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C++ OutputPersistenceBlock::write方法代码示例

本文整理汇总了C++中OutputPersistenceBlock::write方法的典型用法代码示例。如果您正苦于以下问题:C++ OutputPersistenceBlock::write方法的具体用法?C++ OutputPersistenceBlock::write怎么用?C++ OutputPersistenceBlock::write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OutputPersistenceBlock的用法示例。


在下文中一共展示了OutputPersistenceBlock::write方法的9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: persist

bool WalkRegion::persist(OutputPersistenceBlock &writer) {
	bool result = true;

	// Persist the parent region
	result &= Region::persist(writer);

	// Persist the nodes
	writer.write((uint32)_nodes.size());
	Common::Array<Vertex>::const_iterator it = _nodes.begin();
	while (it != _nodes.end()) {
		writer.write((int32)it->x);
		writer.write((int32)it->y);
		++it;
	}

	// Persist the visibility matrix
	writer.write((uint32)_visibilityMatrix.size());
	Common::Array< Common::Array<int> >::const_iterator rowIter = _visibilityMatrix.begin();
	while (rowIter != _visibilityMatrix.end()) {
		writer.write((uint32)rowIter->size());
		Common::Array<int>::const_iterator colIter = rowIter->begin();
		while (colIter != rowIter->end()) {
			writer.write((int32)*colIter);
			++colIter;
		}

		++rowIter;
	}

	return result;
}
开发者ID:dergunov,项目名称:scummvm,代码行数:31,代码来源:walkregion.cpp

示例2: persist

bool AnimationTemplate::persist(OutputPersistenceBlock &writer) {
	bool Result = true;

	// Parent persistieren.
	Result &= AnimationDescription::persist(writer);

	// Frameanzahl schreiben.
	writer.write(_frames.size());

	// Frames einzeln persistieren.
	Common::Array<const Frame>::const_iterator Iter = _frames.begin();
	while (Iter != _frames.end()) {
		writer.write(Iter->hotspotX);
		writer.write(Iter->hotspotY);
		writer.write(Iter->flipV);
		writer.write(Iter->flipH);
		writer.writeString(Iter->fileName);
		writer.writeString(Iter->action);
		++Iter;
	}

	// Restliche Member persistieren.
	writer.writeString(_sourceAnimationPtr->getFileName());
	writer.write(_valid);

	return Result;
}
开发者ID:AdamRi,项目名称:scummvm-pink,代码行数:27,代码来源:animationtemplate.cpp

示例3: persist

bool SoundEngine::persist(OutputPersistenceBlock &writer) {
	writer.write(_maxHandleId);

	for (uint i = 0; i < SOUND_HANDLES; i++) {
		writer.write(_handles[i].id);

		// Don't restart sounds which already finished playing.
		if (_handles[i].type != kFreeHandle && !_mixer->isSoundHandleActive(_handles[i].handle))
			_handles[i].type = kFreeHandle;

		writer.writeString(_handles[i].fileName);
		if (_handles[i].type == kFreeHandle)
			writer.write((int32)-1);
		else
			writer.write(_handles[i].sndType);
		writer.write(_handles[i].volume);
		writer.write(_handles[i].pan);
		writer.write(_handles[i].loop);
		writer.write(_handles[i].loopStart);
		writer.write(_handles[i].loopEnd);
		writer.write(_handles[i].layer);
	}

	return true;
}
开发者ID:DrItanium,项目名称:scummvm,代码行数:25,代码来源:soundengine.cpp

示例4: persist

bool Polygon::persist(OutputPersistenceBlock &writer) {
	writer.write(vertexCount);
	for (int i = 0; i < vertexCount; ++i) {
		writer.write(vertices[i].x);
		writer.write(vertices[i].y);
	}

	return true;
}
开发者ID:AdamRi,项目名称:scummvm-pink,代码行数:9,代码来源:polygon.cpp

示例5: persist

bool Bitmap::persist(OutputPersistenceBlock &writer) {
	bool result = true;

	result &= RenderObject::persist(writer);
	writer.write(_flipH);
	writer.write(_flipV);
	writer.write(_scaleFactorX);
	writer.write(_scaleFactorY);
	writer.write(_modulationColor);
	writer.write(_originalWidth);
	writer.write(_originalHeight);

	return result;
}
开发者ID:AReim1982,项目名称:scummvm,代码行数:14,代码来源:bitmap.cpp

示例6: persist

bool Text::persist(OutputPersistenceBlock &writer) {
	bool result = true;

	result &= RenderObject::persist(writer);

	writer.write(_modulationColor);
	writer.writeString(_font);
	writer.writeString(_text);
	writer.write(_autoWrap);
	writer.write(_autoWrapThreshold);

	result &= RenderObject::persistChildren(writer);

	return result;
}
开发者ID:MisturDust319,项目名称:scummvm,代码行数:15,代码来源:text.cpp

示例7: persist

bool InputEngine::persist(OutputPersistenceBlock &writer) {
	// Write out the number of command callbacks and their names.
	// Note: We do this only for compatibility with older engines resp.
	// the original engine.
	writer.write((uint32)1);
	writer.writeString("LuaCommandCB");

	// Write out the number of command callbacks and their names.
	// Note: We do this only for compatibility with older engines resp.
	// the original engine.
	writer.write((uint32)1);
	writer.writeString("LuaCharacterCB");

	return true;
}
开发者ID:dergunov,项目名称:scummvm,代码行数:15,代码来源:inputengine.cpp

示例8: persist

bool RenderObjectManager::persist(OutputPersistenceBlock &writer) {
	bool result = true;

	// Alle Kinder des Wurzelknotens speichern. Dadurch werden alle BS_RenderObjects gespeichert rekursiv gespeichert.
	result &= _rootPtr->persistChildren(writer);

	writer.write(_frameStarted);

	// Referenzen auf die TimedRenderObjects persistieren.
	writer.write((uint32)_timedRenderObjects.size());
	RenderObjectList::const_iterator iter = _timedRenderObjects.begin();
	while (iter != _timedRenderObjects.end()) {
		writer.write((*iter)->getHandle());
		++iter;
	}

	// Alle BS_AnimationTemplates persistieren.
	result &= AnimationTemplateRegistry::instance().persist(writer);

	return result;
}
开发者ID:AReim1982,项目名称:scummvm,代码行数:21,代码来源:renderobjectmanager.cpp

示例9: persist

// Persistence
bool Region::persist(OutputPersistenceBlock &writer) {
	bool Result = true;

	writer.write(static_cast<uint32>(_type));
	writer.write(_valid);
	writer.write((int32)_position.x);
	writer.write((int32)_position.y);

	writer.write((uint32)_polygons.size());
	Common::Array<Polygon>::iterator It = _polygons.begin();
	while (It != _polygons.end()) {
		Result &= It->persist(writer);
		++It;
	}

	writer.write((int32)_boundingBox.left);
	writer.write((int32)_boundingBox.top);
	writer.write((int32)_boundingBox.right);
	writer.write((int32)_boundingBox.bottom);

	return Result;
}
开发者ID:dergunov,项目名称:scummvm,代码行数:23,代码来源:region.cpp


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