/// <summary> /// Get an array of four-component vectors that contain boolean data. /// </summary> /// <param name="count">The number of array elements to set. </param> /// <returns>an array of four-component vectors that contain boolean data. </returns> /// <unmanaged>HRESULT ID3D11EffectVectorVariable::GetBoolVectorArray([Out, Buffer] BOOL* pData,[None] int Offset,[None] int Count)</unmanaged> public Bool4[] GetBoolVectorArray(int count) { var temp = new Bool4[count]; GetBoolVectorArray(temp, 0, count); return(temp); }
public override bool Equals(object other) { if (other == null || GetType() != other.GetType()) { return(false); } Bool4 o = (Bool4)other; return((this == o).allTrue); }
public void Serialize(ref Bool4 value) { if (Mode == SerializerMode.Write) { Writer.Write((Int32)(value.X ? 1 : 0)); Writer.Write((Int32)(value.Y ? 1 : 0)); Writer.Write((Int32)(value.Z ? 1 : 0)); Writer.Write((Int32)(value.W ? 1 : 0)); } else { value.X = Reader.ReadInt32() != 0; value.Y = Reader.ReadInt32() != 0; value.Z = Reader.ReadInt32() != 0; value.W = Reader.ReadInt32() != 0; } }
public void Serialize(ref Bool4 value) { if (Mode == SerializerMode.Write) { Writer.Write(value.iX); Writer.Write(value.iY); Writer.Write(value.iZ); Writer.Write(value.iW); } else { value.iX = Reader.ReadInt32(); value.iY = Reader.ReadInt32(); value.iZ = Reader.ReadInt32(); value.iW = Reader.ReadInt32(); } }
public void Serialize(ref Bool4 value) { if (Mode == SerializerMode.Write) { Writer.Write(value.X); Writer.Write(value.Y); Writer.Write(value.Z); Writer.Write(value.W); } else { value.X = Reader.ReadBoolean(); value.Y = Reader.ReadBoolean(); value.Z = Reader.ReadBoolean(); value.W = Reader.ReadBoolean(); } }
public void SetValue(Bool4 value) { Value = value; }
public Bool4Property(string name, Bool4 val) { Name = name; Value = val; }
public Bool4Property(Bool4 val) { Value = val; }
public Bool4Property() { Value = new Bool4(); }