本文整理汇总了C++中InStream::ReadString方法的典型用法代码示例。如果您正苦于以下问题:C++ InStream::ReadString方法的具体用法?C++ InStream::ReadString怎么用?C++ InStream::ReadString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::ReadString方法的10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 EffectBuf::Load (InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
Buf::Load(source);
PX2_VERSION_LOAD(source);
source.ReadString(mEffectFilename);
source.ReadString(mAnchor);
source.ReadPointer(mEffect);
PX2_END_DEBUG_STREAM_LOAD(EffectBuf, source);
}
示例2: Load
//----------------------------------------------------------------------------
void ScriptController::Load(InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
Controller::Load(source);
PX2_VERSION_LOAD(source);
source.Read(mNumFixUpdatePerSeconds);
mOneFrameSeconds = 1.0f / (float)mNumFixUpdatePerSeconds;
source.ReadString(mFilename);
source.ReadString(mClassName);
PX2_END_DEBUG_STREAM_LOAD(ScriptController, 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 Object::Load (InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
// RTTI名称已经被读取了
// 读取ID,提供对象的链接信息
source.ReadUniqueID(this);
// 资源路径
source.ReadString(mResourcePath);
// 读取对象的名称
source.ReadString(mName);
PX2_END_DEBUG_STREAM_LOAD(Object, source);
}
示例5: Load
//----------------------------------------------------------------------------
void UIFrame::Load (InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
Node::Load(source);
source.ReadString(mScriptHandler);
PX2_END_DEBUG_STREAM_LOAD(UIFrame, source);
}
示例6: Load
//----------------------------------------------------------------------------
void Shader::Load (InStream& source)
{
WM5_BEGIN_DEBUG_STREAM_LOAD(source);
Object::Load(source);
source.ReadStringRR(mNumInputs, mInputName);
source.ReadEnumVR(mNumInputs, mInputType);
source.ReadEnumVR(mNumInputs, mInputSemantic);
source.ReadStringRR(mNumOutputs, mOutputName);
source.ReadEnumVR(mNumOutputs, mOutputType);
source.ReadEnumVR(mNumOutputs, mOutputSemantic);
source.ReadStringRR(mNumConstants, mConstantName);
source.ReadVR(mNumConstants, mNumRegistersUsed);
source.ReadStringRR(mNumSamplers, mSamplerName);
source.ReadEnumVR(mNumSamplers, mSamplerType);
source.ReadEnumVR(mNumSamplers, mFilter);
source.ReadEnumVR(mNumSamplers, mCoordinate[0]);
source.ReadEnumVR(mNumSamplers, mCoordinate[1]);
source.ReadEnumVR(mNumSamplers, mCoordinate[2]);
source.ReadVR(mNumSamplers, mLodBias);
source.ReadVR(mNumSamplers, mAnisotropy);
source.ReadAggregateVR(mNumSamplers, mBorderColor);
// Test for modified MAX_PROFILES.
int maxProfiles;
source.Read(maxProfiles);
#ifdef WM5_ASSERT_ON_CHANGED_MAX_PROFILES
assertion(maxProfiles == MAX_PROFILES,
"You changed MAX_PROFILES and are loading an old data set.\n");
#endif
source.ReadBool(mProfileOwner);
if (mProfileOwner)
{
int i;
for (i = 0; i < maxProfiles; ++i)
{
source.ReadVR(mNumConstants, mBaseRegister[i]);
source.ReadVR(mNumSamplers, mTextureUnit[i]);
mProgram[i] = new0 std::string();
source.ReadString(*mProgram[i]);
}
for (i = maxProfiles; i < MAX_PROFILES; ++i)
{
mBaseRegister[i] = 0;
mTextureUnit[i] = 0;
mProgram[i] = 0;
}
}
WM5_END_DEBUG_STREAM_LOAD(Shader, source);
}
示例7: Load
//----------------------------------------------------------------------------
void Object::Load(InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
// Rtti 名称已经被读取了
// Rtti version
source.Read(mReadedVersion);
// 读取ID,提供对象的链接信息
source.ReadUniqueID(this);
source.ReadBool(mIsEnable);
// 资源路径
source.ReadString(mResourcePath);
// 读取对象的名称
source.ReadString(mName);
source.Read(mID);
PX2_END_DEBUG_STREAM_LOAD(Object, source);
}
示例8: Load
//----------------------------------------------------------------------------
void UIInputText::Load(InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
UIText::Load(source);
PX2_VERSION_LOAD(source);
source.ReadBool(mIsPassword);
source.ReadString(mRealText);
int readedVersion = GetReadedVersion();
if (1 <= readedVersion)
{
source.Read(mFixedWidth);
}
PX2_END_DEBUG_STREAM_LOAD(UIInputText, source);
}
示例9: Load
//----------------------------------------------------------------------------
void MaterialInstance::Load (InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
Object::Load(source);
PX2_VERSION_LOAD(source);
source.ReadBool(mIsShareMtl);
source.ReadString(mMaterialFilename);
source.ReadString(mInstanceTechName);
source.ReadPointer(mMaterial);
source.Read(mTechniqueIndex);
source.ReadPointerRR(mNumPasses, mVertexParameters);
source.ReadPointerVR(mNumPasses, mPixelParameters);
PX2_END_DEBUG_STREAM_LOAD(MaterialInstance, source);
}
示例10: Load
//----------------------------------------------------------------------------
void RawTerrainPage::Load (InStream& source)
{
PX2_BEGIN_DEBUG_STREAM_LOAD(source);
TerrainPage::Load(source);
PX2_VERSION_LOAD(source);
int readedVersion = GetReadedVersion();
if (0 == readedVersion)
{
source.ReadPointer(mMtlInst);
source.ReadPointer(mTextureDefault);
mTextureDefaultFilename = mTextureDefault->GetResourcePath();
source.ReadPointer(mTexture0);
mTexture0Filename = mTexture0->GetResourcePath();
source.ReadPointer(mTextureAlphaVersion0);
source.ReadPointer(mTexture1);
mTexture1Filename = mTexture1->GetResourcePath();
source.ReadPointer(mTexture2);
mTexture2Filename = mTexture2->GetResourcePath();
source.ReadPointer(mTexture3);
mTexture3Filename = mTexture3->GetResourcePath();
source.ReadPointer(mTexture4);
mTexture4Filename = mTexture4->GetResourcePath();
source.ReadAggregate(mUV01);
source.ReadAggregate(mUV23);
source.ReadAggregate(mUV4);
source.ReadPointer(mUV01Float);
source.ReadPointer(mUV23Float);
source.ReadPointer(mUV4Float);
}
else if (1 == readedVersion)
{
source.ReadPointer(mMtlInst);
source.ReadString(mTextureDefaultFilename);
source.ReadString(mTexture0Filename);
source.ReadPointer(mTextureAlpha);
source.ReadString(mTexture1Filename);
source.ReadString(mTexture2Filename);
source.ReadString(mTexture3Filename);
source.ReadString(mTexture4Filename);
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);
}