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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
This commit is contained in:
cutealien
2021-08-27 12:55:10 +00:00
parent ee180dbd24
commit ffd7b63af0
289 changed files with 3401 additions and 3379 deletions

View File

@@ -488,33 +488,33 @@ namespace scene
bool loadModelFile( io::IReadFile* file, ISceneManager * smgr );
//IAnimatedMesh
virtual u32 getFrameCount() const _IRR_OVERRIDE_;
virtual IMesh* getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop) _IRR_OVERRIDE_;
virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_;
virtual E_ANIMATED_MESH_TYPE getMeshType() const _IRR_OVERRIDE_;
virtual u32 getFrameCount() const IRR_OVERRIDE;
virtual IMesh* getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop) IRR_OVERRIDE;
virtual const core::aabbox3d<f32>& getBoundingBox() const IRR_OVERRIDE;
virtual E_ANIMATED_MESH_TYPE getMeshType() const IRR_OVERRIDE;
void renderModel ( u32 param, video::IVideoDriver * driver, const core::matrix4 &absoluteTransformation);
//! returns amount of mesh buffers.
virtual u32 getMeshBufferCount() const _IRR_OVERRIDE_;
virtual u32 getMeshBufferCount() const IRR_OVERRIDE;
//! returns pointer to a mesh buffer
virtual IMeshBuffer* getMeshBuffer(u32 nr) const _IRR_OVERRIDE_;
virtual IMeshBuffer* getMeshBuffer(u32 nr) const IRR_OVERRIDE;
//! Returns pointer to a mesh buffer which fits a material
virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const _IRR_OVERRIDE_;
virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const IRR_OVERRIDE;
virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) _IRR_OVERRIDE_;
virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) IRR_OVERRIDE;
//! set the hardware mapping hint, for driver
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) _IRR_OVERRIDE_;
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) IRR_OVERRIDE;
//! flags the meshbuffer as changed, reloads hardware buffers
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) _IRR_OVERRIDE_;
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) IRR_OVERRIDE;
//! set user axis aligned bounding box
virtual void setBoundingBox(const core::aabbox3df& box) _IRR_OVERRIDE_;
virtual void setBoundingBox(const core::aabbox3df& box) IRR_OVERRIDE;
//! Gets the default animation speed of the animated mesh.
/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
virtual f32 getAnimationSpeed() const _IRR_OVERRIDE_
virtual f32 getAnimationSpeed() const IRR_OVERRIDE
{
return FramesPerSecond;
}
@@ -522,7 +522,7 @@ namespace scene
//! Gets the frame count of the animated mesh.
/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
The actual speed is set in the scene node the mesh is instantiated in.*/
virtual void setAnimationSpeed(f32 fps) _IRR_OVERRIDE_
virtual void setAnimationSpeed(f32 fps) IRR_OVERRIDE
{
FramesPerSecond=fps;
}
@@ -609,14 +609,14 @@ namespace scene
//! returns true if the file maybe is able to be loaded by this class
/** based on the file extension (e.g. ".bsp") */
virtual bool isALoadableFileExtension(const io::path& filename) const _IRR_OVERRIDE_;
virtual bool isALoadableFileExtension(const io::path& filename) const IRR_OVERRIDE;
//! creates/loads an animated mesh from the file.
/** \return Pointer to the created mesh. Returns 0 if loading failed.
If you no longer need the mesh, you should call IAnimatedMesh::drop().
See IReferenceCounted::drop() for more information.
*/
virtual IAnimatedMesh* createMesh(io::IReadFile* file) _IRR_OVERRIDE_;
virtual IAnimatedMesh* createMesh(io::IReadFile* file) IRR_OVERRIDE;
private:
scene::ISceneManager* SceneManager;