本文整理汇总了C++中OutStream::WriteAggregate方法的典型用法代码示例。如果您正苦于以下问题:C++ OutStream::WriteAggregate方法的具体用法?C++ OutStream::WriteAggregate怎么用?C++ OutStream::WriteAggregate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OutStream
的用法示例。
在下文中一共展示了OutStream::WriteAggregate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: Save
//----------------------------------------------------------------------------
void RawTerrainPage::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
TerrainPage::Save(target);
PX2_VERSION_SAVE(target);
target.WritePointer(mMtlInst);
target.WriteString(mTextureDefaultFilename);
target.WriteString(mTexture0Filename);
target.WritePointer(mTextureAlpha);
target.WriteString(mTexture1Filename);
target.WriteString(mTexture2Filename);
target.WriteString(mTexture3Filename);
target.WriteString(mTexture4Filename);
target.WriteAggregate(mUV01);
target.WriteAggregate(mUV23);
target.WriteAggregate(mUV4);
target.WritePointer(mUV01Float);
target.WritePointer(mUV23Float);
target.WritePointer(mUV4Float);
PX2_END_DEBUG_STREAM_SAVE(RawTerrainPage, target);
}
示例2: Save
//----------------------------------------------------------------------------
void UIButtonBase::Save(OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
UIFrame::Save(target);
PX2_VERSION_SAVE(target);
target.WriteEnum(mButType);
target.WriteAggregate(mNormalColor);
target.WriteAggregate(mHoveredColor);
target.WriteAggregate(mPressedColor);
target.WriteAggregate(mDisableColor);
target.Write(mNormalAlpha);
target.Write(mHoveredAlpha);
target.Write(mPressedAlpha);
target.Write(mDisableAlpha);
target.Write(mNormalBrightness);
target.Write(mHoveredBrightness);
target.Write(mPressedBrightness);
target.Write(mDisableBrightness);
target.WritePointer(mPicBoxNormal);
target.WritePointer(mPicBoxOver);
target.WritePointer(mPicBoxDown);
target.WritePointer(mPicBoxDisabled);
target.WriteEnum(mButtonState);
PX2_END_DEBUG_STREAM_SAVE(UIButtonBase, target);
}
示例3: Save
//----------------------------------------------------------------------------
void Light::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
Object::Save(target);
target.WriteEnum(mType);
target.WriteAggregate(Ambient);
target.WriteAggregate(Diffuse);
target.WriteAggregate(Specular);
target.Write(Constant);
target.Write(Linear);
target.Write(Quadratic);
target.Write(Intensity);
target.Write(Angle);
target.Write(CosAngle);
target.Write(SinAngle);
target.Write(Exponent);
target.WriteAggregate(Position);
target.WriteAggregate(DVector);
target.WriteAggregate(UVector);
target.WriteAggregate(RVector);
PX2_END_DEBUG_STREAM_SAVE(Light, target);
}
示例4: Save
//----------------------------------------------------------------------------
void RawTerrainPage::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
TriMesh::Save(target);
target.Write(mSize);
int numVertices = mSize*mSize;
target.WriteN(numVertices, mHeights);
target.WriteAggregate(mOrigin);
target.Write(mSpacing);
target.WritePointer(mMaterialInstance);
target.WritePointer(mTextureDefault);
target.WritePointer(mTexture0);
target.WritePointer(mTextureAlpha);
target.WritePointer(mTexture1);
target.WritePointer(mTexture2);
target.WritePointer(mTexture3);
target.WritePointer(mTexture4);
target.WriteAggregate(mUV01);
target.WriteAggregate(mUV23);
target.WriteAggregate(mUV4);
target.WritePointer(mUV01Float);
target.WritePointer(mUV23Float);
target.WritePointer(mUV4Float);
PX2_END_DEBUG_STREAM_SAVE(RawTerrainPage, target);
}
示例5: Save
//----------------------------------------------------------------------------
void Shine::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
Object::Save(target);
target.WriteAggregate(Emissive);
target.WriteAggregate(Ambient);
target.WriteAggregate(Diffuse);
target.WriteAggregate(Specular);
PX2_END_DEBUG_STREAM_SAVE(Shine, target);
}
示例6: Save
//----------------------------------------------------------------------------
void UIGridFrame::Save(OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
UIFrame::Save(target);
PX2_VERSION_SAVE(target);
target.WriteBool(mIsBagFrameNeedUpdate);
target.WriteEnum(mAlignItemType);
target.WriteAggregate(mItemSize);
target.WriteAggregate(mAlignItemNum);
PX2_END_DEBUG_STREAM_SAVE(UIGridFrame, target);
}
示例7: Save
//----------------------------------------------------------------------------
void Movable::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
Controlledable::Save(target);
target.WriteAggregate(LocalTransform);
target.WriteAggregate(WorldTransform);
target.WriteBool(WorldTransformIsCurrent);
target.WriteAggregate(WorldBound);
target.WriteBool(WorldBoundIsCurrent);
target.WriteEnum(Culling);
// mParent不被保存,它会在Node::Link中调用Node::SetChild被设置。
PX2_END_DEBUG_STREAM_SAVE(Movable, target);
}
示例8: Save
//----------------------------------------------------------------------------
void Actor::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
Netable::Save(target);
target.WriteAggregate(mScale);
target.WriteAggregate(mRotation);
target.WriteAggregate(mPosition);
target.WriteBool(mVisible);
target.Write(mTransAlpha);
target.WritePointer(mMovable);
target.WritePointer(mHelpMovable);
target.WriteBool(mShowHelpMovable);
PX2_END_DEBUG_STREAM_SAVE(Actor, target);
}
示例9: Save
//----------------------------------------------------------------------------
void Spatial::Save (OutStream& target) const
{
WM5_BEGIN_DEBUG_STREAM_SAVE(target);
ControlledObject::Save(target);
target.WriteAggregate(LocalTransform);
target.WriteAggregate(WorldTransform);
target.WriteBool(WorldTransformIsCurrent);
target.WriteAggregate(WorldBound);
target.WriteBool(WorldBoundIsCurrent);
target.WriteEnum(Culling);
// mParent is not saved. On load, it will be set in Node::Link when the
// child pointers of the Node are resolved by Node::SetChild.
WM5_END_DEBUG_STREAM_SAVE(Spatial, target);
}
示例10: Save
//----------------------------------------------------------------------------
void InputPushTransformController::Save(OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
PushTransformController::Save(target);
PX2_VERSION_SAVE(target);
target.WriteAggregate(mLockDir);
target.Write(mPushTriggerSpeed);
PX2_END_DEBUG_STREAM_SAVE(InputPushTransformController, target);
}
示例11: Save
//----------------------------------------------------------------------------
void InterpCurveSpeedController::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
InterpCurveFloat3Controller::Save(target);
PX2_VERSION_SAVE(target);
target.Write(mMaxLength);
target.WriteAggregate(mInitPos);
PX2_END_DEBUG_STREAM_SAVE(InterpCurveSpeedController, target);
}
示例12: Save
//----------------------------------------------------------------------------
void UIAnimPicBox::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
UIPicBox::Save(target);
target.WritePointer(mAPBCtrl);
target.WriteString(mFrameTexPack);
target.Write(mIntervalTime);
int numAnim = (int)mElements.size();
target.Write(numAnim);
for (int i=0; i<numAnim; i++)
{
target.Write(mElements[i].Index);
target.WriteAggregate(mElements[i].UV0);
target.WriteAggregate(mElements[i].UV1);
target.WriteAggregate(mElements[i].UV2);
target.WriteAggregate(mElements[i].UV3);
target.WritePointer(mElements[i].Tex);
}
PX2_END_DEBUG_STREAM_SAVE(UIAnimPicBox, target);
}
示例13: Save
//----------------------------------------------------------------------------
void PushTransformController::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
Controller::Save(target);
PX2_VERSION_SAVE(target);
target.WriteEnum(mTransType);
target.Write(mMaxVelocity);
target.Write(mFriction);
target.WriteAggregate(mVelocity);
PX2_END_DEBUG_STREAM_SAVE(PushTransformController, target);
}
示例14: Save
//----------------------------------------------------------------------------
void Renderable::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
Movable::Save(target);
target.WriteEnum(mType);
target.WriteAggregate(mModelBound);
target.WritePointer(mVFormat);
target.WritePointer(mVBuffer);
target.WritePointer(mIBuffer);
target.WritePointer(mMaterial);
PX2_END_DEBUG_STREAM_SAVE(Renderable, target);
}
示例15: Save
//----------------------------------------------------------------------------
void Visual::Save (OutStream& target) const
{
WM5_BEGIN_DEBUG_STREAM_SAVE(target);
Spatial::Save(target);
target.WriteEnum(mType);
target.WriteAggregate(mModelBound);
target.WritePointer(mVFormat);
target.WritePointer(mVBuffer);
target.WritePointer(mIBuffer);
target.WritePointer(mEffect);
WM5_END_DEBUG_STREAM_SAVE(Visual, target);
}