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<span>buffer_compress</span>
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<h1>buffer_compress</h1>
<p>With this function you can compress part (or all) of a buffer using <a href="https://en.wikipedia.org/wiki/Zlib">zlib compression</a>. You supply the ID of the buffer to compress (as returned by <a href="buffer_create.htm"><tt>buffer_create()</tt></a>),
the offset within the buffer to use in bytes, and the size of the buffer data to compress (also in bytes). The function will return a new buffer ID value for the compressed buffer, or a value less than 0 if it has failed for any reason. This function
will not alter the original buffer.</p>
<p> </p>
<h4>Syntax:</h4>
<p class="code">buffer_compress(buffer, offset, size);</p>
<table>
<tbody>
<tr>
<th>Argument</th>
<th>Description</th>
</tr>
<tr>
<td>buffer</td>
<td>The index of the buffer to compress.</td>
</tr>
<tr>
<td>offset</td>
<td>The offset within the buffer to compress (in bytes).</td>
</tr>
<tr>
<td>size</td>
<td>The size of the buffer area to compress (in bytes).</td>
</tr>
</tbody>
</table>
<p> </p>
<h4>Returns:</h4>
<p class="code">Int (Buffer ID value)</p>
<p> </p>
<h4>Example:</h4>
<p class="code">var srcBuff = buffer_create(1024, buffer_grow, 1);<br/> buffer_write(srcBuff, global.DataString);<br/> var cmpBuff = buffer_compress(srcBuff, 0, buffer_tell(srcBuff));<br/> buffer_save(cmpBuff, "Player_Save.sav");<br/> buffer_delete(srcBuff);
<br/> buffer_delete(cmpBuff);
</p>
<p>The above code will create a buffer then populate it with the data from a string. This buffer is then compressed and saved, and both the source and compressed buffers are deleted</p>
<p> </p>
<p> </p>
<p> </p>
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