本文整理汇总了C++中JsonOut::start_array方法的典型用法代码示例。如果您正苦于以下问题:C++ JsonOut::start_array方法的具体用法?C++ JsonOut::start_array怎么用?C++ JsonOut::start_array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JsonOut
的用法示例。
在下文中一共展示了JsonOut::start_array方法的11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: json_save_invcache
/*
* Save invlet cache
*/
void inventory::json_save_invcache(JsonOut &json) const
{
json.start_array();
for( std::map<std::string, std::vector<char> >::const_iterator invlet_id = invlet_cache.begin(); invlet_id != invlet_cache.end(); ++invlet_id ) {
json.start_object();
json.member( invlet_id->first );
json.start_array();
for( std::vector<char>::const_iterator sym = invlet_id->second.begin();
sym != invlet_id->second.end(); ++sym ) {
json.write( int(*sym) );
}
json.end_array();
json.end_object();
}
json.end_array();
}
示例2: serialize
void mission::serialize(JsonOut &json) const
{
json.start_object();
json.member("type_id", type == NULL ? -1 : (int)type->id);
json.member("description", description);
json.member("failed", failed);
json.member("value", value);
json.member("reward", reward);
json.member("uid", uid);
json.member("target");
json.start_array();
json.write(target.x);
json.write(target.y);
json.end_array();
json.member("count", count);
json.member("deadline", deadline);
json.member("npc_id", npc_id);
json.member("good_fac_id", good_fac_id);
json.member("bad_fac_id", bad_fac_id);
json.member("step", step);
json.member("follow_up", (int)follow_up);
json.end_object();
}
示例3: serialize
void zone_manager::serialize( JsonOut &json ) const
{
json.start_array();
for( auto &elem : zones ) {
json.start_object();
json.member( "name", elem.get_name() );
json.member( "type", elem.get_type() );
json.member( "invert", elem.get_invert() );
json.member( "enabled", elem.get_enabled() );
tripoint start = elem.get_start_point();
tripoint end = elem.get_end_point();
json.member( "start_x", start.x );
json.member( "start_y", start.y );
json.member( "start_z", start.z );
json.member( "end_x", end.x );
json.member( "end_y", end.y );
json.member( "end_z", end.z );
json.end_object();
}
json.end_array();
}
示例4: write_array
static void write_array( JsonIn &jsin, JsonOut &jsout, int depth, bool force_wrap )
{
jsout.start_array( force_wrap );
jsin.start_array();
while( !jsin.end_array() ) {
format( jsin, jsout, depth );
}
jsout.end_array();
}
示例5: json_save_items
/*
* save all items. Just this->items, invlet cache saved seperately
*/
void inventory::json_save_items(JsonOut &json) const
{
json.start_array();
for (invstack::const_iterator iter = items.begin(); iter != items.end(); ++iter) {
for (std::list<item>::const_iterator stack_iter = iter->begin();
stack_iter != iter->end();
++stack_iter)
{
stack_iter->serialize(json, true);
}
}
json.end_array();
}
示例6: serialize
void auto_pickup::serialize(JsonOut &json) const
{
json.start_array();
for( auto &elem : vRules[( bChar ) ? CHARACTER_TAB : GLOBAL_TAB] ) {
json.start_object();
json.member( "rule", elem.sRule );
json.member( "active", elem.bActive );
json.member( "exclude", elem.bExclude );
json.end_object();
}
json.end_array();
}
示例7: serialize
void color_manager::serialize( JsonOut &json ) const
{
json.start_array();
for( auto &entry : color_array ) {
if( !entry.name_custom.empty() || !entry.name_invert_custom.empty() ) {
json.start_object();
json.member( "name", id_to_name( entry.col_id ) );
json.member( "custom", entry.name_custom );
json.member( "invertcustom", entry.name_invert_custom );
json.end_object();
}
}
json.end_array();
}
示例8: serialize
void it_artifact_tool::serialize(JsonOut &json) const
{
json.start_object();
json.member("type", "artifact_tool");
// generic data
json.member("id", id);
json.member("name", name);
json.member("description", description);
json.member("sym", sym);
json.member("color", color_to_int(color));
json.member("price", price);
json.member("materials");
json.start_array();
for (auto mat : materials) {
json.write(mat);
}
json.end_array();
json.member("volume", volume);
json.member("weight", weight);
json.member("melee_dam", melee_dam);
json.member("melee_cut", melee_cut);
json.member("m_to_hit", m_to_hit);
json.member("item_flags", item_tags);
json.member("techniques", techniques);
// tool data
json.member("ammo", ammo);
json.member("max_charges", max_charges);
json.member("def_charges", def_charges);
json.member("rand_charges", rand_charges);
json.member("charges_per_use", charges_per_use);
json.member("turns_per_charge", turns_per_charge);
json.member("revert_to", revert_to);
// artifact data
json.member("charge_type", charge_type);
json.member("effects_wielded", effects_wielded);
json.member("effects_activated", effects_activated);
json.member("effects_carried", effects_carried);
json.end_object();
}
示例9: serialize
void safemode::serialize( JsonOut &json ) const
{
json.start_array();
auto &temp_rules = ( is_character ) ? character_rules : global_rules;
for( auto &elem : temp_rules ) {
json.start_object();
json.member( "rule", elem.rule );
json.member( "active", elem.active );
json.member( "whitelist", elem.whitelist );
json.member( "attitude", elem.attitude );
json.member( "proximity", elem.proximity );
json.end_object();
}
json.end_array();
}
示例10: npcs
/*
* Prepare a json object for player, including player specific data, and data common to
players and npcs ( which json_save_actor_data() handles ).
*/
void player::serialize(JsonOut &json, bool save_contents) const
{
json.start_object();
json_save_common_variables( json );
// player-specific specifics
if ( prof != NULL ) {
json.member( "profession", prof->ident() );
}
// someday, npcs may drive
json.member( "driving_recoil", int(driving_recoil) );
json.member( "in_vehicle", in_vehicle );
json.member( "controlling_vehicle", controlling_vehicle );
// shopping carts, furniture etc
json.member( "grab_point", grab_point );
json.member( "grab_type", obj_type_name[ (int)grab_type ] );
// misc player specific stuff
json.member( "blocks_left", num_blocks );
json.member( "focus_pool", focus_pool );
json.member( "style_selected", style_selected );
// possibly related to illness[] ?
json.member( "health", health );
// crafting etc
json.member( "activity", activity );
json.member( "backlog", activity );
// mutations; just like traits but can be removed.
json.member( "mutations", my_mutations );
// "The cold wakes you up."
json.member( "temp_cur", std::vector<int>( temp_cur, temp_cur + num_bp ) );
json.member( "temp_conv", std::vector<int>( temp_conv, temp_conv + num_bp ) );
json.member( "frostbite_timer", std::vector<int>( frostbite_timer, frostbite_timer + num_bp ) );
// npc: unimplemented, potentially useful
json.member( "learned_recipes" );
json.start_array();
for (std::map<std::string, recipe*>::const_iterator iter = learned_recipes.begin(); iter != learned_recipes.end(); ++iter) {
json.write( iter->first );
}
json.end_array();
// :(
json.member( "morale", morale );
// mission stuff
json.member("active_mission", active_mission );
json.member( "active_missions", active_missions );
json.member( "completed_missions", completed_missions );
json.member( "failed_missions", failed_missions );
json.member( "player_stats", get_stats() );
if ( save_contents ) {
json.member( "worn", worn ); // also saves contents
json.member("inv");
inv.json_save_items(json);
json.member("invcache");
inv.json_save_invcache(json);
if (!weapon.is_null()) {
json.member( "weapon", weapon ); // also saves contents
}
//FIXME: seperate function, better still another file
/* for( size_t i = 0; i < memorial_log.size(); ++i ) {
ptmpvect.push_back(pv(memorial_log[i]));
}
json.member("memorial",ptmpvect);
*/
}
json.end_object();
}
示例11: serialize
void item::serialize(JsonOut &json, bool save_contents) const
{
json.start_object();
/////
if (type == NULL) {
debugmsg("Tried to save an item with NULL type!");
}
itype_id ammotmp = "null";
/* TODO: This causes a segfault sometimes, even though we check to make sure
* curammo isn't NULL. The crashes seem to occur most frequently when saving an
* NPC, or when saving map data containing an item an NPC has dropped.
*/
if (curammo != NULL) {
ammotmp = curammo->id;
}
if( std::find(unreal_itype_ids.begin(), unreal_itype_ids.end(),
ammotmp) != unreal_itype_ids.end() &&
std::find(artifact_itype_ids.begin(), artifact_itype_ids.end(),
ammotmp) != artifact_itype_ids.end()
) {
ammotmp = "null"; //Saves us from some bugs, apparently?
}
/////
json.member( "invlet", int(invlet) );
json.member( "typeid", typeId() );
json.member( "bday", bday );
if ( charges != -1 ) json.member( "charges", int(charges) );
if ( damage != 0 ) json.member( "damage", int(damage) );
if ( burnt != 0 ) json.member( "burnt", burnt );
if ( poison != 0 ) json.member( "poison", poison );
if ( ammotmp != "null" ) json.member( "curammo", ammotmp );
if ( mode != "NULL" ) json.member( "mode", mode );
if ( active == true ) json.member( "active", true );
if ( fridge == true ) json.member( "fridge", true );
if ( corpse != NULL ) json.member( "corpse", corpse->id );
if ( owned != -1 ) json.member( "owned", owned );
if ( player_id != -1 ) json.member( "player_id", player_id );
if ( mission_id != -1 ) json.member( "mission_id", mission_id );
if ( ! item_tags.empty() ) {
json.member( "item_tags", item_tags );
}
if ( ! item_vars.empty() ) {
json.member( "item_vars", item_vars );
}
if ( name != type->name ) {
json.member( "name", name );
}
if ( light.luminance != 0 ) {
json.member( "light", int(light.luminance) );
if ( light.width != 0 ) {
json.member( "light_width", int(light.width) );
json.member( "light_dir", int(light.direction) );
}
}
if ( save_contents && contents.size() > 0 ) {
json.member("contents");
json.start_array();
for (int k = 0; k < contents.size(); k++) {
contents[k].serialize(json, false); // no matryoshka dolls
}
json.end_array();
}
json.end_object();
}