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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

@@ -31,31 +31,31 @@ public:
virtual ~CQuake3ShaderSceneNode();
virtual void OnRegisterSceneNode() _IRR_OVERRIDE_;
virtual void render() _IRR_OVERRIDE_;
virtual void OnAnimate(u32 timeMs) _IRR_OVERRIDE_;
virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_;
virtual void OnRegisterSceneNode() IRR_OVERRIDE;
virtual void render() IRR_OVERRIDE;
virtual void OnAnimate(u32 timeMs) IRR_OVERRIDE;
virtual const core::aabbox3d<f32>& getBoundingBox() const IRR_OVERRIDE;
virtual u32 getMaterialCount() const _IRR_OVERRIDE_;
virtual video::SMaterial& getMaterial(u32 i) _IRR_OVERRIDE_;
virtual u32 getMaterialCount() const IRR_OVERRIDE;
virtual video::SMaterial& getMaterial(u32 i) IRR_OVERRIDE;
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_Q3SHADER_SCENE_NODE; }
virtual ESCENE_NODE_TYPE getType() const IRR_OVERRIDE { return ESNT_Q3SHADER_SCENE_NODE; }
virtual void setMesh(IMesh* mesh)_IRR_OVERRIDE_ {}
virtual IMesh* getMesh() _IRR_OVERRIDE_ { return Mesh; }
virtual void setReadOnlyMaterials(bool readonly) _IRR_OVERRIDE_ {}
virtual bool isReadOnlyMaterials() const _IRR_OVERRIDE_ { return true; }
virtual void setMesh(IMesh* mesh)IRR_OVERRIDE {}
virtual IMesh* getMesh() IRR_OVERRIDE { return Mesh; }
virtual void setReadOnlyMaterials(bool readonly) IRR_OVERRIDE {}
virtual bool isReadOnlyMaterials() const IRR_OVERRIDE { return true; }
//! Creates shadow volume scene node as child of this node
//! and returns a pointer to it.
virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh,
s32 id, bool zfailmethod=true, f32 infinity=10000.0f) _IRR_OVERRIDE_;
s32 id, bool zfailmethod=true, f32 infinity=10000.0f) IRR_OVERRIDE;
//! Removes a child from this scene node.
//! Implemented here, to be able to remove the shadow properly, if there is one,
//! or to remove attached childs.
virtual bool removeChild(ISceneNode* child) _IRR_OVERRIDE_;
virtual bool removeChild(ISceneNode* child) IRR_OVERRIDE;
private:
const quake3::IShader* Shader;