本文整理汇总了C++中SerializeBuffer::read_container方法的典型用法代码示例。如果您正苦于以下问题:C++ SerializeBuffer::read_container方法的具体用法?C++ SerializeBuffer::read_container怎么用?C++ SerializeBuffer::read_container使用的例子?那么恭喜您, 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SerializeBuffer
的用法示例。
在下文中一共展示了SerializeBuffer::read_container方法的3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: net_recv_player_actions
void net_recv_player_actions(SerializeBuffer& sb, int sender, PlayerData& pd) {
int frame, player_number;
sb.read_int(frame);
sb.read_int(player_number);
PlayerDataEntry& pde = pd.all_players().at(player_number);
ActionQueue actions;
sb.read_container(actions);
pde.action_queue.queue_actions_for_frame(actions, frame);
// printf("Receiving %d actions for player %d from %d \n", actions.size(),
// player_number, sender);
}
示例2: deserialize
void GameScreenSet::deserialize(GameState *gs, SerializeBuffer &serializer) {
serializer.read_int(current_screen);
simulation_map = read_gamemap(gs, serializer);
serializer.read_container(screens, [&](GameScreen& screen) {
screen.deserialize(gs, serializer);
});
GameSettings& settings = gs->game_settings();
int n_local_players = 0;
for (PlayerDataEntry &player: gs->player_data().all_players()) {
if (player.is_local_player) {
n_local_players++;
}
}
// Number of split-screens tiled together
int n_x = 1, n_y = 1;
if (n_local_players <= 2) {
n_x = n_local_players;
} else if (n_local_players <= 4) {
// More than 2, less than 4? Try 2x2 tiling
n_x = 2, n_y = 2;
} else if (n_local_players <= 6) {
n_x = 3, n_y = 2;
} else {
LANARTS_ASSERT(n_local_players <= 9);
// Last resort, Try 3x3 tiling
n_x = 3, n_y = 3;
}
const int WIDTH = settings.view_width / n_x;
const int HEIGHT = settings.view_height / n_y; // / N_PLAYERS;
std::vector<BBox> bounding_boxes;
for (GameScreen& screen : screens) {
const int x1 = (screen.index % n_x) * WIDTH, y1 = (screen.index / n_x) * HEIGHT;
bounding_boxes.push_back(BBox {x1, y1, x1 + WIDTH, y1 + HEIGHT});
}
if (bounding_boxes.size() == 3) {
bounding_boxes[1] = {WIDTH, 0, settings.view_width, settings.view_height};
}
for (GameScreen& screen : screens) {
BBox b = bounding_boxes[screen.index];
screen.window_region = b;
screen.hud = GameHud {
BBox(b.x2 - GAME_SIDEBAR_WIDTH, b.y1, b.x2, b.y2),
BBox(b.x1, b.y1, b.x2 - GAME_SIDEBAR_WIDTH, b.y2)
};
screen.view = GameView {0, 0, b.width() - GAME_SIDEBAR_WIDTH, b.height()};
}
}
示例3: deserialize
void MonsterController::deserialize(SerializeBuffer& serializer) {
serializer.read_container(mids);
serializer.read(monsters_wandering_flag);
}