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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

@@ -38,86 +38,86 @@ namespace scene
//! Returns if the attached scene node is falling, which means that
//! there is no blocking wall from the scene node in the direction of
//! the gravity.
virtual bool isFalling() const _IRR_OVERRIDE_;
virtual bool isFalling() const IRR_OVERRIDE;
//! Sets the radius of the ellipsoid with which collision detection and
//! response is done.
virtual void setEllipsoidRadius(const core::vector3df& radius) _IRR_OVERRIDE_;
virtual void setEllipsoidRadius(const core::vector3df& radius) IRR_OVERRIDE;
//! Returns the radius of the ellipsoid with which the collision detection and
//! response is done.
virtual core::vector3df getEllipsoidRadius() const _IRR_OVERRIDE_;
virtual core::vector3df getEllipsoidRadius() const IRR_OVERRIDE;
//! Sets the gravity of the environment.
virtual void setGravity(const core::vector3df& gravity) _IRR_OVERRIDE_;
virtual void setGravity(const core::vector3df& gravity) IRR_OVERRIDE;
//! 'Jump' the animator, by adding a jump speed opposite to its gravity
virtual void jump(f32 jumpSpeed) _IRR_OVERRIDE_;
virtual void jump(f32 jumpSpeed) IRR_OVERRIDE;
//! Should the Target react on collision ( default = true )
virtual void setAnimateTarget ( bool enable ) _IRR_OVERRIDE_;
virtual bool getAnimateTarget () const _IRR_OVERRIDE_;
virtual void setAnimateTarget ( bool enable ) IRR_OVERRIDE;
virtual bool getAnimateTarget () const IRR_OVERRIDE;
//! Returns current vector of gravity.
virtual core::vector3df getGravity() const _IRR_OVERRIDE_;
virtual core::vector3df getGravity() const IRR_OVERRIDE;
//! Sets the translation of the ellipsoid for collision detection.
virtual void setEllipsoidTranslation(const core::vector3df &translation) _IRR_OVERRIDE_;
virtual void setEllipsoidTranslation(const core::vector3df &translation) IRR_OVERRIDE;
//! Returns the translation of the ellipsoid for collision detection.
virtual core::vector3df getEllipsoidTranslation() const _IRR_OVERRIDE_;
virtual core::vector3df getEllipsoidTranslation() const IRR_OVERRIDE;
//! Sets a triangle selector holding all triangles of the world with which
//! the scene node may collide.
virtual void setWorld(ITriangleSelector* newWorld) _IRR_OVERRIDE_;
virtual void setWorld(ITriangleSelector* newWorld) IRR_OVERRIDE;
//! Returns the current triangle selector containing all triangles for
//! collision detection.
virtual ITriangleSelector* getWorld() const _IRR_OVERRIDE_;
virtual ITriangleSelector* getWorld() const IRR_OVERRIDE;
//! animates a scene node
virtual void animateNode(ISceneNode* node, u32 timeMs) _IRR_OVERRIDE_;
virtual void animateNode(ISceneNode* node, u32 timeMs) IRR_OVERRIDE;
//! Writes attributes of the scene node animator.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const _IRR_OVERRIDE_;
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const IRR_OVERRIDE;
//! Reads attributes of the scene node animator.
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) _IRR_OVERRIDE_;
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) IRR_OVERRIDE;
//! Returns type of the scene node animator
virtual ESCENE_NODE_ANIMATOR_TYPE getType() const _IRR_OVERRIDE_ { return ESNAT_COLLISION_RESPONSE; }
virtual ESCENE_NODE_ANIMATOR_TYPE getType() const IRR_OVERRIDE { return ESNAT_COLLISION_RESPONSE; }
//! Creates a clone of this animator.
/** Please note that you will have to drop
(IReferenceCounted::drop()) the returned pointer after calling
this. */
virtual ISceneNodeAnimator* createClone(ISceneNode* node, ISceneManager* newManager=0) _IRR_OVERRIDE_;
virtual ISceneNodeAnimator* createClone(ISceneNode* node, ISceneManager* newManager=0) IRR_OVERRIDE;
//! Set the single node that this animator will act on.
virtual void setTargetNode(ISceneNode * node) _IRR_OVERRIDE_ { setNode(node); }
virtual void setTargetNode(ISceneNode * node) IRR_OVERRIDE { setNode(node); }
//! Gets the single node that this animator is acting on.
virtual ISceneNode* getTargetNode(void) const _IRR_OVERRIDE_ { return Object; }
virtual ISceneNode* getTargetNode(void) const IRR_OVERRIDE { return Object; }
//! Returns true if a collision occurred during the last animateNode()
virtual bool collisionOccurred() const _IRR_OVERRIDE_ { return CollisionOccurred; }
virtual bool collisionOccurred() const IRR_OVERRIDE { return CollisionOccurred; }
//! Returns the last point of collision.
virtual const core::vector3df & getCollisionPoint() const _IRR_OVERRIDE_ { return CollisionPoint; }
virtual const core::vector3df & getCollisionPoint() const IRR_OVERRIDE { return CollisionPoint; }
//! Returns the last triangle that caused a collision.
virtual const core::triangle3df & getCollisionTriangle() const _IRR_OVERRIDE_ { return CollisionTriangle; }
virtual const core::triangle3df & getCollisionTriangle() const IRR_OVERRIDE { return CollisionTriangle; }
virtual const core::vector3df & getCollisionResultPosition(void) const _IRR_OVERRIDE_ { return CollisionResultPosition; }
virtual const core::vector3df & getCollisionResultPosition(void) const IRR_OVERRIDE { return CollisionResultPosition; }
virtual ISceneNode* getCollisionNode(void) const _IRR_OVERRIDE_ { return CollisionNode; }
virtual ISceneNode* getCollisionNode(void) const IRR_OVERRIDE { return CollisionNode; }
//! Sets a callback interface which will be called if a collision occurs.
/** \param callback: collision callback handler that will be called when a collision
occurs. Set this to 0 to disable the callback.
*/
virtual void setCollisionCallback(ICollisionCallback* callback) _IRR_OVERRIDE_;
virtual void setCollisionCallback(ICollisionCallback* callback) IRR_OVERRIDE;
private: