the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#pragma once
2
3#include "Buffer.h"
4#include "Definitions.h"
5
6class IntBuffer;
7class FloatBuffer;
8
9class ByteBuffer : public Buffer
10{
11protected:
12 byte *buffer;
13 ByteOrder byteOrder;
14
15public:
16 ByteBuffer(unsigned int capacity);
17 static ByteBuffer *allocateDirect(int capacity);
18 ByteBuffer( unsigned int capacity, byte *backingArray );
19 virtual ~ByteBuffer();
20
21 static ByteBuffer *wrap(byteArray &b);
22 static ByteBuffer *allocate(unsigned int capacity);
23 void order(ByteOrder a);
24 ByteBuffer *flip();
25 byte *getBuffer();
26 int getSize();
27 int getInt();
28 int getInt(unsigned int index);
29 void get(byteArray) {} // 4J - TODO
30 byte get(int index);
31 __int64 getLong();
32 short getShort();
33 void getShortArray(shortArray &s);
34 ByteBuffer *put(int index, byte b);
35 ByteBuffer *putInt(int value);
36 ByteBuffer *putInt(unsigned int index, int value);
37 ByteBuffer *putShort(short value);
38 ByteBuffer *putShortArray(shortArray &s);
39 ByteBuffer *putLong(__int64 value);
40 ByteBuffer *put(byteArray inputArray);
41 byteArray array();
42 IntBuffer *asIntBuffer();
43 FloatBuffer *asFloatBuffer();
44
45};
46
47
48#ifdef __PS3__
49// we're using the RSX now to upload textures to vram, so we need th main ram textures allocated from io space
50class ByteBuffer_IO : public ByteBuffer
51{
52public:
53 ByteBuffer_IO(unsigned int capacity);
54 ~ByteBuffer_IO();
55};
56
57#endif // __PS3__