本文整理汇总了C++中OutputPersistenceBlock::writeString方法的典型用法代码示例。如果您正苦于以下问题:C++ OutputPersistenceBlock::writeString方法的具体用法?C++ OutputPersistenceBlock::writeString怎么用?C++ OutputPersistenceBlock::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OutputPersistenceBlock
的用法示例。
在下文中一共展示了OutputPersistenceBlock::writeString方法的5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 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;
}
示例2: 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;
}
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;
}
示例4: persist
bool StaticBitmap::persist(OutputPersistenceBlock &writer) {
bool result = true;
result &= Bitmap::persist(writer);
writer.writeString(_resourceFilename);
result &= RenderObject::persistChildren(writer);
return result;
}
示例5: 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;
}