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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

@@ -112,7 +112,7 @@ public:
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
@@ -135,7 +135,7 @@ public:
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
@@ -178,7 +178,7 @@ public:
}
}
virtual void OnUnsetMaterial() _IRR_OVERRIDE_
virtual void OnUnsetMaterial() IRR_OVERRIDE
{
Driver->getBridgeCalls()->setBlend(false);
}
@@ -188,7 +188,7 @@ public:
materials by opaque and transparent.
The return value could be optimized, but we'd need to know the
MaterialTypeParam for it. */
virtual bool isTransparent() const _IRR_OVERRIDE_
virtual bool isTransparent() const IRR_OVERRIDE
{
return true;
}
@@ -205,7 +205,7 @@ public:
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
@@ -229,7 +229,7 @@ public:
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
@@ -245,14 +245,14 @@ public:
}
}
virtual void OnUnsetMaterial() _IRR_OVERRIDE_
virtual void OnUnsetMaterial() IRR_OVERRIDE
{
Driver->getBridgeCalls()->setBlend(false);
}
//! Returns if the material is transparent. The scene management needs to know this
//! for being able to sort the materials by opaque and transparent.
virtual bool isTransparent() const _IRR_OVERRIDE_
virtual bool isTransparent() const IRR_OVERRIDE
{
return true;
}
@@ -268,7 +268,7 @@ public:
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
@@ -285,14 +285,14 @@ public:
}
}
virtual void OnUnsetMaterial() _IRR_OVERRIDE_
virtual void OnUnsetMaterial() IRR_OVERRIDE
{
Driver->getBridgeCalls()->setBlend(false);
}
//! Returns if the material is transparent. The scene management needs to know this
//! for being able to sort the materials by opaque and transparent.
virtual bool isTransparent() const _IRR_OVERRIDE_
virtual bool isTransparent() const IRR_OVERRIDE
{
return true;
}
@@ -308,7 +308,7 @@ public:
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
@@ -330,7 +330,7 @@ public:
}
}
virtual void OnUnsetMaterial() _IRR_OVERRIDE_
virtual void OnUnsetMaterial() IRR_OVERRIDE
{
pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
Driver->getBridgeCalls()->setBlend(false);
@@ -338,7 +338,7 @@ public:
//! Returns if the material is transparent. The scene management needs to know this
//! for being able to sort the materials by opaque and transparent.
virtual bool isTransparent() const _IRR_OVERRIDE_
virtual bool isTransparent() const IRR_OVERRIDE
{
return true;
}
@@ -355,7 +355,7 @@ public:
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
@@ -374,14 +374,14 @@ public:
}
}
virtual void OnUnsetMaterial() _IRR_OVERRIDE_
virtual void OnUnsetMaterial() IRR_OVERRIDE
{
pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
}
//! Returns if the material is transparent. The scene management needs to know this
//! for being able to sort the materials by opaque and transparent.
virtual bool isTransparent() const _IRR_OVERRIDE_
virtual bool isTransparent() const IRR_OVERRIDE
{
return false; // this material is not really transparent because it does no blending.
}
@@ -397,7 +397,7 @@ public:
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
@@ -441,7 +441,7 @@ public:
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
@@ -466,7 +466,7 @@ public:
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
@@ -483,7 +483,7 @@ public:
}
}
virtual void OnUnsetMaterial() _IRR_OVERRIDE_
virtual void OnUnsetMaterial() IRR_OVERRIDE
{
pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0);
@@ -501,7 +501,7 @@ public:
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
@@ -519,7 +519,7 @@ public:
}
}
virtual void OnUnsetMaterial() _IRR_OVERRIDE_
virtual void OnUnsetMaterial() IRR_OVERRIDE
{
pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1);
@@ -537,7 +537,7 @@ public:
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
@@ -559,7 +559,7 @@ public:
}
}
virtual void OnUnsetMaterial() _IRR_OVERRIDE_
virtual void OnUnsetMaterial() IRR_OVERRIDE
{
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1);
@@ -569,7 +569,7 @@ public:
//! Returns if the material is transparent. The scene management needs to know this
//! for being able to sort the materials by opaque and transparent.
virtual bool isTransparent() const _IRR_OVERRIDE_
virtual bool isTransparent() const IRR_OVERRIDE
{
return true;
}