API BREAKER: Replacing defines in irrTypes.h which are conflicting with c++ reserved identifier rules.
C++ has undefined behavior for identifiers starting with __ or with _ followed by an uppercase letter. We still have many more (in IrrCompileConfig.h and in all header-guards), will likely replace those later as well. As a workaround for users which might use irrlicht defines in their code, I've added the header irrLegacyDefines.h Including that allows to continue using old defines for a while - or make it easier to have code which compiles with old and new Irrlicht library versions. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6251 dfc29bdd-3216-0410-991c-e03cc46cb475
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@@ -488,33 +488,33 @@ namespace scene
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bool loadModelFile( io::IReadFile* file, ISceneManager * smgr );
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//IAnimatedMesh
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virtual u32 getFrameCount() const _IRR_OVERRIDE_;
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virtual IMesh* getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop) _IRR_OVERRIDE_;
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virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_;
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virtual E_ANIMATED_MESH_TYPE getMeshType() const _IRR_OVERRIDE_;
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virtual u32 getFrameCount() const IRR_OVERRIDE;
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virtual IMesh* getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop) IRR_OVERRIDE;
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virtual const core::aabbox3d<f32>& getBoundingBox() const IRR_OVERRIDE;
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virtual E_ANIMATED_MESH_TYPE getMeshType() const IRR_OVERRIDE;
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void renderModel ( u32 param, video::IVideoDriver * driver, const core::matrix4 &absoluteTransformation);
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//! returns amount of mesh buffers.
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virtual u32 getMeshBufferCount() const _IRR_OVERRIDE_;
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virtual u32 getMeshBufferCount() const IRR_OVERRIDE;
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//! returns pointer to a mesh buffer
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virtual IMeshBuffer* getMeshBuffer(u32 nr) const _IRR_OVERRIDE_;
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virtual IMeshBuffer* getMeshBuffer(u32 nr) const IRR_OVERRIDE;
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//! Returns pointer to a mesh buffer which fits a material
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virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const _IRR_OVERRIDE_;
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virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const IRR_OVERRIDE;
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virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) _IRR_OVERRIDE_;
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virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) IRR_OVERRIDE;
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//! set the hardware mapping hint, for driver
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virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) _IRR_OVERRIDE_;
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virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) IRR_OVERRIDE;
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//! flags the meshbuffer as changed, reloads hardware buffers
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virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) _IRR_OVERRIDE_;
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virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) IRR_OVERRIDE;
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//! set user axis aligned bounding box
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virtual void setBoundingBox(const core::aabbox3df& box) _IRR_OVERRIDE_;
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virtual void setBoundingBox(const core::aabbox3df& box) IRR_OVERRIDE;
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//! Gets the default animation speed of the animated mesh.
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/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
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virtual f32 getAnimationSpeed() const _IRR_OVERRIDE_
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virtual f32 getAnimationSpeed() const IRR_OVERRIDE
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{
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return FramesPerSecond;
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}
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@@ -522,7 +522,7 @@ namespace scene
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//! Gets the frame count of the animated mesh.
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/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
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The actual speed is set in the scene node the mesh is instantiated in.*/
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virtual void setAnimationSpeed(f32 fps) _IRR_OVERRIDE_
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virtual void setAnimationSpeed(f32 fps) IRR_OVERRIDE
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{
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FramesPerSecond=fps;
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}
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@@ -609,14 +609,14 @@ namespace scene
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//! returns true if the file maybe is able to be loaded by this class
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/** based on the file extension (e.g. ".bsp") */
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virtual bool isALoadableFileExtension(const io::path& filename) const _IRR_OVERRIDE_;
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virtual bool isALoadableFileExtension(const io::path& filename) const IRR_OVERRIDE;
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//! creates/loads an animated mesh from the file.
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/** \return Pointer to the created mesh. Returns 0 if loading failed.
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If you no longer need the mesh, you should call IAnimatedMesh::drop().
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See IReferenceCounted::drop() for more information.
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*/
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virtual IAnimatedMesh* createMesh(io::IReadFile* file) _IRR_OVERRIDE_;
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virtual IAnimatedMesh* createMesh(io::IReadFile* file) IRR_OVERRIDE;
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private:
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scene::ISceneManager* SceneManager;
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