本文整理汇总了C++中InStream::ReadPointer方法的典型用法代码示例。如果您正苦于以下问题:C++ InStream::ReadPointer方法的具体用法?C++ InStream::ReadPointer怎么用?C++ InStream::ReadPointer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::ReadPointer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 CurveMesh::Load (InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
Polysegment::Load(source);
PX2_VERSION_LOAD(source);
source.Read(mNumFullVertices);
source.Read(mNumSegments);
source.Read(mLevel);
source.ReadBool(mAllowDynamicChange);
source.ReadPointer(mOrigVBuffer);
source.ReadPointer(mOrigParams);
bool locked = (mOrigVBuffer == 0);
if (!locked)
{
source.ReadPointerVR(mNumSegments, mSegments);
}
if (mAllowDynamicChange)
{
mCInfo = new1<CurveInfo>(mNumFullVertices);
for (int i = 0; i < mNumFullVertices; ++i)
{
source.ReadPointer(mCInfo[i].Segment);
source.Read(mCInfo[i].Param);
}
}
PX2_END_DEBUG_STREAM_LOAD(CurveMesh, source);
}
示例3: 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4: 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5: Load
//----------------------------------------------------------------------------
void Scene::Load (InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
Netable::Load(source);
source.Read<int>(mSceneID);
source.ReadPointer(mSceneNode);
int numActors;
source.Read(numActors);
if (numActors > 0)
{
mActors.resize(numActors);
source.ReadPointerVV(numActors, &mActors[0]);
}
source.ReadPointer(mTerrainActor);
source.ReadPointer(mDefaultLight);
source.ReadPointer(mDefaultCameraActor);
source.ReadPointer(mDefaultARActor);
PX2_END_DEBUG_STREAM_LOAD(Scene, source);
}
示例6: Load
//----------------------------------------------------------------------------
void UI::Load(InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
UIFrame::Load(source);
PX2_VERSION_LOAD(source);
source.ReadPointer(mDefaultCamera);
source.ReadPointer(mDefaultCameraNode);
PX2_END_DEBUG_STREAM_LOAD(UI, source);
}
示例7: 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8: 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);
}
示例9: 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);
}
示例10: 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11: Load
//----------------------------------------------------------------------------
void SkyActor::Load (InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
Actor::Load(source);
source.ReadPointer(mSky);
PX2_END_DEBUG_STREAM_LOAD(SkyActor, source);
}
示例12: 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13: Load
//----------------------------------------------------------------------------
void SMShadowEffect::Load (InStream& source)
{
WM5_BEGIN_DEBUG_STREAM_LOAD(source);
GlobalEffect::Load(source);
source.ReadPointer(mInstance);
WM5_END_DEBUG_STREAM_LOAD(SMShadowEffect, source);
}
示例14: Load
//----------------------------------------------------------------------------
void BillboardNode::Load (InStream& source)
{
WM5_BEGIN_DEBUG_STREAM_LOAD(source);
Node::Load(source);
source.ReadPointer(mCamera);
WM5_END_DEBUG_STREAM_LOAD(BillboardNode, source);
}
示例15: Load
//----------------------------------------------------------------------------
void ProjectorWorldPositionConstant::Load (InStream& source)
{
WM5_BEGIN_DEBUG_STREAM_LOAD(source);
ShaderFloat::Load(source);
source.ReadPointer(mProjector);
WM5_END_DEBUG_STREAM_LOAD(ProjectorWorldPositionConstant, source);
}