本文整理汇总了C++中InStream::ReadAggregate方法的典型用法代码示例。如果您正苦于以下问题:C++ InStream::ReadAggregate方法的具体用法?C++ InStream::ReadAggregate怎么用?C++ InStream::ReadAggregate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InStream
的用法示例。
在下文中一共展示了InStream::ReadAggregate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: Load
//----------------------------------------------------------------------------
void UIButtonBase::Load(InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
UIFrame::Load(source);
PX2_VERSION_LOAD(source);
source.ReadEnum(mButType);
source.ReadAggregate(mNormalColor);
source.ReadAggregate(mHoveredColor);
source.ReadAggregate(mPressedColor);
source.ReadAggregate(mDisableColor);
source.Read(mNormalAlpha);
source.Read(mHoveredAlpha);
source.Read(mPressedAlpha);
source.Read(mDisableAlpha);
source.Read(mNormalBrightness);
source.Read(mHoveredBrightness);
source.Read(mPressedBrightness);
source.Read(mDisableBrightness);
source.ReadPointer(mPicBoxNormal);
source.ReadPointer(mPicBoxOver);
source.ReadPointer(mPicBoxDown);
source.ReadPointer(mPicBoxDisabled);
source.ReadEnum(mButtonState);
PX2_END_DEBUG_STREAM_LOAD(UIButtonBase, source);
}
示例2: Load
//----------------------------------------------------------------------------
void UIAnimPicBox::Load (InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
UIPicBox::Load(source);
source.ReadPointer(mAPBCtrl);
source.ReadString(mFrameTexPack);
source.Read(mIntervalTime);
int numAnim = 0;
source.Read(numAnim);
mElements.resize(numAnim);
for (int i=0; i<numAnim; i++)
{
source.Read(mElements[i].Index);
source.ReadAggregate(mElements[i].UV0);
source.ReadAggregate(mElements[i].UV1);
source.ReadAggregate(mElements[i].UV2);
source.ReadAggregate(mElements[i].UV3);
source.ReadPointer(mElements[i].Tex);
}
PX2_END_DEBUG_STREAM_LOAD(UIAnimPicBox, source);
}
示例3: Load
//----------------------------------------------------------------------------
void Light::Load (InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
Object::Load(source);
source.ReadEnum(mType);
source.ReadAggregate(Ambient);
source.ReadAggregate(Diffuse);
source.ReadAggregate(Specular);
source.Read(Constant);
source.Read(Linear);
source.Read(Quadratic);
source.Read(Intensity);
source.Read(Angle);
source.Read(CosAngle);
source.Read(SinAngle);
source.Read(Exponent);
source.ReadAggregate(Position);
source.ReadAggregate(DVector);
source.ReadAggregate(UVector);
source.ReadAggregate(RVector);
PX2_END_DEBUG_STREAM_LOAD(Light, source);
}
示例4: Load
//----------------------------------------------------------------------------
void RawTerrainPage::Load (InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
TriMesh::Load(source);
source.Read(mSize);
int numVertices = mSize*mSize;
source.ReadVR(numVertices, mHeights);
source.ReadAggregate(mOrigin);
source.Read(mSpacing);
mSizeM1 = mSize - 1;
mInvSpacing = 1.0f/mSpacing;
source.ReadPointer(mMaterialInstance);
source.ReadPointer(mTextureDefault);
source.ReadPointer(mTexture0);
source.ReadPointer(mTextureAlpha);
source.ReadPointer(mTexture1);
source.ReadPointer(mTexture2);
source.ReadPointer(mTexture3);
source.ReadPointer(mTexture4);
source.ReadAggregate(mUV01);
source.ReadAggregate(mUV23);
source.ReadAggregate(mUV4);
source.ReadPointer(mUV01Float);
source.ReadPointer(mUV23Float);
source.ReadPointer(mUV4Float);
PX2_END_DEBUG_STREAM_LOAD(RawTerrainPage, source);
}
示例5: Load
//----------------------------------------------------------------------------
void BspNode::Load (InStream& source)
{
WM5_BEGIN_DEBUG_STREAM_LOAD(source);
Node::Load(source);
source.ReadAggregate(ModelPlane);
source.ReadAggregate(mWorldPlane);
WM5_END_DEBUG_STREAM_LOAD(BspNode, source);
}
示例6: Load
//----------------------------------------------------------------------------
void Shine::Load (InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
Object::Load(source);
source.ReadAggregate(Emissive);
source.ReadAggregate(Ambient);
source.ReadAggregate(Diffuse);
source.ReadAggregate(Specular);
PX2_END_DEBUG_STREAM_LOAD(Shine, source);
}
示例7: Load
//----------------------------------------------------------------------------
void UIGridFrame::Load(InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
UIFrame::Load(source);
PX2_VERSION_LOAD(source);
source.ReadBool(mIsBagFrameNeedUpdate);
source.ReadEnum(mAlignItemType);
source.ReadAggregate(mItemSize);
source.ReadAggregate(mAlignItemNum);
PX2_END_DEBUG_STREAM_LOAD(UIGridFrame, source);
}
示例8: Load
//----------------------------------------------------------------------------
void TerrainPage::Load (InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
TriMesh::Load(source);
PX2_VERSION_LOAD(source);
source.Read(mSize);
int numVertices = mSize*mSize;
source.ReadVR(numVertices, mHeights);
source.ReadAggregate(mOrigin);
source.Read(mSpacing);
mSizeM1 = mSize - 1;
mInvSpacing = 1.0f/mSpacing;
int numJunglers = 0;
source.Read(numJunglers);
if (numJunglers > 0)
{
mJunglers.resize(numJunglers);
source.ReadPointerVV(numJunglers, &mJunglers[0]);
}
PX2_END_DEBUG_STREAM_LOAD(TerrainPage, source);
}
示例9: Load
//----------------------------------------------------------------------------
void Movable::Load (InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
Controlledable::Load(source);
source.ReadAggregate(LocalTransform);
source.ReadAggregate(WorldTransform);
source.ReadBool(WorldTransformIsCurrent);
source.ReadAggregate(WorldBound);
source.ReadBool(WorldBoundIsCurrent);
source.ReadEnum(Culling);
// mParent不被保存,它会在Node::Link中调用Node::SetChild被设置。
PX2_END_DEBUG_STREAM_LOAD(Movable, source);
}
示例10: Load
//----------------------------------------------------------------------------
void Spatial::Load (InStream& source)
{
WM5_BEGIN_DEBUG_STREAM_LOAD(source);
ControlledObject::Load(source);
source.ReadAggregate(LocalTransform);
source.ReadAggregate(WorldTransform);
source.ReadBool(WorldTransformIsCurrent);
source.ReadAggregate(WorldBound);
source.ReadBool(WorldBoundIsCurrent);
source.ReadEnum(Culling);
// mParent was not saved. It will be set in Node::Link when the child
// pointers of the Node are resolved by Node::SetChild.
WM5_END_DEBUG_STREAM_LOAD(Spatial, source);
}
示例11: Load
//----------------------------------------------------------------------------
void Actor::Load (InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
Netable::Load(source);
// mScene不被保存,它会在Scene::Link中调用Scene::AddChild被设置。
source.ReadAggregate(mScale);
source.ReadAggregate(mRotation);
source.ReadAggregate(mPosition);
source.ReadBool(mVisible);
source.Read(mTransAlpha);
source.ReadPointer(mMovable);
source.ReadPointer(mHelpMovable);
source.ReadBool(mShowHelpMovable);
PX2_END_DEBUG_STREAM_LOAD(Actor, source);
}
示例12: Load
//----------------------------------------------------------------------------
void InputPushTransformController::Load(InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
PushTransformController::Load(source);
PX2_VERSION_LOAD(source);
source.ReadAggregate(mLockDir);
source.Read(mPushTriggerSpeed);
PX2_END_DEBUG_STREAM_LOAD(InputPushTransformController, source);
}
示例13: Load
//----------------------------------------------------------------------------
void PushTransformController::Load (InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
Controller::Load(source);
PX2_VERSION_LOAD(source);
source.ReadEnum(mTransType);
source.Read(mMaxVelocity);
source.Read(mFriction);
source.ReadAggregate(mVelocity);
PX2_END_DEBUG_STREAM_LOAD(PushTransformController, source);
}
示例14: Load
//----------------------------------------------------------------------------
void DlodNode::Load (InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
SwitchNode::Load(source);
source.ReadAggregate(mModelLodCenter);
source.ReadRR(mNumLevelsOfDetail, mModelMinDist);
source.ReadVR(mNumLevelsOfDetail, mModelMaxDist);
source.ReadVR(mNumLevelsOfDetail, mWorldMinDist);
source.ReadVR(mNumLevelsOfDetail, mWorldMaxDist);
PX2_END_DEBUG_STREAM_LOAD(DlodNode, source);
}
示例15: Load
//----------------------------------------------------------------------------
void Renderable::Load (InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
Movable::Load(source);
source.ReadEnum(mType);
source.ReadAggregate(mModelBound);
source.ReadPointer(mVFormat);
source.ReadPointer(mVBuffer);
source.ReadPointer(mIBuffer);
source.ReadPointer(mMaterial);
PX2_END_DEBUG_STREAM_LOAD(Renderable, source);
}