本文整理汇总了C++中OutStream::WriteBool方法的典型用法代码示例。如果您正苦于以下问题:C++ OutStream::WriteBool方法的具体用法?C++ OutStream::WriteBool怎么用?C++ OutStream::WriteBool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::WriteBool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 CullState::Save (OutStream& target) const
{
WM5_BEGIN_DEBUG_STREAM_SAVE(target);
Object::Save(target);
target.WriteBool(Enabled);
target.WriteBool(CCWOrder);
WM5_END_DEBUG_STREAM_SAVE(CullState, target);
}
示例2: Save
//----------------------------------------------------------------------------
void DepthProperty::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
Object::Save(target);
target.WriteBool(Enabled);
target.WriteBool(Writable);
target.WriteEnum(Compare);
PX2_END_DEBUG_STREAM_SAVE(DepthProperty, target);
}
示例3: Save
//----------------------------------------------------------------------------
void DepthState::Save (OutStream& target) const
{
WM5_BEGIN_DEBUG_STREAM_SAVE(target);
Object::Save(target);
target.WriteBool(Enabled);
target.WriteBool(Writable);
target.WriteEnum(Compare);
WM5_END_DEBUG_STREAM_SAVE(DepthState, target);
}
示例4: Save
//----------------------------------------------------------------------------
void OffsetProperty::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
Object::Save(target);
target.WriteBool(FillEnabled);
target.WriteBool(LineEnabled);
target.WriteBool(PointEnabled);
target.Write(Scale);
target.Write(Bias);
PX2_END_DEBUG_STREAM_SAVE(OffsetProperty, target);
}
示例5: Save
//----------------------------------------------------------------------------
void OffsetState::Save (OutStream& target) const
{
WM5_BEGIN_DEBUG_STREAM_SAVE(target);
Object::Save(target);
target.WriteBool(FillEnabled);
target.WriteBool(LineEnabled);
target.WriteBool(PointEnabled);
target.Write(Scale);
target.Write(Bias);
WM5_END_DEBUG_STREAM_SAVE(OffsetState, target);
}
示例6: Save
//----------------------------------------------------------------------------
void BlendTransformController::Save (OutStream& target) const
{
WM5_BEGIN_DEBUG_STREAM_SAVE(target);
TransformController::Save(target);
target.WritePointer(mController0);
target.WritePointer(mController1);
target.Write(mWeight);
target.WriteBool(mRSMatrices);
target.WriteBool(mGeometricRotation);
target.WriteBool(mGeometricScale);
WM5_END_DEBUG_STREAM_SAVE(BlendTransformController, target);
}
示例7: Save
//----------------------------------------------------------------------------
void Terrain::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
Node::Save(target);
target.Write(mNumRows);
target.Write(mNumCols);
target.Write(mSize);
target.Write(mMinElevation);
target.Write(mMaxElevation);
target.Write(mSpacing);
for (int row = 0; row < mNumRows; ++row)
{
for (int col = 0; col < mNumCols; ++col)
{
target.WritePointer(mPages[row][col]);
}
}
target.WriteBool(mIsUseSimpleMtl);
target.WritePointer(mVFormatEdit);
target.WritePointer(mVFormatSimple);
target.WritePointer(mMtlEdit);
target.WritePointer(mMtlSimple);
target.WritePointer(mShine);
target.Write(mJunglerFrequency);
target.Write(mJunglerStrength);
PX2_END_DEBUG_STREAM_SAVE(Terrain, target);
}
示例8: Save
//----------------------------------------------------------------------------
void CurveMesh::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
Polysegment::Save(target);
PX2_VERSION_SAVE(target);
target.Write(mNumFullVertices);
target.Write(mNumSegments);
target.Write(mLevel);
target.WriteBool(mAllowDynamicChange);
target.WritePointer(mOrigVBuffer);
target.WritePointer(mOrigParams);
target.WritePointerN(mNumSegments, mSegments);
if (mCInfo)
{
for (int i = 0; i < mNumFullVertices; ++i)
{
target.WritePointer(mCInfo[i].Segment);
target.Write(mCInfo[i].Param);
}
}
PX2_END_DEBUG_STREAM_SAVE(CurveMesh, target);
}
示例9: Save
//----------------------------------------------------------------------------
void Object::Save(OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
// 写入Rtti 名称
target.WriteString(GetRttiType().GetName());
// 写入Rtti version
target.Write(TYPE.GetVersion());
// 写入ID
target.WriteUniqueID(this);
//是否有效
target.WriteBool(mIsEnable);
// 资源路径
target.WriteString(mResourcePath);
// 写入对象名称
target.WriteString(mName);
target.Write(mID);
PX2_END_DEBUG_STREAM_SAVE(Object, target);
}
示例10: 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11: 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12: 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13: Save
//----------------------------------------------------------------------------
void LODTerrain::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
Terrain::Save(target);
target.Write(mPixelTolerance);
target.WriteBool(mIsCloseAssumption);
PX2_END_DEBUG_STREAM_SAVE(LODTerrain, target);
}
示例14: Save
//----------------------------------------------------------------------------
void InterpCurveTranslateController::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
InterpCurveFloat3Controller::Save(target);
PX2_VERSION_SAVE(target);
target.WriteBool(mIsWorld);
PX2_END_DEBUG_STREAM_SAVE(InterpCurveTranslateController, target);
}
示例15: Save
//----------------------------------------------------------------------------
void ShaderFloat::Save (OutStream& target) const
{
WM5_BEGIN_DEBUG_STREAM_SAVE(target);
Object::Save(target);
target.WriteW(mNumElements, mData);
target.WriteBool(mAllowUpdater);
WM5_END_DEBUG_STREAM_SAVE(ShaderFloat, target);
}