Пример #1
0
//----------------------------------------------------------------------------
void UIButtonBase::Load(InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	UIFrame::Load(source);
	PX2_VERSION_LOAD(source);

	source.ReadEnum(mButType);

	source.ReadAggregate(mNormalColor);
	source.ReadAggregate(mHoveredColor);
	source.ReadAggregate(mPressedColor);
	source.ReadAggregate(mDisableColor);
	source.Read(mNormalAlpha);
	source.Read(mHoveredAlpha);
	source.Read(mPressedAlpha);
	source.Read(mDisableAlpha);
	source.Read(mNormalBrightness);
	source.Read(mHoveredBrightness);
	source.Read(mPressedBrightness);
	source.Read(mDisableBrightness);

	source.ReadPointer(mPicBoxNormal);
	source.ReadPointer(mPicBoxOver);
	source.ReadPointer(mPicBoxDown);
	source.ReadPointer(mPicBoxDisabled);
	source.ReadEnum(mButtonState);

	PX2_END_DEBUG_STREAM_LOAD(UIButtonBase, source);
}
Пример #2
0
//----------------------------------------------------------------------------
void Jungler::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	TriMesh::Load(source);
	PX2_VERSION_LOAD(source);

	source.ReadEnum(mJunglerType);
	source.Read(mMaxNum);
	source.ReadPointer(mMtlInst);
	source.ReadPointer(mTexture);
	int num = 0;
	source.Read(num);
	if (num > 0)
	{
		mPoses.resize(num);
		mNormals.resize(num);
		mWidths.resize(num);
		mHeights.resize(num);

		source.ReadAggregateVV(num, &mPoses[0]);
		source.ReadAggregateVV(num, &mNormals[0]);
		source.ReadVV(num, &mWidths[0]);
		source.ReadVV(num, &mHeights[0]);
	}

	PX2_END_DEBUG_STREAM_LOAD(Jungler, source);
}
Пример #3
0
//----------------------------------------------------------------------------
void RawTerrain::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	Node::Load(source);

	source.ReadEnum(mMode);
	source.Read(mNumRows);
	source.Read(mNumCols);
	source.Read(mSize);
	source.Read(mMinElevation);
	source.Read(mMaxElevation);
	source.Read(mSpacing);
	source.Read(mCameraRow);
	source.Read(mCameraCol);
	source.ReadPointer(mVFormat);
	source.ReadPointer(mCamera);
	source.ReadPointer(mShine);

	mPages = new2<RawTerrainPagePtr>(mNumCols, mNumRows);
	for (int row = 0; row < mNumRows; ++row)
	{
		for (int col = 0; col < mNumCols; ++col)
		{
			source.ReadPointer(mPages[row][col]);
		}
	}

	PX2_END_DEBUG_STREAM_LOAD(RawTerrain, source);
}
Пример #4
0
//----------------------------------------------------------------------------
void Light::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	Object::Load(source);

	source.ReadEnum(mType);
	source.ReadAggregate(Ambient);
	source.ReadAggregate(Diffuse);
	source.ReadAggregate(Specular);
	source.Read(Constant);
	source.Read(Linear);
	source.Read(Quadratic);
	source.Read(Intensity);
	source.Read(Angle);
	source.Read(CosAngle);
	source.Read(SinAngle);
	source.Read(Exponent);
	source.ReadAggregate(Position);
	source.ReadAggregate(DVector);
	source.ReadAggregate(UVector);
	source.ReadAggregate(RVector);

	PX2_END_DEBUG_STREAM_LOAD(Light, source);
}
Пример #5
0
//----------------------------------------------------------------------------
void StencilState::Load (InStream& source)
{
	WM5_BEGIN_DEBUG_STREAM_LOAD(source);

	Object::Load(source);

	source.ReadBool(Enabled);
	source.ReadEnum(Compare);
	source.Read(Reference);
	source.Read(Mask);
	source.Read(WriteMask);
	source.ReadEnum(OnFail);
	source.ReadEnum(OnZFail);
	source.ReadEnum(OnZPass);

	WM5_END_DEBUG_STREAM_LOAD(StencilState, source);
}
Пример #6
0
//----------------------------------------------------------------------------
void DepthState::Load (InStream& source)
{
    WM5_BEGIN_DEBUG_STREAM_LOAD(source);

    Object::Load(source);

    source.ReadBool(Enabled);
    source.ReadBool(Writable);
    source.ReadEnum(Compare);

    WM5_END_DEBUG_STREAM_LOAD(DepthState, source);
}
Пример #7
0
//----------------------------------------------------------------------------
void UIButton::Load(InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	UIButtonBase::Load(source);
	PX2_VERSION_LOAD(source);

	source.ReadEnum(mAfterReleasedType);
	source.Read(mAfterReleasedRecoverTime);

	PX2_END_DEBUG_STREAM_LOAD(UIButton, source);
}
Пример #8
0
//----------------------------------------------------------------------------
void VertexFormat::Load (InStream& source)
{
    WM5_BEGIN_DEBUG_STREAM_LOAD(source);

    Object::Load(source);

    source.Read(mNumAttributes);

    for (int i = 0; i < AM_MAX_ATTRIBUTES; ++i)
    {
        source.Read(mElements[i].StreamIndex);
        source.Read(mElements[i].Offset);
        source.ReadEnum(mElements[i].Type);
        source.ReadEnum(mElements[i].Usage);
        source.Read(mElements[i].UsageIndex);
    }

    source.Read(mStride);

    WM5_END_DEBUG_STREAM_LOAD(VertexFormat, source);
}
Пример #9
0
//----------------------------------------------------------------------------
void DepthProperty::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	Object::Load(source);

	source.ReadBool(Enabled);
	source.ReadBool(Writable);
	source.ReadEnum(Compare);

	PX2_END_DEBUG_STREAM_LOAD(DepthProperty, source);
}
Пример #10
0
//----------------------------------------------------------------------------
void Buffer::Load (InStream& source)
{
	WM5_BEGIN_DEBUG_STREAM_LOAD(source);

	Object::Load(source);

	source.Read(mNumElements);
	source.Read(mElementSize);
	source.ReadEnum(mUsage);
	source.ReadRR(mNumBytes, mData);

	WM5_END_DEBUG_STREAM_LOAD(Buffer, source);
}
Пример #11
0
//----------------------------------------------------------------------------
void Texture::Load (InStream& source)
{
    WM5_BEGIN_DEBUG_STREAM_LOAD(source);

    Object::Load(source);

    source.ReadEnum(mFormat);
    source.ReadEnum(mType);
    source.ReadEnum(mUsage);
    source.Read(mNumLevels);
    source.Read(mNumDimensions);
    source.ReadVV(MM_MAX_MIPMAP_LEVELS, mDimension[0]);
    source.ReadVV(MM_MAX_MIPMAP_LEVELS, mDimension[1]);
    source.ReadVV(MM_MAX_MIPMAP_LEVELS, mDimension[2]);
    source.ReadVV(MM_MAX_MIPMAP_LEVELS, mNumLevelBytes);
    source.Read(mNumTotalBytes);
    source.ReadVV(MM_MAX_MIPMAP_LEVELS, mLevelOffsets);
    source.ReadVV(MAX_USER_FIELDS, mUserField);
    source.ReadVR(mNumTotalBytes, mData);

    WM5_END_DEBUG_STREAM_LOAD(Texture, source);
}
//----------------------------------------------------------------------------
void Projector::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	Camera::Load(source);
	PX2_VERSION_LOAD(source);

	source.ReadEnum(mDepthType);

	// 改变了mDepthType,需要重新计算相机投影矩阵。
	OnFrustumChange();

	PX2_END_DEBUG_STREAM_LOAD(Projector, source);
}
Пример #13
0
//----------------------------------------------------------------------------
void UIGridFrame::Load(InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	UIFrame::Load(source);
	PX2_VERSION_LOAD(source);

	source.ReadBool(mIsBagFrameNeedUpdate);
	source.ReadEnum(mAlignItemType);
	source.ReadAggregate(mItemSize);
	source.ReadAggregate(mAlignItemNum);

	PX2_END_DEBUG_STREAM_LOAD(UIGridFrame, source);
}
//----------------------------------------------------------------------------
void PushTransformController::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	Controller::Load(source);
	PX2_VERSION_LOAD(source);

	source.ReadEnum(mTransType);
	source.Read(mMaxVelocity);
	source.Read(mFriction);
	source.ReadAggregate(mVelocity);

	PX2_END_DEBUG_STREAM_LOAD(PushTransformController, source);
}
Пример #15
0
//----------------------------------------------------------------------------
void Visual::Load (InStream& source)
{
    WM5_BEGIN_DEBUG_STREAM_LOAD(source);

    Spatial::Load(source);

    source.ReadEnum(mType);
    source.ReadAggregate(mModelBound);
    source.ReadPointer(mVFormat);
    source.ReadPointer(mVBuffer);
    source.ReadPointer(mIBuffer);
    source.ReadPointer(mEffect);

    WM5_END_DEBUG_STREAM_LOAD(Visual, source);
}
Пример #16
0
//----------------------------------------------------------------------------
void Projector::Load (InStream& source)
{
    WM5_BEGIN_DEBUG_STREAM_LOAD(source);

    Camera::Load(source);

    source.ReadEnum(mDepthType);

    // The Camera::Load sets mDepthType and updates the projection matrix,
    // which depends on the depth type.  Because we have now changed the depth
    // type, we need to update the projection matrix again.
    OnFrustumChange();

    WM5_END_DEBUG_STREAM_LOAD(Projector, source);
}
Пример #17
0
//----------------------------------------------------------------------------
void Renderable::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	Movable::Load(source);

	source.ReadEnum(mType);
	source.ReadAggregate(mModelBound);
	source.ReadPointer(mVFormat);
	source.ReadPointer(mVBuffer);
	source.ReadPointer(mIBuffer);
	source.ReadPointer(mMaterial);

	PX2_END_DEBUG_STREAM_LOAD(Renderable, source);
}
Пример #18
0
//----------------------------------------------------------------------------
void Controller::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);
	Object::Load(source);

	source.ReadEnum(Repeat);
	source.Read(MinTime);
	source.Read(MaxTime);
	source.Read(Phase);
	source.Read(Frequency);
	source.ReadBool(Active);
	source.ReadPointer(mObject);

	mApplicationTime = -Mathd::MAX_REAL;

	PX2_END_DEBUG_STREAM_LOAD(Controller, source);
}
Пример #19
0
//----------------------------------------------------------------------------
void Movable::Load (InStream& source)
{
    PX2_BEGIN_DEBUG_STREAM_LOAD(source);

    Controlledable::Load(source);

    source.ReadAggregate(LocalTransform);
    source.ReadAggregate(WorldTransform);
    source.ReadBool(WorldTransformIsCurrent);
    source.ReadAggregate(WorldBound);
    source.ReadBool(WorldBoundIsCurrent);
    source.ReadEnum(Culling);

	// mParent不被保存,它会在Node::Link中调用Node::SetChild被设置。

    PX2_END_DEBUG_STREAM_LOAD(Movable, source);
}
Пример #20
0
//----------------------------------------------------------------------------
void Spatial::Load (InStream& source)
{
    WM5_BEGIN_DEBUG_STREAM_LOAD(source);

    ControlledObject::Load(source);

    source.ReadAggregate(LocalTransform);
    source.ReadAggregate(WorldTransform);
    source.ReadBool(WorldTransformIsCurrent);
    source.ReadAggregate(WorldBound);
    source.ReadBool(WorldBoundIsCurrent);
    source.ReadEnum(Culling);

    // mParent was not saved.  It will be set in Node::Link when the child
    // pointers of the Node are resolved by Node::SetChild.

    WM5_END_DEBUG_STREAM_LOAD(Spatial, source);
}
Пример #21
0
//----------------------------------------------------------------------------
void RevolutionSurface::Load (InStream& source)
{
    WM5_BEGIN_DEBUG_STREAM_LOAD(source);

    TriMesh::Load(source);

    source.Read(mXCenter);
    source.ReadEnum(mTopology);
    source.Read(mNumCurveSamples);
    source.Read(mNumRadialSamples);
    source.ReadVR(mNumRadialSamples + 1, mSin);
    source.ReadVR(mNumRadialSamples + 1, mCos);
    source.ReadBool(mSampleByArcLength);

    // TODO.  See note in RevolutionSurface::Save.
    mCurve = 0;

    WM5_END_DEBUG_STREAM_LOAD(RevolutionSurface, source);
}
//----------------------------------------------------------------------------
void TriggerActor::Load (InStream& source)
{
	PX2_BEGIN_DEBUG_STREAM_LOAD(source);

	Actor::Load(source);
	PX2_VERSION_LOAD(source);

	source.ReadBool(mEnable);
	source.ReadEnum(mAreaType);
	source.Read(mBox.Min[0]);
	source.Read(mBox.Min[1]);
	source.Read(mBox.Min[2]);
	source.Read(mBox.Max[0]);
	source.Read(mBox.Max[1]);
	source.Read(mBox.Max[2]);
	source.ReadAggregate<Vector3f>(mSphere.Center);
	source.Read(mSphere.Radius);

	PX2_END_DEBUG_STREAM_LOAD(TriggerActor, source);
}