bool Shader::Save(void* wrapper) { StartObject(wrapper); SaveKey(wrapper, "name"); SaveValue(wrapper, m_Name); SaveKey(wrapper, "type"); SaveValue(wrapper, EnumUtil::ShaderTypeToString(m_Type)); std::vector<ShaderTexture> enums; EnumUtil::GetShaderTextures(m_TextureFlags, enums); SaveKey(wrapper, "textures"); SaveArray(wrapper, enums.size(), [&](unsigned int index) { SaveValue(wrapper, EnumUtil::ShaderTextureToString(enums[index])); }); SaveKey(wrapper, "path"); SaveValue(wrapper, m_FilePath); EndObject(wrapper); return true; }
bool Texture::Save(void* wrapper) { StartObject(wrapper); SaveKey(wrapper, "name"); SaveValue(wrapper, m_Name); SaveKey(wrapper, "format"); SaveValue(wrapper, EnumUtil::TextureFormatToString(m_Format)); SaveKey(wrapper, "type"); SaveValue(wrapper, EnumUtil::TextureTypeToString(m_Type)); SaveKey(wrapper, "filter"); SaveValue(wrapper, EnumUtil::FilterModeToString(m_FilterMode)); SaveKey(wrapper, "wrap"); SaveValue(wrapper, EnumUtil::WrapModeToString(m_WrapMode)); SaveKey(wrapper, "width"); SaveValue(wrapper, m_Width); SaveKey(wrapper, "height"); SaveValue(wrapper, m_Height); SaveKey(wrapper, "borderColor"); SaveValue(wrapper, m_BorderColor); SaveKey(wrapper, "mipmap"); SaveValue(wrapper, m_Mipmap); EndObject(wrapper); return true; }
BOOL BEEncoder::EncodeInt(LPINTEGER i) { BeginInteger(); WriteRawInt(*i); EndObject(); return TRUE; }
void Light::Save(void* wrapper, bool object) { if (object) StartObject(wrapper); // save typeinfo SaveKey(wrapper, "type"); SaveValue(wrapper, "Light"); SaveKey(wrapper, "light_type"); SaveValue(wrapper, EnumUtil::LightTypeToString(m_Type)); SaveKey(wrapper, "color"); SaveValue(wrapper, m_Color); SaveKey(wrapper, "intensity"); SaveValue(wrapper, m_Intensity); SaveKey(wrapper, "inner_angle"); SaveValue(wrapper, m_InnerAngle); SaveKey(wrapper, "outter_angle"); SaveValue(wrapper, m_OutterAngle); SaveKey(wrapper, "falloff"); SaveValue(wrapper, m_Falloff); SaveKey(wrapper, "radius"); SaveValue(wrapper, m_Radius); SaveKey(wrapper, "cast_shadows"); SaveValue(wrapper, m_CastShadows); if (object) EndObject(wrapper); }
bool Pass::Save(void* wrapper) { EnumUtil::Ptr enumUtil = EnumUtil::Instance(); std::vector<std::string> strs; std::string emptyStr; StartObject(wrapper); SaveKey(wrapper, "name"); SaveValue(wrapper, m_Name); SaveKey(wrapper, "camera"); SaveValue(wrapper, m_CameraNode == nullptr ? "" : m_CameraNode->GetName()); std::vector<Shader::Ptr> shaders; shaders.reserve(m_ShaderMap.size()); for (auto pair : m_ShaderMap) shaders.push_back(pair.second); SaveKey(wrapper, "shaders"); SaveArray(wrapper, m_ShaderMap.size(), [&](unsigned int index) { SaveValue(wrapper, shaders[index]->GetName()); }); SaveKey(wrapper, "input"); SaveArray(wrapper, m_InputTextures.size(), [&](unsigned int index) { SaveValue(wrapper, m_InputTextures[index]->GetName()); }); SaveKey(wrapper, "output"); SaveArray(wrapper, m_OutputTextures.size(), [&](unsigned int index) { SaveValue(wrapper, m_OutputTextures[index]->GetName()); }); SaveKey(wrapper, "index"); SaveValue(wrapper, (int&)m_RenderIndex); SaveKey(wrapper, "blendMode"); SaveValue(wrapper, enumUtil->BlendModeToString(m_BlendMode)); SaveKey(wrapper, "compareMode"); SaveValue(wrapper, enumUtil->CompareModeToString(m_CompareMode)); SaveKey(wrapper, "cullMode"); SaveValue(wrapper, enumUtil->CullModeToString(m_CullMode)); SaveKey(wrapper, "drawMode"); SaveValue(wrapper, enumUtil->DrawModeToString(m_DrawMode)); EndObject(wrapper); return true; }
void Serializer::SerializeObject( const QObject *pObject, const QString &sName ) { m_hash.addData( sName.toUtf8() ); BeginObject( sName, pObject ); SerializeObjectProperties( pObject ); EndObject( sName, pObject ); }
BOOL BEEncoder::EncodeList(LPLIST l) { BeginList(); for (unsigned i = 0; i < l->size(); i++) { EncodeObject(l->Get(i)); } EndObject(); return TRUE; }
BOOL BEEncoder::EncodeDict(LPDICTIONARY d) { BeginDictionary(); // begin dictionary DictIterator it = d->GetIterator(); while (it.HasNext()) { Dictionary::ObjectEntry entry = it.GetNext(); EncodeString(entry.first); EncodeObject(entry.second); } EndObject(); return TRUE; }
bool Shader::Save(void* wrapper) { EnumUtil::Ptr enumUtil = EnumUtil::Instance(); StartObject(wrapper); SaveKey(wrapper, "name"); SaveValue(wrapper, m_Name); SaveKey(wrapper, "type"); SaveValue(wrapper, enumUtil->ShaderTypeToString(m_Type)); SaveKey(wrapper, "path"); SaveValue(wrapper, m_FilePath); EndObject(wrapper); return true; }