本文整理汇总了C++中InStream::ReadEnum方法的典型用法代码示例。如果您正苦于以下问题:C++ InStream::ReadEnum方法的具体用法?C++ InStream::ReadEnum怎么用?C++ InStream::ReadEnum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::ReadEnum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 Jungler::Load (InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
TriMesh::Load(source);
PX2_VERSION_LOAD(source);
source.ReadEnum(mJunglerType);
source.Read(mMaxNum);
source.ReadPointer(mMtlInst);
source.ReadPointer(mTexture);
int num = 0;
source.Read(num);
if (num > 0)
{
mPoses.resize(num);
mNormals.resize(num);
mWidths.resize(num);
mHeights.resize(num);
source.ReadAggregateVV(num, &mPoses[0]);
source.ReadAggregateVV(num, &mNormals[0]);
source.ReadVV(num, &mWidths[0]);
source.ReadVV(num, &mHeights[0]);
}
PX2_END_DEBUG_STREAM_LOAD(Jungler, source);
}
示例3: Load
//----------------------------------------------------------------------------
void RawTerrain::Load (InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
Node::Load(source);
source.ReadEnum(mMode);
source.Read(mNumRows);
source.Read(mNumCols);
source.Read(mSize);
source.Read(mMinElevation);
source.Read(mMaxElevation);
source.Read(mSpacing);
source.Read(mCameraRow);
source.Read(mCameraCol);
source.ReadPointer(mVFormat);
source.ReadPointer(mCamera);
source.ReadPointer(mShine);
mPages = new2<RawTerrainPagePtr>(mNumCols, mNumRows);
for (int row = 0; row < mNumRows; ++row)
{
for (int col = 0; col < mNumCols; ++col)
{
source.ReadPointer(mPages[row][col]);
}
}
PX2_END_DEBUG_STREAM_LOAD(RawTerrain, source);
}
示例4: 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5: Load
//----------------------------------------------------------------------------
void StencilState::Load (InStream& source)
{
WM5_BEGIN_DEBUG_STREAM_LOAD(source);
Object::Load(source);
source.ReadBool(Enabled);
source.ReadEnum(Compare);
source.Read(Reference);
source.Read(Mask);
source.Read(WriteMask);
source.ReadEnum(OnFail);
source.ReadEnum(OnZFail);
source.ReadEnum(OnZPass);
WM5_END_DEBUG_STREAM_LOAD(StencilState, source);
}
示例6: Load
//----------------------------------------------------------------------------
void DepthState::Load (InStream& source)
{
WM5_BEGIN_DEBUG_STREAM_LOAD(source);
Object::Load(source);
source.ReadBool(Enabled);
source.ReadBool(Writable);
source.ReadEnum(Compare);
WM5_END_DEBUG_STREAM_LOAD(DepthState, source);
}
示例7: Load
//----------------------------------------------------------------------------
void UIButton::Load(InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
UIButtonBase::Load(source);
PX2_VERSION_LOAD(source);
source.ReadEnum(mAfterReleasedType);
source.Read(mAfterReleasedRecoverTime);
PX2_END_DEBUG_STREAM_LOAD(UIButton, source);
}
示例8: Load
//----------------------------------------------------------------------------
void VertexFormat::Load (InStream& source)
{
WM5_BEGIN_DEBUG_STREAM_LOAD(source);
Object::Load(source);
source.Read(mNumAttributes);
for (int i = 0; i < AM_MAX_ATTRIBUTES; ++i)
{
source.Read(mElements[i].StreamIndex);
source.Read(mElements[i].Offset);
source.ReadEnum(mElements[i].Type);
source.ReadEnum(mElements[i].Usage);
source.Read(mElements[i].UsageIndex);
}
source.Read(mStride);
WM5_END_DEBUG_STREAM_LOAD(VertexFormat, source);
}
示例9: Load
//----------------------------------------------------------------------------
void DepthProperty::Load (InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
Object::Load(source);
source.ReadBool(Enabled);
source.ReadBool(Writable);
source.ReadEnum(Compare);
PX2_END_DEBUG_STREAM_LOAD(DepthProperty, source);
}
示例10: Load
//----------------------------------------------------------------------------
void Buffer::Load (InStream& source)
{
WM5_BEGIN_DEBUG_STREAM_LOAD(source);
Object::Load(source);
source.Read(mNumElements);
source.Read(mElementSize);
source.ReadEnum(mUsage);
source.ReadRR(mNumBytes, mData);
WM5_END_DEBUG_STREAM_LOAD(Buffer, source);
}
示例11: Load
//----------------------------------------------------------------------------
void Texture::Load (InStream& source)
{
WM5_BEGIN_DEBUG_STREAM_LOAD(source);
Object::Load(source);
source.ReadEnum(mFormat);
source.ReadEnum(mType);
source.ReadEnum(mUsage);
source.Read(mNumLevels);
source.Read(mNumDimensions);
source.ReadVV(MM_MAX_MIPMAP_LEVELS, mDimension[0]);
source.ReadVV(MM_MAX_MIPMAP_LEVELS, mDimension[1]);
source.ReadVV(MM_MAX_MIPMAP_LEVELS, mDimension[2]);
source.ReadVV(MM_MAX_MIPMAP_LEVELS, mNumLevelBytes);
source.Read(mNumTotalBytes);
source.ReadVV(MM_MAX_MIPMAP_LEVELS, mLevelOffsets);
source.ReadVV(MAX_USER_FIELDS, mUserField);
source.ReadVR(mNumTotalBytes, mData);
WM5_END_DEBUG_STREAM_LOAD(Texture, source);
}
示例12: Load
//----------------------------------------------------------------------------
void Projector::Load (InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
Camera::Load(source);
PX2_VERSION_LOAD(source);
source.ReadEnum(mDepthType);
// 改变了mDepthType,需要重新计算相机投影矩阵。
OnFrustumChange();
PX2_END_DEBUG_STREAM_LOAD(Projector, source);
}
示例13: 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14: 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15: Load
//----------------------------------------------------------------------------
void Visual::Load (InStream& source)
{
WM5_BEGIN_DEBUG_STREAM_LOAD(source);
Spatial::Load(source);
source.ReadEnum(mType);
source.ReadAggregate(mModelBound);
source.ReadPointer(mVFormat);
source.ReadPointer(mVBuffer);
source.ReadPointer(mIBuffer);
source.ReadPointer(mEffect);
WM5_END_DEBUG_STREAM_LOAD(Visual, source);
}