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C++ OutStream::WriteBool方法代码示例

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);
}
开发者ID:Kiichi77,项目名称:WildMagic,代码行数:12,代码来源:Wm5CullState.cpp

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);
}
开发者ID:ascetic85,项目名称:Phoenix3d,代码行数:13,代码来源:PX2DepthProperty.cpp

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);
}
开发者ID:Kiichi77,项目名称:WildMagic,代码行数:13,代码来源:Wm5DepthState.cpp

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);
}
开发者ID:ascetic85,项目名称:Phoenix3d,代码行数:15,代码来源:PX2OffsetProperty.cpp

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);
}
开发者ID:bhlzlx,项目名称:WildMagic,代码行数:15,代码来源:Wm5OffsetState.cpp

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);
}
开发者ID:bazhenovc,项目名称:WildMagic,代码行数:16,代码来源:Wm5BlendTransformController.cpp

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);
}
开发者ID:manyxu,项目名称:Phoenix3D_2.0,代码行数:33,代码来源:PX2Terrain.cpp

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);
}
开发者ID:JamShan,项目名称:Phoenix3D_2.1,代码行数:27,代码来源:PX2CurveMesh.cpp

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);
}
开发者ID:JamShan,项目名称:Phoenix3D_2.1,代码行数:26,代码来源:PX2Object_Stream.cpp

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);
}
开发者ID:ascetic85,项目名称:Phoenix3d,代码行数:18,代码来源:PX2Movable.cpp

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);
}
开发者ID:manyxu,项目名称:Phoenix3D_2.0,代码行数:18,代码来源:PX2Actor.cpp

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);
}
开发者ID:Kiichi77,项目名称:WildMagic,代码行数:19,代码来源:Wm5Spatial.cpp

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);
}
开发者ID:manyxu,项目名称:Phoenix3D_2.0,代码行数:12,代码来源:PX2LODTerrain.cpp

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);
}
开发者ID:PhoenixSteam,项目名称:Phoenix3D,代码行数:12,代码来源:PX2InterpCurveTranslateCtrl.cpp

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);
}
开发者ID:Kiichi77,项目名称:WildMagic,代码行数:12,代码来源:Wm5ShaderFloat.cpp


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