本文整理汇总了C++中OutStream::WriteString方法的典型用法代码示例。如果您正苦于以下问题:C++ OutStream::WriteString方法的具体用法?C++ OutStream::WriteString怎么用?C++ OutStream::WriteString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::WriteString方法的10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 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 EffectBuf::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
Buf::Save(target);
PX2_VERSION_SAVE(target);
target.WriteString(mEffectFilename);
target.WriteString(mAnchor);
target.WritePointer(mEffect);
PX2_END_DEBUG_STREAM_SAVE(EffectBuf, target);
}
示例4: Save
//----------------------------------------------------------------------------
void ScriptController::Save(OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
Controller::Save(target);
PX2_VERSION_SAVE(target);
target.Write(mNumFixUpdatePerSeconds);
target.WriteString(mFilename);
target.WriteString(mClassName);
PX2_END_DEBUG_STREAM_SAVE(ScriptController, target);
}
示例5: Save
//----------------------------------------------------------------------------
void UIFrame::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
Node::Save(target);
target.WriteString(mScriptHandler);
PX2_END_DEBUG_STREAM_SAVE(UIFrame, target);
}
示例6: Save
//----------------------------------------------------------------------------
void Object::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
// 写入RTTI名称
target.WriteString(GetRttiType().GetName());
// 写入ID
target.WriteUniqueID(this);
// 资源路径
target.WriteString(mResourcePath);
// 写入对象名称
target.WriteString(mName);
PX2_END_DEBUG_STREAM_SAVE(Object, target);
}
示例7: Save
//----------------------------------------------------------------------------
void UIInputText::Save(OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
UIText::Save(target);
PX2_VERSION_SAVE(target);
target.WriteBool(mIsPassword);
target.WriteString(mRealText);
target.Write(mFixedWidth);
PX2_END_DEBUG_STREAM_SAVE(UIInputText, target);
}
示例8: Save
//----------------------------------------------------------------------------
void MaterialInstance::Save (OutStream& target) const
{
PX2_BEGIN_DEBUG_STREAM_SAVE(target);
Object::Save(target);
PX2_VERSION_SAVE(target);
target.WriteBool(mIsShareMtl);
target.WriteString(mMaterialFilename);
target.WriteString(mInstanceTechName);
target.WritePointer(mMaterial);
target.Write(mTechniqueIndex);
target.WritePointerW(mNumPasses, mVertexParameters);
target.WritePointerN(mNumPasses, mPixelParameters);
PX2_END_DEBUG_STREAM_SAVE(MaterialInstance, target);
}
示例9: Save
//----------------------------------------------------------------------------
void Shader::Save (OutStream& target) const
{
WM5_BEGIN_DEBUG_STREAM_SAVE(target);
Object::Save(target);
target.WriteStringW(mNumInputs, mInputName);
target.WriteEnumN(mNumInputs, mInputType);
target.WriteEnumN(mNumInputs, mInputSemantic);
target.WriteStringW(mNumOutputs, mOutputName);
target.WriteEnumN(mNumOutputs, mOutputType);
target.WriteEnumN(mNumOutputs, mOutputSemantic);
target.WriteStringW(mNumConstants, mConstantName);
target.WriteN(mNumConstants, mNumRegistersUsed);
target.WriteStringW(mNumSamplers, mSamplerName);
target.WriteEnumN(mNumSamplers, mSamplerType);
target.WriteEnumN(mNumSamplers, mFilter);
target.WriteEnumN(mNumSamplers, mCoordinate[0]);
target.WriteEnumN(mNumSamplers, mCoordinate[1]);
target.WriteEnumN(mNumSamplers, mCoordinate[2]);
target.WriteN(mNumSamplers, mLodBias);
target.WriteN(mNumSamplers, mAnisotropy);
target.WriteAggregateN(mNumSamplers, mBorderColor);
// On load, test this against MAX_PROFILES just in case a user increases
// MAX_PROFILES and tries to load old data sets.
target.Write((int)MAX_PROFILES);
target.WriteBool(mProfileOwner);
if (mProfileOwner)
{
for (int i = 0; i < MAX_PROFILES; ++i)
{
target.WriteN(mNumConstants, mBaseRegister[i]);
target.WriteN(mNumSamplers, mTextureUnit[i]);
target.WriteString(*mProgram[i]);
}
}
WM5_END_DEBUG_STREAM_SAVE(Shader, target);
}
示例10: 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);
}