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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1.3 kB · 57 lines
C
at master
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657#pragma once
#include "Buffer.h"#include "Definitions.h"
class IntBuffer;class FloatBuffer;
class ByteBuffer : public Buffer{protected: byte *buffer; ByteOrder byteOrder;
public: ByteBuffer(unsigned int capacity); static ByteBuffer *allocateDirect(int capacity); ByteBuffer( unsigned int capacity, byte *backingArray ); virtual ~ByteBuffer();
static ByteBuffer *wrap(byteArray &b); static ByteBuffer *allocate(unsigned int capacity); void order(ByteOrder a); ByteBuffer *flip(); byte *getBuffer(); int getSize(); int getInt(); int getInt(unsigned int index); void get(byteArray) {} // 4J - TODO byte get(int index); __int64 getLong(); short getShort(); void getShortArray(shortArray &s); ByteBuffer *put(int index, byte b); ByteBuffer *putInt(int value); ByteBuffer *putInt(unsigned int index, int value); ByteBuffer *putShort(short value); ByteBuffer *putShortArray(shortArray &s); ByteBuffer *putLong(__int64 value); ByteBuffer *put(byteArray inputArray); byteArray array(); IntBuffer *asIntBuffer(); FloatBuffer *asFloatBuffer();
};
#ifdef __PS3__// we're using the RSX now to upload textures to vram, so we need th main ram textures allocated from io spaceclass ByteBuffer_IO : public ByteBuffer{public: ByteBuffer_IO(unsigned int capacity); ~ByteBuffer_IO();};
#endif // __PS3__