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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

@@ -28,22 +28,22 @@ namespace scene
//! Returns the scene node, which is currently visible at the given
//! screen coordinates, viewed from the currently active camera.
virtual ISceneNode* getSceneNodeFromScreenCoordinatesBB(const core::position2d<s32>& pos,
s32 idBitMask=0, bool bNoDebugObjects=false, ISceneNode* root=0) _IRR_OVERRIDE_;
s32 idBitMask=0, bool bNoDebugObjects=false, ISceneNode* root=0) IRR_OVERRIDE;
//! Returns the nearest scene node which collides with a 3d ray and
//! whose id matches a bitmask.
virtual ISceneNode* getSceneNodeFromRayBB(const core::line3d<f32>& ray,
s32 idBitMask=0, bool bNoDebugObjects=false,
ISceneNode* root=0) _IRR_OVERRIDE_;
ISceneNode* root=0) IRR_OVERRIDE;
//! Returns the scene node, at which the given camera is looking at and
//! which id matches the bitmask.
virtual ISceneNode* getSceneNodeFromCameraBB(const ICameraSceneNode* camera,
s32 idBitMask=0, bool bNoDebugObjects = false) _IRR_OVERRIDE_;
s32 idBitMask=0, bool bNoDebugObjects = false) IRR_OVERRIDE;
//! Finds the nearest collision point of a line and lots of triangles, if there is one.
virtual bool getCollisionPoint(SCollisionHit& hitResult, const core::line3d<f32>& ray,
ITriangleSelector* selector) _IRR_OVERRIDE_;
ITriangleSelector* selector) IRR_OVERRIDE;
//! Collides a moving ellipsoid with a 3d world with gravity and returns
//! the resulting new position of the ellipsoid.
@@ -57,15 +57,15 @@ namespace scene
bool& outFalling,
ISceneNode*& outNode,
f32 slidingSpeed,
const core::vector3df& gravityDirectionAndSpeed) _IRR_OVERRIDE_;
const core::vector3df& gravityDirectionAndSpeed) IRR_OVERRIDE;
//! Returns a 3d ray which would go through the 2d screen coordinates.
virtual core::line3d<f32> getRayFromScreenCoordinates(
const core::position2d<s32> & pos, const ICameraSceneNode* camera = 0) _IRR_OVERRIDE_;
const core::position2d<s32> & pos, const ICameraSceneNode* camera = 0) IRR_OVERRIDE;
//! Calculates 2d screen position from a 3d position.
virtual core::position2d<s32> getScreenCoordinatesFrom3DPosition(
const core::vector3df & pos, const ICameraSceneNode* camera=0, bool useViewPort=false) _IRR_OVERRIDE_;
const core::vector3df & pos, const ICameraSceneNode* camera=0, bool useViewPort=false) IRR_OVERRIDE;
//! Gets the scene node and nearest collision point for a ray based on
//! the nodes' id bitmasks, bounding boxes and triangle selectors.
@@ -74,7 +74,7 @@ namespace scene
const core::line3df& ray,
s32 idBitMask = 0,
ISceneNode * collisionRootNode = 0,
bool noDebugObjects = false) _IRR_OVERRIDE_;
bool noDebugObjects = false) IRR_OVERRIDE;
private: