本文整理汇总了C++中OutStream::WritePointer方法的典型用法代码示例。如果您正苦于以下问题:C++ OutStream::WritePointer方法的具体用法?C++ OutStream::WritePointer怎么用?C++ OutStream::WritePointer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::WritePointer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 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2: 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3: Save
//----------------------------------------------------------------------------
void RawTerrain::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
Node::Save(target);
target.WriteEnum(mMode);
target.Write(mNumRows);
target.Write(mNumCols);
target.Write(mSize);
target.Write(mMinElevation);
target.Write(mMaxElevation);
target.Write(mSpacing);
target.Write(mCameraRow);
target.Write(mCameraCol);
target.WritePointer(mVFormat);
target.WritePointer(mCamera);
target.WritePointer(mShine);
for (int row = 0; row < mNumRows; ++row)
{
for (int col = 0; col < mNumCols; ++col)
{
target.WritePointer(mPages[row][col]);
}
}
PX2_END_DEBUG_STREAM_SAVE(RawTerrain, target);
}
示例4: 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5: Save
//----------------------------------------------------------------------------
void UI::Save(OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
UIFrame::Save(target);
PX2_VERSION_SAVE(target);
target.WritePointer(mDefaultCamera);
target.WritePointer(mDefaultCameraNode);
PX2_END_DEBUG_STREAM_SAVE(UI, target);
}
示例6: 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7: 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);
}
示例8: 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9: 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10: Save
//----------------------------------------------------------------------------
void Scene::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
Netable::Save(target);
target.Write<int>(mSceneID);
target.WritePointer(mSceneNode);
const int numActors = (int)mActors.size();
target.Write(numActors);
for (int i=0; i<numActors; ++i)
{
if (mActors[i])
{
target.WritePointer(mActors[i]);
}
else
{
target.WritePointer((Actor*)0);
}
}
target.WritePointer(mTerrainActor);
target.WritePointer(mDefaultLight);
target.WritePointer(mDefaultCameraActor);
target.WritePointer(mDefaultARActor);
PX2_END_DEBUG_STREAM_SAVE(Scene, target);
}
示例11: Save
//----------------------------------------------------------------------------
void SkyActor::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
Actor::Save(target);
target.WritePointer(mSky);
PX2_END_DEBUG_STREAM_SAVE(SkyActor, target);
}
示例12: Save
//----------------------------------------------------------------------------
void SMShadowEffect::Save (OutStream& target) const
{
WM5_BEGIN_DEBUG_STREAM_SAVE(target);
GlobalEffect::Save(target);
target.WritePointer(mInstance);
WM5_END_DEBUG_STREAM_SAVE(SMShadowEffect, target);
}
示例13: Save
//----------------------------------------------------------------------------
void BillboardNode::Save (OutStream& target) const
{
WM5_BEGIN_DEBUG_STREAM_SAVE(target);
Node::Save(target);
target.WritePointer(mCamera);
WM5_END_DEBUG_STREAM_SAVE(BillboardNode, target);
}
示例14: Save
//----------------------------------------------------------------------------
void RawTerrain::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
Terrain::Save(target);
target.WritePointer(mVFormat);
for (int row = 0; row < mNumRows; ++row)
{
for (int col = 0; col < mNumCols; ++col)
{
target.WritePointer(mPages[row][col]);
}
}
target.WritePointer(mShine);
PX2_END_DEBUG_STREAM_SAVE(RawTerrain, target);
}
示例15: Save
//----------------------------------------------------------------------------
void ProjectorWorldPositionConstant::Save (OutStream& target) const
{
WM5_BEGIN_DEBUG_STREAM_SAVE(target);
ShaderFloat::Save(target);
target.WritePointer(mProjector);
WM5_END_DEBUG_STREAM_SAVE(ProjectorWorldPositionConstant, target);
}