes[i].type);
if(shapes[i].type==CShapeData::cfSphere)
{
sprintf (buff,"shape_center_%d", i);
ini.w_fvector3 (sect_name, buff, shapes[i].data.sphere.P);
sprintf (buff,"shape_radius_%d", i);
ini.w_float (sect_name, buff, shapes[i].data.sphere.R);
}else
{
R_ASSERT (shapes[i].type==CShapeData::cfBox);
sprintf (buff,"shape_matrix_i_%d", i);
ini.w_fvector3 (sect_name, buff, shapes[i].data.box.i);
sprintf (buff,"shape_matrix_j_%d", i);
ini.w_fvector3 (sect_name, buff, shapes[i].data.box.j);
sprintf (buff,"shape_matrix_k_%d", i);
ini.w_fvector3 (sect_name, buff, shapes[i].data.box.k);
sprintf (buff,"shape_matrix_c_%d", i);
ini.w_fvector3 (sect_name, buff, shapes[i].data.box.c);
}
}
}
示例3: SaveLTX
void ESceneSpawnTool::SaveLTX(CInifile& ini, int id)
{
inherited::SaveLTX (ini, id);
ini.w_u32 ("main", "version", SPAWN_TOOLS_VERSION);
ini.w_u32 ("main", "flags", m_Flags.get());
}
示例4: SaveLTX
void ESceneSectorTool::SaveLTX(CInifile& ini)
{
inherited::SaveLTX (ini);
ini.w_u32 ("main", "version", SECTOR_TOOLS_VERSION);
ini.w_u32 ("main", "flags", m_Flags.get());
}
示例5: sizeof
void CPEDef::Save2(CInifile& ini)
{
ini.w_u16 ("_effect", "version", PED_VERSION);
//. ini.w_string ("_effect", "name", m_Name.c_str());
ini.w_u32 ("_effect", "max_particles", m_MaxParticles);
//.!! F.w (m_Actions.pointer(),m_Actions.size());
ini.w_u32 ("_effect", "flags", m_Flags.get());
if (m_Flags.is(dfSprite))
{
ini.w_string ("sprite", "shader", m_ShaderName.c_str());
ini.w_string ("sprite", "texture", m_TextureName.c_str());
}
if (m_Flags.is(dfFramed))
{
ini.w_fvector2 ("frame", "tex_size", m_Frame.m_fTexSize);
ini.w_fvector2 ("frame", "reserved", m_Frame.reserved);
ini.w_s32 ("frame", "dim_x", m_Frame.m_iFrameDimX);
ini.w_s32 ("frame", "frame_count", m_Frame.m_iFrameCount);
ini.w_float ("frame", "speed", m_Frame.m_fSpeed);
}
if (m_Flags.is(dfTimeLimit))
{
ini.w_float ("timelimit", "value", m_fTimeLimit);
}
if (m_Flags.is(dfCollision))
{
ini.w_float ("collision", "one_minus_friction", m_fCollideOneMinusFriction);
ini.w_float ("collision", "collide_resilence", m_fCollideResilience);
ini.w_float ("collision", "collide_sqr_cutoff", m_fCollideSqrCutoff);
}
if (m_Flags.is(dfVelocityScale))
{
ini.w_fvector3 ("velocity_scale", "value", m_VelocityScale);
}
if (m_Flags.is(dfAlignToPath))
{
ini.w_fvector3 ("align_to_path", "default_rotation", m_APDefaultRotation);
}
#ifdef _EDITOR
ini.w_u32 ("_effect", "action_count", m_EActionList.size());
u32 action_id = 0;
for (EPAVecIt it=m_EActionList.begin(); it!=m_EActionList.end(); ++it,++action_id)
{
string256 sect;
xr_sprintf (sect, sizeof(sect), "action_%04d", action_id);
ini.w_u32 (sect, "action_type", (*it)->type);
(*it)->Save2 (ini, sect);
}
#endif
}
示例6:
void PDomain::Save2(CInifile& ini, const shared_str& sect)
{
ini.w_u32 (sect.c_str(), "type", type);
ini.w_fvector3 (sect.c_str(), "v0", v[0]);
ini.w_fvector3 (sect.c_str(), "v1", v[1]);
ini.w_fvector3 (sect.c_str(), "v2", v[2]);
}
示例7: WriteLtx
void WeaponUsageStatistic::WriteLtx(CInifile& ini)
{
LPCSTR sect = "wpn_usage";
ini.w_u32(sect, "dwTotalPlayersAliveTime_0_sec",m_dwTotalPlayersAliveTime[0]/1000);
ini.w_u32(sect, "dwTotalPlayersAliveTime_1_sec",m_dwTotalPlayersAliveTime[1]/1000);
ini.w_u32(sect, "dwTotalPlayersAliveTime_2_sec",m_dwTotalPlayersAliveTime[2]/1000);
ini.w_u32(sect, "dwTotalPlayersMoneyRound_0",m_dwTotalPlayersMoneyRound[0]);
ini.w_u32(sect, "dwTotalPlayersMoneyRound_1",m_dwTotalPlayersMoneyRound[1]);
ini.w_u32(sect, "dwTotalPlayersMoneyRound_2",m_dwTotalPlayersMoneyRound[2]);
ini.w_u32(sect, "dwTotalNumRespawns_0",m_dwTotalNumRespawns[0]);
ini.w_u32(sect, "dwTotalNumRespawns_1",m_dwTotalNumRespawns[1]);
ini.w_u32(sect, "dwTotalNumRespawns_2",m_dwTotalNumRespawns[2]);
u32 NumPlayers = aPlayersStatistic.size();
ini.w_u32(sect, "NumPlayers",NumPlayers);
for (u32 i=0; i<NumPlayers; i++)
{
Player_Statistic& PS = aPlayersStatistic[i];
string512 save_sect;
sprintf_s (save_sect,"%s_player_%d",sect,i);
PS.WriteLtx (ini,save_sect);
}
}
示例8: SaveLTX
void ESoundEnvironment::SaveLTX(CInifile& ini, LPCSTR sect_name)
{
inherited::SaveLTX (ini, sect_name);
ini.w_u32 (sect_name, "version", SOUND_ENV_VERSION);
ini.w_string (sect_name, "env_inner", m_EnvInner.c_str());
ini.w_string (sect_name, "env_outer", m_EnvOuter.c_str());
}
示例9: WriteGameState
void game_sv_TeamDeathmatch::WriteGameState(CInifile& ini, LPCSTR sect, bool bRoundResult)
{
inherited::WriteGameState(ini, sect, bRoundResult);
for(u32 i=0; i<teams.size(); ++i )
{
string16 buf_name;
sprintf_s (buf_name,"team_%d_score",i);
ini.w_u32 (sect,buf_name, GetTeamScore(i));
}
}
示例10: SaveObjectsLTX
void EScene::SaveObjectsLTX(ObjectList& lst, LPCSTR sect_name_parent, LPCSTR sect_name_prefix, CInifile& ini)
{
u32 i = 0;
string256 buff;
for(ObjectIt _F = lst.begin(); _F!=lst.end(); ++_F, ++i)
{
sprintf (buff,"%s_%s_%d",sect_name_parent,sect_name_prefix,i);
SaveObjectLTX (*_F,buff,ini);
}
sprintf (buff,"%s_count",sect_name_prefix);
ini.w_u32 (sect_name_parent, buff, lst.size());
}
示例11: SaveLTX
//------------------------------------------------------------------------------------------------
// Level Options
//------------------------------------------------------------------------------------------------
void st_LevelOptions::SaveLTX( CInifile& ini )
{
LPCSTR section = "level_options";
ini.w_u32 (section, "version", CURRENT_LEVELOP_VERSION);
ini.w_string (section, "level_path", m_FNLevelPath.c_str());
ini.w_string (section, "level_prefix", m_LevelPrefix.c_str());
xr_string s = "\"";
s += m_BOPText.c_str();
s += "\"";
ini.w_string (section, "bop", s.c_str());
ini.w_string (section, "map_version", m_map_version.c_str());
ini.w_u32 (section, "version_bp", CURRENT_LEVELOP_BP_VERSION);
m_BuildParams.SaveLTX (ini);
ini.w_u8 (section, "light_hemi_quality", m_LightHemiQuality );
ini.w_u8 (section, "light_sun_quality", m_LightSunQuality );
m_mapUsage.SaveLTX(ini,section);
}
示例12: WriteLtx
void Weapon_Statistic::WriteLtx(CInifile& ini, LPCSTR sect)
{
ini.w_string(sect,"wpn_name",WName.c_str());
ini.w_string(sect,"wpn_inv_name",InvName.c_str());
ini.w_u32(sect,"wpn_dwNumBought",NumBought);
ini.w_u32(sect,"wpn_dwRoundsFired",m_dwRoundsFired);
ini.w_u32(sect,"wpn_dwBulletsFired",m_dwBulletsFired);
ini.w_u32(sect,"wpn_dwHitsScored",m_dwHitsScored);
ini.w_u32(sect,"wpn_dwKillsScored",m_dwKillsScored);
ini.w_u16(sect,"wpn_dwExplosionKills", m_explosion_kills);
ini.w_u16(sect,"wpn_dwBleedKills", m_bleed_kills);
//----------------------------------------------
u32 NumHits = 0;
u32 i = 0;
for (i=0; i<m_Hits.size(); i++)
{
HitData& Hit = m_Hits[i];
if (Hit.Completed && Hit.count) NumHits++;
};
ini.w_u32(sect,"NumHits",NumHits);
u32 hits_size = m_Hits.size();
i = 0;
u32 hit_number = 0;
u8 hit_index = 0;
while (i < hits_size)
{
HitData& Hit = m_Hits[i];
if (!Hit.Completed)
{
++i;
hit_index = 0;
continue;
}
string512 save_prefix;
xr_sprintf (save_prefix,"hit_%d_", hit_number);
Hit.WriteLtx (ini, sect, save_prefix);
++hit_index;
if (hit_index >= Hit.count)
{
hit_index = 0;
++i;
}
++hit_number;
};
};
示例13: SaveLTX
void ESoundSource::SaveLTX(CInifile& ini, LPCSTR sect_name)
{
inherited::SaveLTX (ini, sect_name);
ini.w_u32 (sect_name, "version", SOUND_SOURCE_VERSION);
ini.w_u32 (sect_name, "snd_type", m_Type);
ini.w_string (sect_name, "snd_name", m_WAVName.c_str());
ini.w_u32 (sect_name, "flags", m_Flags.get());
ini.w_fvector3 (sect_name, "snd_position", m_Params.position);
ini.w_float (sect_name, "volume", m_Params.volume);
ini.w_float (sect_name, "freq", m_Params.freq);
ini.w_float (sect_name, "min_dist", m_Params.min_distance);
ini.w_float (sect_name, "max_dist", m_Params.max_distance);
ini.w_float (sect_name, "max_ai_dist", m_Params.max_ai_distance);
ini.w_fvector2 (sect_name, "random_pause", m_RandomPause);
ini.w_fvector2 (sect_name, "active_time", m_ActiveTime);
ini.w_fvector2 (sect_name, "play_time", m_PlayTime);
}
示例14: SaveLTX
void CGroupObject::SaveLTX(CInifile& ini, LPCSTR sect_name)
{
CCustomObject::SaveLTX(ini, sect_name);
ini.w_u32 (sect_name, "version", GROUPOBJ_CURRENT_VERSION);
ObjectList grp_lst;
GetObjects (grp_lst);
ObjectList::iterator it;
for(it=grp_lst.begin(); it!=grp_lst.end(); ++it)
(*it)->m_CO_Flags.set(CCustomObject::flObjectInGroup, FALSE);
Scene->SaveObjectsLTX(grp_lst, sect_name, "ingroup", ini);
for(it=grp_lst.begin(); it!=grp_lst.end(); ++it)
(*it)->m_CO_Flags.set(CCustomObject::flObjectInGroup, TRUE);
ini.w_string (sect_name, "ref_name", m_ReferenceName_.c_str());
}
示例15: ebSyncTypesClick
void __fastcall TfrmImageLib::ebSyncTypesClick(TObject *Sender)
{
if (ELog.DlgMsg(mtConfirmation,TMsgDlgButtons()<<mbYes<<mbNo,"Are you sure to sync types?")==mrNo) return;
if (!modif_map.empty()){
int res = ELog.DlgMsg(mtConfirmation,TMsgDlgButtons()<<mbYes<<mbNo<<mbCancel,"Save modified properties?");
switch (res){
case mrYes: UpdateLib(); break;
case mrNo: break;
case mrCancel: return;
}
}
string_path nm;
FS.update_path (nm,_game_textures_,"textures.ltx");
CInifile* ini = xr_new<CInifile>(nm, FALSE, FALSE, TRUE);
LockForm ();
FS_FileSetIt it = texture_map.begin();
FS_FileSetIt _E = texture_map.end();
SPBItem* pb = UI->ProgressStart(texture_map.size(),"Syncronising types");
bool bRes=true;
for (;it!=_E; it++){
ETextureThumbnail* m_Thm = xr_new<ETextureThumbnail>(it->name.c_str());
pb->Inc (it->name.c_str());
AnsiString base_name= ChangeFileExt(it->name.c_str(),"");
ini->w_u32 ("types", base_name.c_str(),m_Thm->_Format().type);
xr_delete (m_Thm);
if (UI->NeedAbort()){ bRes=false; break; }
}
UI->ProgressEnd(pb);
UnlockForm();
if (!bRes) ini->bSaveAtEnd = false;
xr_delete(ini);
}