mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-13 05:50:26 +01:00
Reformat the code, using:
find -type f | # list all regular files grep -E '\.(h|cpp|mm)$' | # filter for source files grep -v '/mt_' | # filter out generated files grep -v '/vendor/' | # and vendored GL grep -v '/test/image_loader_test.cpp' | # and this file (has giant literals arrays) xargs -n 1 -P $(nproc) clang-format -i # reformat everything Co-authored-by: numzero <numzer0@yandex.ru>
This commit is contained in:
parent
9814510b1b
commit
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@ -28,14 +28,14 @@ static video::E_DRIVER_TYPE chooseDriver(core::stringc arg_)
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static inline void check(bool ok, const char *msg)
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{
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if (!ok)
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{
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if (!ok) {
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test_fail++;
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device->getLogger()->log((core::stringc("FAILED TEST: ") + msg).c_str(), ELL_ERROR);
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}
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}
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void run_unit_tests() {
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void run_unit_tests()
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{
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std::cout << "Running unit tests:" << std::endl;
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try {
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test_irr_array();
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@ -72,35 +72,33 @@ int main(int argc, char *argv[])
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device->setWindowCaption(L"Hello World!");
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device->setResizable(true);
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video::IVideoDriver* driver = device->getVideoDriver();
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scene::ISceneManager* smgr = device->getSceneManager();
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gui::IGUIEnvironment* guienv = device->getGUIEnvironment();
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video::IVideoDriver *driver = device->getVideoDriver();
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scene::ISceneManager *smgr = device->getSceneManager();
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gui::IGUIEnvironment *guienv = device->getGUIEnvironment();
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guienv->addStaticText(L"sample text", core::rect<s32>(10,10,110,22), false);
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guienv->addStaticText(L"sample text", core::rect<s32>(10, 10, 110, 22), false);
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gui::IGUIButton* button = guienv->addButton(
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core::rect<s32>(10,30,110,30 + 32), 0, -1, L"sample button",
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L"sample tooltip");
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gui::IGUIButton *button = guienv->addButton(
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core::rect<s32>(10, 30, 110, 30 + 32), 0, -1, L"sample button",
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L"sample tooltip");
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gui::IGUIEditBox* editbox = guienv->addEditBox(L"",
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core::rect<s32>(10,70,60,70 + 16));
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gui::IGUIEditBox *editbox = guienv->addEditBox(L"",
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core::rect<s32>(10, 70, 60, 70 + 16));
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const io::path mediaPath = getExampleMediaPath();
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auto mesh_file = device->getFileSystem()->createAndOpenFile(mediaPath + "coolguy_opt.x");
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check(mesh_file, "mesh file loading");
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scene::IAnimatedMesh* mesh = smgr->getMesh(mesh_file);
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scene::IAnimatedMesh *mesh = smgr->getMesh(mesh_file);
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check(mesh, "mesh loading");
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if (mesh_file)
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mesh_file->drop();
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if (mesh)
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{
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video::ITexture* tex = driver->getTexture(mediaPath + "cooltexture.png");
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if (mesh) {
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video::ITexture *tex = driver->getTexture(mediaPath + "cooltexture.png");
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check(tex, "texture loading");
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scene::IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(mesh);
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if (node)
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{
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node->forEachMaterial([tex] (video::SMaterial &mat) {
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scene::IAnimatedMeshSceneNode *node = smgr->addAnimatedMeshSceneNode(mesh);
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if (node) {
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node->forEachMaterial([tex](video::SMaterial &mat) {
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mat.Lighting = false;
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mat.setTexture(0, tex);
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});
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@ -109,16 +107,14 @@ int main(int argc, char *argv[])
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}
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}
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smgr->addCameraSceneNode(0, core::vector3df(0,4,5), core::vector3df(0,2,0));
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smgr->addCameraSceneNode(0, core::vector3df(0, 4, 5), core::vector3df(0, 2, 0));
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s32 n = 0;
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SEvent event;
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device->getTimer()->start();
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while (device->run())
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{
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if (device->getTimer()->getTime() >= 1000)
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{
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while (device->run()) {
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if (device->getTimer()->getTime() >= 1000) {
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device->getTimer()->setTime(0);
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++n;
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if (n == 1) // Tooltip display
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@ -129,8 +125,7 @@ int main(int argc, char *argv[])
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event.MouseInput.X = button->getAbsolutePosition().getCenter().X;
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event.MouseInput.Y = button->getAbsolutePosition().getCenter().Y;
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device->postEventFromUser(event);
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}
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else if (n == 2) // Text input focus
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} else if (n == 2) // Text input focus
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guienv->setFocus(editbox);
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else if (n == 3) // Keypress for Text input
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{
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@ -142,13 +137,12 @@ int main(int argc, char *argv[])
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device->postEventFromUser(event);
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event.KeyInput.PressedDown = false;
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device->postEventFromUser(event);
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}
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else
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} else
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device->closeDevice();
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}
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH,
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video::SColor(255,100,100,150));
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video::SColor(255, 100, 100, 150));
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smgr->drawAll();
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guienv->drawAll();
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driver->endScene();
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@ -4,13 +4,14 @@
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using namespace irr;
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using core::array;
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static void test_basics() {
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static void test_basics()
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{
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array<int> v;
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v.push_back(1); // 1
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v.push_back(1); // 1
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v.push_front(2); // 2, 1
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v.insert(4, 0); // 4, 2, 1
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v.insert(3, 1); // 4, 3, 2, 1
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v.insert(0, 4); // 4, 3, 2, 1, 0
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v.insert(4, 0); // 4, 2, 1
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v.insert(3, 1); // 4, 3, 2, 1
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v.insert(0, 4); // 4, 3, 2, 1, 0
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UASSERTEQ(v.size(), 5);
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UASSERTEQ(v[0], 4);
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UASSERTEQ(v[1], 3);
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@ -57,7 +58,8 @@ static void test_basics() {
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UASSERTEQ(v.size(), 2);
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}
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static void test_linear_searches() {
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static void test_linear_searches()
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{
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// Populate the array with 0, 1, 2, ..., 100, 100, 99, 98, 97, ..., 0
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array<int> arr;
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for (int i = 0; i <= 100; i++)
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@ -75,14 +77,15 @@ static void test_linear_searches() {
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}
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}
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static void test_binary_searches() {
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const auto& values = { 3, 5, 1, 2, 5, 10, 19, 9, 7, 1, 2, 5, 8, 15 };
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static void test_binary_searches()
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{
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const auto &values = {3, 5, 1, 2, 5, 10, 19, 9, 7, 1, 2, 5, 8, 15};
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array<int> arr;
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for (int value : values) {
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arr.push_back(value);
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}
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// Test the const form first, it uses a linear search without sorting
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const array<int> & carr = arr;
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const array<int> &carr = arr;
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UASSERTEQ(carr.binary_search(20), -1);
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UASSERTEQ(carr.binary_search(0), -1);
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UASSERTEQ(carr.binary_search(1), 2);
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@ -3,28 +3,31 @@
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#include <exception>
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#include <iostream>
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class TestFailedException : public std::exception {
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class TestFailedException : public std::exception
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{
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};
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// Asserts the comparison specified by CMP is true, or fails the current unit test
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#define UASSERTCMP(CMP, actual, expected) do { \
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const auto &a = (actual); \
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const auto &e = (expected); \
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if (!CMP(a, e)) { \
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std::cout \
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<< "Test assertion failed: " << #actual << " " << #CMP << " " \
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<< #expected << std::endl \
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<< " at " << __FILE__ << ":" << __LINE__ << std::endl \
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<< " actual: " << a << std::endl << " expected: " \
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<< e << std::endl; \
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throw TestFailedException(); \
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} \
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} while (0)
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#define UASSERTCMP(CMP, actual, expected) \
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do { \
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const auto &a = (actual); \
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const auto &e = (expected); \
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if (!CMP(a, e)) { \
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std::cout \
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<< "Test assertion failed: " << #actual << " " << #CMP << " " \
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<< #expected << std::endl \
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<< " at " << __FILE__ << ":" << __LINE__ << std::endl \
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<< " actual: " << a << std::endl \
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<< " expected: " \
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<< e << std::endl; \
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throw TestFailedException(); \
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} \
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} while (0)
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#define CMPEQ(a, e) (a == e)
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#define CMPTRUE(a, e) (a)
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#define CMPNE(a, e) (a != e)
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#define CMPEQ(a, e) (a == e)
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#define CMPTRUE(a, e) (a)
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#define CMPNE(a, e) (a != e)
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#define UASSERTEQ(actual, expected) UASSERTCMP(CMPEQ, actual, expected)
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#define UASSERTEQ(actual, expected) UASSERTCMP(CMPEQ, actual, expected)
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#define UASSERTNE(actual, nexpected) UASSERTCMP(CMPNE, actual, nexpected)
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#define UASSERT(actual) UASSERTCMP(CMPTRUE, actual, true)
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#define UASSERT(actual) UASSERTCMP(CMPTRUE, actual, true)
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@ -38,7 +38,7 @@ static void test_basics()
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UASSERTSTR(s, "abcdef");
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s = L"abcdef";
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UASSERTSTR(s, "abcdef");
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s = static_cast<const char*>(nullptr);
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s = static_cast<const char *>(nullptr);
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UASSERTSTR(s, "");
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// operator+
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s = s + stringc("foo");
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@ -163,7 +163,7 @@ static void test_methods()
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UASSERTSTR(res[0], "a");
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UASSERTSTR(res[2], "");
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for (int i = 0; i < 3; i++)
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UASSERTSTR(res[2*i+1], ",");
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UASSERTSTR(res[2 * i + 1], ",");
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}
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static void test_conv()
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@ -180,9 +180,9 @@ static void test_conv()
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wStringToUTF8(out2, L"†††");
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UASSERTEQ(out2.size(), 9);
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for (int i = 0; i < 3; i++) {
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UASSERTEQ(static_cast<u8>(out2[3*i]), 0xe2);
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UASSERTEQ(static_cast<u8>(out2[3*i+1]), 0x80);
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UASSERTEQ(static_cast<u8>(out2[3*i+2]), 0xa0);
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UASSERTEQ(static_cast<u8>(out2[3 * i]), 0xe2);
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UASSERTEQ(static_cast<u8>(out2[3 * i + 1]), 0x80);
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UASSERTEQ(static_cast<u8>(out2[3 * i + 2]), 0xa0);
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}
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// locale-dependent
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@ -11,284 +11,264 @@ namespace irr
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{
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namespace scene
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{
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//! Template implementation of the IMeshBuffer interface
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template <class T>
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class CMeshBuffer : public IMeshBuffer
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//! Template implementation of the IMeshBuffer interface
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template <class T>
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class CMeshBuffer : public IMeshBuffer
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{
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public:
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//! Default constructor for empty meshbuffer
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CMeshBuffer() :
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ChangedID_Vertex(1), ChangedID_Index(1), MappingHint_Vertex(EHM_NEVER), MappingHint_Index(EHM_NEVER), HWBuffer(NULL), PrimitiveType(EPT_TRIANGLES)
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{
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public:
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//! Default constructor for empty meshbuffer
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CMeshBuffer()
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: ChangedID_Vertex(1), ChangedID_Index(1)
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, MappingHint_Vertex(EHM_NEVER), MappingHint_Index(EHM_NEVER)
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, HWBuffer(NULL)
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, PrimitiveType(EPT_TRIANGLES)
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{
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#ifdef _DEBUG
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setDebugName("CMeshBuffer");
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#endif
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#ifdef _DEBUG
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setDebugName("CMeshBuffer");
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#endif
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}
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//! Get material of this meshbuffer
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/** \return Material of this buffer */
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const video::SMaterial &getMaterial() const override
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{
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return Material;
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}
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//! Get material of this meshbuffer
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/** \return Material of this buffer */
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video::SMaterial &getMaterial() override
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{
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return Material;
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}
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//! Get pointer to vertices
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/** \return Pointer to vertices. */
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const void *getVertices() const override
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{
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return Vertices.const_pointer();
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}
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//! Get pointer to vertices
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/** \return Pointer to vertices. */
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void *getVertices() override
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{
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return Vertices.pointer();
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}
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//! Get number of vertices
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/** \return Number of vertices. */
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u32 getVertexCount() const override
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{
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return Vertices.size();
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}
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//! Get type of index data which is stored in this meshbuffer.
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/** \return Index type of this buffer. */
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video::E_INDEX_TYPE getIndexType() const override
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{
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return video::EIT_16BIT;
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}
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//! Get pointer to indices
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/** \return Pointer to indices. */
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const u16 *getIndices() const override
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{
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return Indices.const_pointer();
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}
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//! Get pointer to indices
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/** \return Pointer to indices. */
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u16 *getIndices() override
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{
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return Indices.pointer();
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}
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//! Get number of indices
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/** \return Number of indices. */
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u32 getIndexCount() const override
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{
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return Indices.size();
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}
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//! Get the axis aligned bounding box
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/** \return Axis aligned bounding box of this buffer. */
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const core::aabbox3d<f32> &getBoundingBox() const override
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{
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return BoundingBox;
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}
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//! Set the axis aligned bounding box
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/** \param box New axis aligned bounding box for this buffer. */
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//! set user axis aligned bounding box
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void setBoundingBox(const core::aabbox3df &box) override
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{
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BoundingBox = box;
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}
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//! Recalculate the bounding box.
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/** should be called if the mesh changed. */
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void recalculateBoundingBox() override
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{
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if (!Vertices.empty()) {
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BoundingBox.reset(Vertices[0].Pos);
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const irr::u32 vsize = Vertices.size();
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for (u32 i = 1; i < vsize; ++i)
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BoundingBox.addInternalPoint(Vertices[i].Pos);
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} else
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BoundingBox.reset(0, 0, 0);
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}
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//! Get type of vertex data stored in this buffer.
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/** \return Type of vertex data. */
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video::E_VERTEX_TYPE getVertexType() const override
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{
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return T::getType();
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}
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//! returns position of vertex i
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const core::vector3df &getPosition(u32 i) const override
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{
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return Vertices[i].Pos;
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}
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//! returns position of vertex i
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core::vector3df &getPosition(u32 i) override
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{
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return Vertices[i].Pos;
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}
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//! returns normal of vertex i
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const core::vector3df &getNormal(u32 i) const override
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{
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return Vertices[i].Normal;
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}
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//! returns normal of vertex i
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core::vector3df &getNormal(u32 i) override
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{
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return Vertices[i].Normal;
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}
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//! returns texture coord of vertex i
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const core::vector2df &getTCoords(u32 i) const override
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{
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return Vertices[i].TCoords;
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}
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//! returns texture coord of vertex i
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core::vector2df &getTCoords(u32 i) override
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{
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return Vertices[i].TCoords;
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}
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//! Append the vertices and indices to the current buffer
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/** Only works for compatible types, i.e. either the same type
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or the main buffer is of standard type. Otherwise, behavior is
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undefined.
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*/
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void append(const void *const vertices, u32 numVertices, const u16 *const indices, u32 numIndices) override
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{
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if (vertices == getVertices())
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return;
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const u32 vertexCount = getVertexCount();
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u32 i;
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Vertices.reallocate(vertexCount + numVertices);
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for (i = 0; i < numVertices; ++i) {
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Vertices.push_back(static_cast<const T *>(vertices)[i]);
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BoundingBox.addInternalPoint(static_cast<const T *>(vertices)[i].Pos);
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}
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//! Get material of this meshbuffer
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/** \return Material of this buffer */
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const video::SMaterial& getMaterial() const override
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{
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return Material;
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Indices.reallocate(getIndexCount() + numIndices);
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for (i = 0; i < numIndices; ++i) {
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Indices.push_back(indices[i] + vertexCount);
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}
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}
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//! get the current hardware mapping hint
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E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const override
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{
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return MappingHint_Vertex;
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}
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//! Get material of this meshbuffer
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/** \return Material of this buffer */
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video::SMaterial& getMaterial() override
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{
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return Material;
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}
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//! get the current hardware mapping hint
|
||||
E_HARDWARE_MAPPING getHardwareMappingHint_Index() const override
|
||||
{
|
||||
return MappingHint_Index;
|
||||
}
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
void setHardwareMappingHint(E_HARDWARE_MAPPING NewMappingHint, E_BUFFER_TYPE Buffer = EBT_VERTEX_AND_INDEX) override
|
||||
{
|
||||
if (Buffer == EBT_VERTEX_AND_INDEX || Buffer == EBT_VERTEX)
|
||||
MappingHint_Vertex = NewMappingHint;
|
||||
if (Buffer == EBT_VERTEX_AND_INDEX || Buffer == EBT_INDEX)
|
||||
MappingHint_Index = NewMappingHint;
|
||||
}
|
||||
|
||||
//! Get pointer to vertices
|
||||
/** \return Pointer to vertices. */
|
||||
const void* getVertices() const override
|
||||
{
|
||||
return Vertices.const_pointer();
|
||||
}
|
||||
//! Describe what kind of primitive geometry is used by the meshbuffer
|
||||
void setPrimitiveType(E_PRIMITIVE_TYPE type) override
|
||||
{
|
||||
PrimitiveType = type;
|
||||
}
|
||||
|
||||
//! Get the kind of primitive geometry which is used by the meshbuffer
|
||||
E_PRIMITIVE_TYPE getPrimitiveType() const override
|
||||
{
|
||||
return PrimitiveType;
|
||||
}
|
||||
|
||||
//! Get pointer to vertices
|
||||
/** \return Pointer to vertices. */
|
||||
void* getVertices() override
|
||||
{
|
||||
return Vertices.pointer();
|
||||
}
|
||||
//! flags the mesh as changed, reloads hardware buffers
|
||||
void setDirty(E_BUFFER_TYPE Buffer = EBT_VERTEX_AND_INDEX) override
|
||||
{
|
||||
if (Buffer == EBT_VERTEX_AND_INDEX || Buffer == EBT_VERTEX)
|
||||
++ChangedID_Vertex;
|
||||
if (Buffer == EBT_VERTEX_AND_INDEX || Buffer == EBT_INDEX)
|
||||
++ChangedID_Index;
|
||||
}
|
||||
|
||||
//! Get the currently used ID for identification of changes.
|
||||
/** This shouldn't be used for anything outside the VideoDriver. */
|
||||
u32 getChangedID_Vertex() const override { return ChangedID_Vertex; }
|
||||
|
||||
//! Get number of vertices
|
||||
/** \return Number of vertices. */
|
||||
u32 getVertexCount() const override
|
||||
{
|
||||
return Vertices.size();
|
||||
}
|
||||
//! Get the currently used ID for identification of changes.
|
||||
/** This shouldn't be used for anything outside the VideoDriver. */
|
||||
u32 getChangedID_Index() const override { return ChangedID_Index; }
|
||||
|
||||
//! Get type of index data which is stored in this meshbuffer.
|
||||
/** \return Index type of this buffer. */
|
||||
video::E_INDEX_TYPE getIndexType() const override
|
||||
{
|
||||
return video::EIT_16BIT;
|
||||
}
|
||||
void setHWBuffer(void *ptr) const override
|
||||
{
|
||||
HWBuffer = ptr;
|
||||
}
|
||||
|
||||
//! Get pointer to indices
|
||||
/** \return Pointer to indices. */
|
||||
const u16* getIndices() const override
|
||||
{
|
||||
return Indices.const_pointer();
|
||||
}
|
||||
void *getHWBuffer() const override
|
||||
{
|
||||
return HWBuffer;
|
||||
}
|
||||
|
||||
u32 ChangedID_Vertex;
|
||||
u32 ChangedID_Index;
|
||||
|
||||
//! Get pointer to indices
|
||||
/** \return Pointer to indices. */
|
||||
u16* getIndices() override
|
||||
{
|
||||
return Indices.pointer();
|
||||
}
|
||||
//! hardware mapping hint
|
||||
E_HARDWARE_MAPPING MappingHint_Vertex;
|
||||
E_HARDWARE_MAPPING MappingHint_Index;
|
||||
mutable void *HWBuffer;
|
||||
|
||||
//! Material for this meshbuffer.
|
||||
video::SMaterial Material;
|
||||
//! Vertices of this buffer
|
||||
core::array<T> Vertices;
|
||||
//! Indices into the vertices of this buffer.
|
||||
core::array<u16> Indices;
|
||||
//! Bounding box of this meshbuffer.
|
||||
core::aabbox3d<f32> BoundingBox;
|
||||
//! Primitive type used for rendering (triangles, lines, ...)
|
||||
E_PRIMITIVE_TYPE PrimitiveType;
|
||||
};
|
||||
|
||||
//! Get number of indices
|
||||
/** \return Number of indices. */
|
||||
u32 getIndexCount() const override
|
||||
{
|
||||
return Indices.size();
|
||||
}
|
||||
|
||||
|
||||
//! Get the axis aligned bounding box
|
||||
/** \return Axis aligned bounding box of this buffer. */
|
||||
const core::aabbox3d<f32>& getBoundingBox() const override
|
||||
{
|
||||
return BoundingBox;
|
||||
}
|
||||
|
||||
|
||||
//! Set the axis aligned bounding box
|
||||
/** \param box New axis aligned bounding box for this buffer. */
|
||||
//! set user axis aligned bounding box
|
||||
void setBoundingBox(const core::aabbox3df& box) override
|
||||
{
|
||||
BoundingBox = box;
|
||||
}
|
||||
|
||||
|
||||
//! Recalculate the bounding box.
|
||||
/** should be called if the mesh changed. */
|
||||
void recalculateBoundingBox() override
|
||||
{
|
||||
if (!Vertices.empty())
|
||||
{
|
||||
BoundingBox.reset(Vertices[0].Pos);
|
||||
const irr::u32 vsize = Vertices.size();
|
||||
for (u32 i=1; i<vsize; ++i)
|
||||
BoundingBox.addInternalPoint(Vertices[i].Pos);
|
||||
}
|
||||
else
|
||||
BoundingBox.reset(0,0,0);
|
||||
|
||||
}
|
||||
|
||||
|
||||
//! Get type of vertex data stored in this buffer.
|
||||
/** \return Type of vertex data. */
|
||||
video::E_VERTEX_TYPE getVertexType() const override
|
||||
{
|
||||
return T::getType();
|
||||
}
|
||||
|
||||
//! returns position of vertex i
|
||||
const core::vector3df& getPosition(u32 i) const override
|
||||
{
|
||||
return Vertices[i].Pos;
|
||||
}
|
||||
|
||||
//! returns position of vertex i
|
||||
core::vector3df& getPosition(u32 i) override
|
||||
{
|
||||
return Vertices[i].Pos;
|
||||
}
|
||||
|
||||
//! returns normal of vertex i
|
||||
const core::vector3df& getNormal(u32 i) const override
|
||||
{
|
||||
return Vertices[i].Normal;
|
||||
}
|
||||
|
||||
//! returns normal of vertex i
|
||||
core::vector3df& getNormal(u32 i) override
|
||||
{
|
||||
return Vertices[i].Normal;
|
||||
}
|
||||
|
||||
//! returns texture coord of vertex i
|
||||
const core::vector2df& getTCoords(u32 i) const override
|
||||
{
|
||||
return Vertices[i].TCoords;
|
||||
}
|
||||
|
||||
//! returns texture coord of vertex i
|
||||
core::vector2df& getTCoords(u32 i) override
|
||||
{
|
||||
return Vertices[i].TCoords;
|
||||
}
|
||||
|
||||
|
||||
//! Append the vertices and indices to the current buffer
|
||||
/** Only works for compatible types, i.e. either the same type
|
||||
or the main buffer is of standard type. Otherwise, behavior is
|
||||
undefined.
|
||||
*/
|
||||
void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) override
|
||||
{
|
||||
if (vertices == getVertices())
|
||||
return;
|
||||
|
||||
const u32 vertexCount = getVertexCount();
|
||||
u32 i;
|
||||
|
||||
Vertices.reallocate(vertexCount+numVertices);
|
||||
for (i=0; i<numVertices; ++i)
|
||||
{
|
||||
Vertices.push_back(static_cast<const T*>(vertices)[i]);
|
||||
BoundingBox.addInternalPoint(static_cast<const T*>(vertices)[i].Pos);
|
||||
}
|
||||
|
||||
Indices.reallocate(getIndexCount()+numIndices);
|
||||
for (i=0; i<numIndices; ++i)
|
||||
{
|
||||
Indices.push_back(indices[i]+vertexCount);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//! get the current hardware mapping hint
|
||||
E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const override
|
||||
{
|
||||
return MappingHint_Vertex;
|
||||
}
|
||||
|
||||
//! get the current hardware mapping hint
|
||||
E_HARDWARE_MAPPING getHardwareMappingHint_Index() const override
|
||||
{
|
||||
return MappingHint_Index;
|
||||
}
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint, E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX ) override
|
||||
{
|
||||
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_VERTEX)
|
||||
MappingHint_Vertex=NewMappingHint;
|
||||
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_INDEX)
|
||||
MappingHint_Index=NewMappingHint;
|
||||
}
|
||||
|
||||
//! Describe what kind of primitive geometry is used by the meshbuffer
|
||||
void setPrimitiveType(E_PRIMITIVE_TYPE type) override
|
||||
{
|
||||
PrimitiveType = type;
|
||||
}
|
||||
|
||||
//! Get the kind of primitive geometry which is used by the meshbuffer
|
||||
E_PRIMITIVE_TYPE getPrimitiveType() const override
|
||||
{
|
||||
return PrimitiveType;
|
||||
}
|
||||
|
||||
//! flags the mesh as changed, reloads hardware buffers
|
||||
void setDirty(E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX) override
|
||||
{
|
||||
if (Buffer==EBT_VERTEX_AND_INDEX ||Buffer==EBT_VERTEX)
|
||||
++ChangedID_Vertex;
|
||||
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_INDEX)
|
||||
++ChangedID_Index;
|
||||
}
|
||||
|
||||
//! Get the currently used ID for identification of changes.
|
||||
/** This shouldn't be used for anything outside the VideoDriver. */
|
||||
u32 getChangedID_Vertex() const override {return ChangedID_Vertex;}
|
||||
|
||||
//! Get the currently used ID for identification of changes.
|
||||
/** This shouldn't be used for anything outside the VideoDriver. */
|
||||
u32 getChangedID_Index() const override {return ChangedID_Index;}
|
||||
|
||||
void setHWBuffer(void *ptr) const override {
|
||||
HWBuffer = ptr;
|
||||
}
|
||||
|
||||
void *getHWBuffer() const override {
|
||||
return HWBuffer;
|
||||
}
|
||||
|
||||
|
||||
u32 ChangedID_Vertex;
|
||||
u32 ChangedID_Index;
|
||||
|
||||
//! hardware mapping hint
|
||||
E_HARDWARE_MAPPING MappingHint_Vertex;
|
||||
E_HARDWARE_MAPPING MappingHint_Index;
|
||||
mutable void *HWBuffer;
|
||||
|
||||
//! Material for this meshbuffer.
|
||||
video::SMaterial Material;
|
||||
//! Vertices of this buffer
|
||||
core::array<T> Vertices;
|
||||
//! Indices into the vertices of this buffer.
|
||||
core::array<u16> Indices;
|
||||
//! Bounding box of this meshbuffer.
|
||||
core::aabbox3d<f32> BoundingBox;
|
||||
//! Primitive type used for rendering (triangles, lines, ...)
|
||||
E_PRIMITIVE_TYPE PrimitiveType;
|
||||
};
|
||||
|
||||
//! Standard meshbuffer
|
||||
typedef CMeshBuffer<video::S3DVertex> SMeshBuffer;
|
||||
//! Meshbuffer with two texture coords per vertex, e.g. for lightmaps
|
||||
typedef CMeshBuffer<video::S3DVertex2TCoords> SMeshBufferLightMap;
|
||||
//! Meshbuffer with vertices having tangents stored, e.g. for normal mapping
|
||||
typedef CMeshBuffer<video::S3DVertexTangents> SMeshBufferTangents;
|
||||
//! Standard meshbuffer
|
||||
typedef CMeshBuffer<video::S3DVertex> SMeshBuffer;
|
||||
//! Meshbuffer with two texture coords per vertex, e.g. for lightmaps
|
||||
typedef CMeshBuffer<video::S3DVertex2TCoords> SMeshBufferLightMap;
|
||||
//! Meshbuffer with vertices having tangents stored, e.g. for normal mapping
|
||||
typedef CMeshBuffer<video::S3DVertexTangents> SMeshBufferTangents;
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
|
|
@ -11,26 +11,25 @@ namespace irr
|
|||
namespace scene
|
||||
{
|
||||
|
||||
//! An enumeration for all types of automatic culling for built-in scene nodes
|
||||
enum E_CULLING_TYPE
|
||||
{
|
||||
EAC_OFF = 0,
|
||||
EAC_BOX = 1,
|
||||
EAC_FRUSTUM_BOX = 2,
|
||||
EAC_FRUSTUM_SPHERE = 4,
|
||||
EAC_OCC_QUERY = 8
|
||||
};
|
||||
//! An enumeration for all types of automatic culling for built-in scene nodes
|
||||
enum E_CULLING_TYPE
|
||||
{
|
||||
EAC_OFF = 0,
|
||||
EAC_BOX = 1,
|
||||
EAC_FRUSTUM_BOX = 2,
|
||||
EAC_FRUSTUM_SPHERE = 4,
|
||||
EAC_OCC_QUERY = 8
|
||||
};
|
||||
|
||||
//! Names for culling type
|
||||
const c8* const AutomaticCullingNames[] =
|
||||
{
|
||||
"false",
|
||||
"box", // camera box against node box
|
||||
"frustum_box", // camera frustum against node box
|
||||
"frustum_sphere", // camera frustum against node sphere
|
||||
"occ_query", // occlusion query
|
||||
0
|
||||
};
|
||||
//! Names for culling type
|
||||
const c8 *const AutomaticCullingNames[] =
|
||||
{
|
||||
"false",
|
||||
"box", // camera box against node box
|
||||
"frustum_box", // camera frustum against node box
|
||||
"frustum_sphere", // camera frustum against node sphere
|
||||
"occ_query", // occlusion query
|
||||
0};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
|
|
@ -9,34 +9,33 @@ namespace irr
|
|||
namespace scene
|
||||
{
|
||||
|
||||
//! An enumeration for all types of debug data for built-in scene nodes (flags)
|
||||
enum E_DEBUG_SCENE_TYPE
|
||||
{
|
||||
//! No Debug Data ( Default )
|
||||
EDS_OFF = 0,
|
||||
//! An enumeration for all types of debug data for built-in scene nodes (flags)
|
||||
enum E_DEBUG_SCENE_TYPE
|
||||
{
|
||||
//! No Debug Data ( Default )
|
||||
EDS_OFF = 0,
|
||||
|
||||
//! Show Bounding Boxes of SceneNode
|
||||
EDS_BBOX = 1,
|
||||
//! Show Bounding Boxes of SceneNode
|
||||
EDS_BBOX = 1,
|
||||
|
||||
//! Show Vertex Normals
|
||||
EDS_NORMALS = 2,
|
||||
//! Show Vertex Normals
|
||||
EDS_NORMALS = 2,
|
||||
|
||||
//! Shows Skeleton/Tags
|
||||
EDS_SKELETON = 4,
|
||||
//! Shows Skeleton/Tags
|
||||
EDS_SKELETON = 4,
|
||||
|
||||
//! Overlays Mesh Wireframe
|
||||
EDS_MESH_WIRE_OVERLAY = 8,
|
||||
//! Overlays Mesh Wireframe
|
||||
EDS_MESH_WIRE_OVERLAY = 8,
|
||||
|
||||
//! Show Bounding Boxes of all MeshBuffers
|
||||
EDS_BBOX_BUFFERS = 32,
|
||||
//! Show Bounding Boxes of all MeshBuffers
|
||||
EDS_BBOX_BUFFERS = 32,
|
||||
|
||||
//! EDS_BBOX | EDS_BBOX_BUFFERS
|
||||
EDS_BBOX_ALL = EDS_BBOX | EDS_BBOX_BUFFERS,
|
||||
|
||||
//! Show all debug infos
|
||||
EDS_FULL = 0xffffffff
|
||||
};
|
||||
//! EDS_BBOX | EDS_BBOX_BUFFERS
|
||||
EDS_BBOX_ALL = EDS_BBOX | EDS_BBOX_BUFFERS,
|
||||
|
||||
//! Show all debug infos
|
||||
EDS_FULL = 0xffffffff
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
|
|
@ -7,40 +7,40 @@
|
|||
namespace irr
|
||||
{
|
||||
|
||||
//! An enum for the different device types supported by the Irrlicht Engine.
|
||||
enum E_DEVICE_TYPE
|
||||
{
|
||||
//! An enum for the different device types supported by the Irrlicht Engine.
|
||||
enum E_DEVICE_TYPE
|
||||
{
|
||||
|
||||
//! A device native to Microsoft Windows
|
||||
/** This device uses the Win32 API and works in all versions of Windows. */
|
||||
EIDT_WIN32,
|
||||
//! A device native to Microsoft Windows
|
||||
/** This device uses the Win32 API and works in all versions of Windows. */
|
||||
EIDT_WIN32,
|
||||
|
||||
//! A device native to Unix style operating systems.
|
||||
/** This device uses the X11 windowing system and works in Linux, Solaris, FreeBSD, OSX and
|
||||
other operating systems which support X11. */
|
||||
EIDT_X11,
|
||||
//! A device native to Unix style operating systems.
|
||||
/** This device uses the X11 windowing system and works in Linux, Solaris, FreeBSD, OSX and
|
||||
other operating systems which support X11. */
|
||||
EIDT_X11,
|
||||
|
||||
//! A device native to Mac OSX
|
||||
/** This device uses Apple's Cocoa API and works in Mac OSX 10.2 and above. */
|
||||
EIDT_OSX,
|
||||
//! A device native to Mac OSX
|
||||
/** This device uses Apple's Cocoa API and works in Mac OSX 10.2 and above. */
|
||||
EIDT_OSX,
|
||||
|
||||
//! A device which uses Simple DirectMedia Layer
|
||||
/** The SDL device works under all platforms supported by SDL but first must be compiled
|
||||
in by setting the USE_SDL2 CMake option to ON */
|
||||
EIDT_SDL,
|
||||
//! A device which uses Simple DirectMedia Layer
|
||||
/** The SDL device works under all platforms supported by SDL but first must be compiled
|
||||
in by setting the USE_SDL2 CMake option to ON */
|
||||
EIDT_SDL,
|
||||
|
||||
//! This selection allows Irrlicht to choose the best device from the ones available.
|
||||
/** If this selection is chosen then Irrlicht will try to use the IrrlichtDevice native
|
||||
to your operating system. If this is unavailable then the X11, SDL and then console device
|
||||
will be tried. This ensures that Irrlicht will run even if your platform is unsupported,
|
||||
although it may not be able to render anything. */
|
||||
EIDT_BEST,
|
||||
//! This selection allows Irrlicht to choose the best device from the ones available.
|
||||
/** If this selection is chosen then Irrlicht will try to use the IrrlichtDevice native
|
||||
to your operating system. If this is unavailable then the X11, SDL and then console device
|
||||
will be tried. This ensures that Irrlicht will run even if your platform is unsupported,
|
||||
although it may not be able to render anything. */
|
||||
EIDT_BEST,
|
||||
|
||||
//! A device for Android platforms
|
||||
/** Best used with embedded devices and mobile systems.
|
||||
Does not need X11 or other graphical subsystems.
|
||||
May support hw-acceleration via OpenGL-ES */
|
||||
EIDT_ANDROID,
|
||||
};
|
||||
//! A device for Android platforms
|
||||
/** Best used with embedded devices and mobile systems.
|
||||
Does not need X11 or other graphical subsystems.
|
||||
May support hw-acceleration via OpenGL-ES */
|
||||
EIDT_ANDROID,
|
||||
};
|
||||
|
||||
} // end namespace irr
|
||||
|
|
|
@ -9,129 +9,129 @@ namespace irr
|
|||
namespace video
|
||||
{
|
||||
|
||||
//! enumeration for querying features of the video driver.
|
||||
enum E_VIDEO_DRIVER_FEATURE
|
||||
{
|
||||
//! Is driver able to render to a surface?
|
||||
EVDF_RENDER_TO_TARGET = 0,
|
||||
//! enumeration for querying features of the video driver.
|
||||
enum E_VIDEO_DRIVER_FEATURE
|
||||
{
|
||||
//! Is driver able to render to a surface?
|
||||
EVDF_RENDER_TO_TARGET = 0,
|
||||
|
||||
//! Is hardware transform and lighting supported?
|
||||
EVDF_HARDWARE_TL,
|
||||
//! Is hardware transform and lighting supported?
|
||||
EVDF_HARDWARE_TL,
|
||||
|
||||
//! Are multiple textures per material possible?
|
||||
EVDF_MULTITEXTURE,
|
||||
//! Are multiple textures per material possible?
|
||||
EVDF_MULTITEXTURE,
|
||||
|
||||
//! Is driver able to render with a bilinear filter applied?
|
||||
EVDF_BILINEAR_FILTER,
|
||||
//! Is driver able to render with a bilinear filter applied?
|
||||
EVDF_BILINEAR_FILTER,
|
||||
|
||||
//! Can the driver handle mip maps?
|
||||
EVDF_MIP_MAP,
|
||||
//! Can the driver handle mip maps?
|
||||
EVDF_MIP_MAP,
|
||||
|
||||
//! Can the driver update mip maps automatically?
|
||||
EVDF_MIP_MAP_AUTO_UPDATE,
|
||||
//! Can the driver update mip maps automatically?
|
||||
EVDF_MIP_MAP_AUTO_UPDATE,
|
||||
|
||||
//! Are stencilbuffers switched on and does the device support stencil buffers?
|
||||
EVDF_STENCIL_BUFFER,
|
||||
//! Are stencilbuffers switched on and does the device support stencil buffers?
|
||||
EVDF_STENCIL_BUFFER,
|
||||
|
||||
//! Is Vertex Shader 1.1 supported?
|
||||
EVDF_VERTEX_SHADER_1_1,
|
||||
//! Is Vertex Shader 1.1 supported?
|
||||
EVDF_VERTEX_SHADER_1_1,
|
||||
|
||||
//! Is Vertex Shader 2.0 supported?
|
||||
EVDF_VERTEX_SHADER_2_0,
|
||||
//! Is Vertex Shader 2.0 supported?
|
||||
EVDF_VERTEX_SHADER_2_0,
|
||||
|
||||
//! Is Vertex Shader 3.0 supported?
|
||||
EVDF_VERTEX_SHADER_3_0,
|
||||
//! Is Vertex Shader 3.0 supported?
|
||||
EVDF_VERTEX_SHADER_3_0,
|
||||
|
||||
//! Is Pixel Shader 1.1 supported?
|
||||
EVDF_PIXEL_SHADER_1_1,
|
||||
//! Is Pixel Shader 1.1 supported?
|
||||
EVDF_PIXEL_SHADER_1_1,
|
||||
|
||||
//! Is Pixel Shader 1.2 supported?
|
||||
EVDF_PIXEL_SHADER_1_2,
|
||||
//! Is Pixel Shader 1.2 supported?
|
||||
EVDF_PIXEL_SHADER_1_2,
|
||||
|
||||
//! Is Pixel Shader 1.3 supported?
|
||||
EVDF_PIXEL_SHADER_1_3,
|
||||
//! Is Pixel Shader 1.3 supported?
|
||||
EVDF_PIXEL_SHADER_1_3,
|
||||
|
||||
//! Is Pixel Shader 1.4 supported?
|
||||
EVDF_PIXEL_SHADER_1_4,
|
||||
//! Is Pixel Shader 1.4 supported?
|
||||
EVDF_PIXEL_SHADER_1_4,
|
||||
|
||||
//! Is Pixel Shader 2.0 supported?
|
||||
EVDF_PIXEL_SHADER_2_0,
|
||||
//! Is Pixel Shader 2.0 supported?
|
||||
EVDF_PIXEL_SHADER_2_0,
|
||||
|
||||
//! Is Pixel Shader 3.0 supported?
|
||||
EVDF_PIXEL_SHADER_3_0,
|
||||
//! Is Pixel Shader 3.0 supported?
|
||||
EVDF_PIXEL_SHADER_3_0,
|
||||
|
||||
//! Are ARB vertex programs v1.0 supported?
|
||||
EVDF_ARB_VERTEX_PROGRAM_1,
|
||||
//! Are ARB vertex programs v1.0 supported?
|
||||
EVDF_ARB_VERTEX_PROGRAM_1,
|
||||
|
||||
//! Are ARB fragment programs v1.0 supported?
|
||||
EVDF_ARB_FRAGMENT_PROGRAM_1,
|
||||
//! Are ARB fragment programs v1.0 supported?
|
||||
EVDF_ARB_FRAGMENT_PROGRAM_1,
|
||||
|
||||
//! Is GLSL supported?
|
||||
EVDF_ARB_GLSL,
|
||||
//! Is GLSL supported?
|
||||
EVDF_ARB_GLSL,
|
||||
|
||||
//! Is HLSL supported?
|
||||
EVDF_HLSL,
|
||||
//! Is HLSL supported?
|
||||
EVDF_HLSL,
|
||||
|
||||
//! Are non-square textures supported?
|
||||
EVDF_TEXTURE_NSQUARE,
|
||||
//! Are non-square textures supported?
|
||||
EVDF_TEXTURE_NSQUARE,
|
||||
|
||||
//! Are non-power-of-two textures supported?
|
||||
EVDF_TEXTURE_NPOT,
|
||||
//! Are non-power-of-two textures supported?
|
||||
EVDF_TEXTURE_NPOT,
|
||||
|
||||
//! Are framebuffer objects supported?
|
||||
EVDF_FRAMEBUFFER_OBJECT,
|
||||
//! Are framebuffer objects supported?
|
||||
EVDF_FRAMEBUFFER_OBJECT,
|
||||
|
||||
//! Are vertex buffer objects supported?
|
||||
EVDF_VERTEX_BUFFER_OBJECT,
|
||||
//! Are vertex buffer objects supported?
|
||||
EVDF_VERTEX_BUFFER_OBJECT,
|
||||
|
||||
//! Supports Alpha To Coverage
|
||||
EVDF_ALPHA_TO_COVERAGE,
|
||||
//! Supports Alpha To Coverage
|
||||
EVDF_ALPHA_TO_COVERAGE,
|
||||
|
||||
//! Supports Color masks (disabling color planes in output)
|
||||
EVDF_COLOR_MASK,
|
||||
//! Supports Color masks (disabling color planes in output)
|
||||
EVDF_COLOR_MASK,
|
||||
|
||||
//! Supports multiple render targets at once
|
||||
EVDF_MULTIPLE_RENDER_TARGETS,
|
||||
//! Supports multiple render targets at once
|
||||
EVDF_MULTIPLE_RENDER_TARGETS,
|
||||
|
||||
//! Supports separate blend settings for multiple render targets
|
||||
EVDF_MRT_BLEND,
|
||||
//! Supports separate blend settings for multiple render targets
|
||||
EVDF_MRT_BLEND,
|
||||
|
||||
//! Supports separate color masks for multiple render targets
|
||||
EVDF_MRT_COLOR_MASK,
|
||||
//! Supports separate color masks for multiple render targets
|
||||
EVDF_MRT_COLOR_MASK,
|
||||
|
||||
//! Supports separate blend functions for multiple render targets
|
||||
EVDF_MRT_BLEND_FUNC,
|
||||
//! Supports separate blend functions for multiple render targets
|
||||
EVDF_MRT_BLEND_FUNC,
|
||||
|
||||
//! Supports geometry shaders
|
||||
EVDF_GEOMETRY_SHADER,
|
||||
//! Supports geometry shaders
|
||||
EVDF_GEOMETRY_SHADER,
|
||||
|
||||
//! Supports occlusion queries
|
||||
EVDF_OCCLUSION_QUERY,
|
||||
//! Supports occlusion queries
|
||||
EVDF_OCCLUSION_QUERY,
|
||||
|
||||
//! Supports polygon offset/depth bias for avoiding z-fighting
|
||||
EVDF_POLYGON_OFFSET,
|
||||
//! Supports polygon offset/depth bias for avoiding z-fighting
|
||||
EVDF_POLYGON_OFFSET,
|
||||
|
||||
//! Support for different blend functions. Without, only ADD is available
|
||||
EVDF_BLEND_OPERATIONS,
|
||||
//! Support for different blend functions. Without, only ADD is available
|
||||
EVDF_BLEND_OPERATIONS,
|
||||
|
||||
//! Support for separate blending for RGB and Alpha.
|
||||
EVDF_BLEND_SEPARATE,
|
||||
//! Support for separate blending for RGB and Alpha.
|
||||
EVDF_BLEND_SEPARATE,
|
||||
|
||||
//! Support for texture coord transformation via texture matrix
|
||||
EVDF_TEXTURE_MATRIX,
|
||||
//! Support for texture coord transformation via texture matrix
|
||||
EVDF_TEXTURE_MATRIX,
|
||||
|
||||
//! Support for cube map textures.
|
||||
EVDF_TEXTURE_CUBEMAP,
|
||||
//! Support for cube map textures.
|
||||
EVDF_TEXTURE_CUBEMAP,
|
||||
|
||||
//! Support for filtering across different faces of the cubemap
|
||||
EVDF_TEXTURE_CUBEMAP_SEAMLESS,
|
||||
//! Support for filtering across different faces of the cubemap
|
||||
EVDF_TEXTURE_CUBEMAP_SEAMLESS,
|
||||
|
||||
//! Support for clamping vertices beyond far-plane to depth instead of capping them.
|
||||
EVDF_DEPTH_CLAMP,
|
||||
//! Support for clamping vertices beyond far-plane to depth instead of capping them.
|
||||
EVDF_DEPTH_CLAMP,
|
||||
|
||||
//! Only used for counting the elements of this enum
|
||||
EVDF_COUNT
|
||||
};
|
||||
//! Only used for counting the elements of this enum
|
||||
EVDF_COUNT
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
|
|
@ -11,34 +11,34 @@ namespace irr
|
|||
namespace video
|
||||
{
|
||||
|
||||
//! An enum for all types of drivers the Irrlicht Engine supports.
|
||||
enum E_DRIVER_TYPE
|
||||
{
|
||||
//! Null driver, useful for applications to run the engine without visualization.
|
||||
/** The null device is able to load textures, but does not
|
||||
render and display any graphics. */
|
||||
EDT_NULL,
|
||||
//! An enum for all types of drivers the Irrlicht Engine supports.
|
||||
enum E_DRIVER_TYPE
|
||||
{
|
||||
//! Null driver, useful for applications to run the engine without visualization.
|
||||
/** The null device is able to load textures, but does not
|
||||
render and display any graphics. */
|
||||
EDT_NULL,
|
||||
|
||||
//! OpenGL device, available on most platforms.
|
||||
/** Performs hardware accelerated rendering of 3D and 2D
|
||||
primitives. */
|
||||
EDT_OPENGL,
|
||||
//! OpenGL device, available on most platforms.
|
||||
/** Performs hardware accelerated rendering of 3D and 2D
|
||||
primitives. */
|
||||
EDT_OPENGL,
|
||||
|
||||
//! OpenGL-ES 1.x driver, for embedded and mobile systems
|
||||
EDT_OGLES1,
|
||||
//! OpenGL-ES 1.x driver, for embedded and mobile systems
|
||||
EDT_OGLES1,
|
||||
|
||||
//! OpenGL-ES 2.x driver, for embedded and mobile systems
|
||||
/** Supports shaders etc. */
|
||||
EDT_OGLES2,
|
||||
//! OpenGL-ES 2.x driver, for embedded and mobile systems
|
||||
/** Supports shaders etc. */
|
||||
EDT_OGLES2,
|
||||
|
||||
//! WebGL1 friendly subset of OpenGL-ES 2.x driver for Emscripten
|
||||
EDT_WEBGL1,
|
||||
//! WebGL1 friendly subset of OpenGL-ES 2.x driver for Emscripten
|
||||
EDT_WEBGL1,
|
||||
|
||||
EDT_OPENGL3,
|
||||
EDT_OPENGL3,
|
||||
|
||||
//! No driver, just for counting the elements
|
||||
EDT_COUNT
|
||||
};
|
||||
//! No driver, just for counting the elements
|
||||
EDT_COUNT
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
|
|
@ -13,7 +13,7 @@ namespace gui
|
|||
enum EGUI_ALIGNMENT
|
||||
{
|
||||
//! Aligned to parent's top or left side (default)
|
||||
EGUIA_UPPERLEFT=0,
|
||||
EGUIA_UPPERLEFT = 0,
|
||||
//! Aligned to parent's bottom or right side
|
||||
EGUIA_LOWERRIGHT,
|
||||
//! Aligned to the center of parent
|
||||
|
@ -23,14 +23,13 @@ enum EGUI_ALIGNMENT
|
|||
};
|
||||
|
||||
//! Names for alignments
|
||||
const c8* const GUIAlignmentNames[] =
|
||||
{
|
||||
"upperLeft",
|
||||
"lowerRight",
|
||||
"center",
|
||||
"scale",
|
||||
0
|
||||
};
|
||||
const c8 *const GUIAlignmentNames[] =
|
||||
{
|
||||
"upperLeft",
|
||||
"lowerRight",
|
||||
"center",
|
||||
"scale",
|
||||
0};
|
||||
|
||||
} // namespace gui
|
||||
} // namespace irr
|
||||
|
|
|
@ -99,36 +99,35 @@ enum EGUI_ELEMENT_TYPE
|
|||
};
|
||||
|
||||
//! Names for built-in element types
|
||||
const c8* const GUIElementTypeNames[] =
|
||||
{
|
||||
"button",
|
||||
"checkBox",
|
||||
"comboBox",
|
||||
"contextMenu",
|
||||
"menu",
|
||||
"editBox",
|
||||
"fileOpenDialog",
|
||||
"colorSelectDialog",
|
||||
"inOutFader",
|
||||
"image",
|
||||
"listBox",
|
||||
"meshViewer",
|
||||
"messageBox",
|
||||
"modalScreen",
|
||||
"scrollBar",
|
||||
"spinBox",
|
||||
"staticText",
|
||||
"tab",
|
||||
"tabControl",
|
||||
"table",
|
||||
"toolBar",
|
||||
"treeview",
|
||||
"window",
|
||||
"element",
|
||||
"root",
|
||||
"profiler",
|
||||
0
|
||||
};
|
||||
const c8 *const GUIElementTypeNames[] =
|
||||
{
|
||||
"button",
|
||||
"checkBox",
|
||||
"comboBox",
|
||||
"contextMenu",
|
||||
"menu",
|
||||
"editBox",
|
||||
"fileOpenDialog",
|
||||
"colorSelectDialog",
|
||||
"inOutFader",
|
||||
"image",
|
||||
"listBox",
|
||||
"meshViewer",
|
||||
"messageBox",
|
||||
"modalScreen",
|
||||
"scrollBar",
|
||||
"spinBox",
|
||||
"staticText",
|
||||
"tab",
|
||||
"tabControl",
|
||||
"table",
|
||||
"toolBar",
|
||||
"treeview",
|
||||
"window",
|
||||
"element",
|
||||
"root",
|
||||
"profiler",
|
||||
0};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
|
|
@ -9,32 +9,32 @@ namespace irr
|
|||
namespace scene
|
||||
{
|
||||
|
||||
enum E_HARDWARE_MAPPING
|
||||
{
|
||||
//! Don't store on the hardware
|
||||
EHM_NEVER=0,
|
||||
enum E_HARDWARE_MAPPING
|
||||
{
|
||||
//! Don't store on the hardware
|
||||
EHM_NEVER = 0,
|
||||
|
||||
//! Rarely changed, usually stored completely on the hardware
|
||||
EHM_STATIC,
|
||||
//! Rarely changed, usually stored completely on the hardware
|
||||
EHM_STATIC,
|
||||
|
||||
//! Sometimes changed, driver optimized placement
|
||||
EHM_DYNAMIC,
|
||||
//! Sometimes changed, driver optimized placement
|
||||
EHM_DYNAMIC,
|
||||
|
||||
//! Always changed, cache optimizing on the GPU
|
||||
EHM_STREAM
|
||||
};
|
||||
//! Always changed, cache optimizing on the GPU
|
||||
EHM_STREAM
|
||||
};
|
||||
|
||||
enum E_BUFFER_TYPE
|
||||
{
|
||||
//! Does not change anything
|
||||
EBT_NONE=0,
|
||||
//! Change the vertex mapping
|
||||
EBT_VERTEX,
|
||||
//! Change the index mapping
|
||||
EBT_INDEX,
|
||||
//! Change both vertex and index mapping to the same value
|
||||
EBT_VERTEX_AND_INDEX
|
||||
};
|
||||
enum E_BUFFER_TYPE
|
||||
{
|
||||
//! Does not change anything
|
||||
EBT_NONE = 0,
|
||||
//! Change the vertex mapping
|
||||
EBT_VERTEX,
|
||||
//! Change the index mapping
|
||||
EBT_INDEX,
|
||||
//! Change both vertex and index mapping to the same value
|
||||
EBT_VERTEX_AND_INDEX
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
|
|
@ -9,74 +9,74 @@ namespace irr
|
|||
namespace video
|
||||
{
|
||||
|
||||
//! Material properties
|
||||
enum E_MATERIAL_PROP
|
||||
{
|
||||
//! Corresponds to SMaterial::Wireframe.
|
||||
EMP_WIREFRAME = 0x1,
|
||||
//! Material properties
|
||||
enum E_MATERIAL_PROP
|
||||
{
|
||||
//! Corresponds to SMaterial::Wireframe.
|
||||
EMP_WIREFRAME = 0x1,
|
||||
|
||||
//! Corresponds to SMaterial::PointCloud.
|
||||
EMP_POINTCLOUD = 0x2,
|
||||
//! Corresponds to SMaterial::PointCloud.
|
||||
EMP_POINTCLOUD = 0x2,
|
||||
|
||||
//! Corresponds to SMaterial::GouraudShading.
|
||||
EMP_GOURAUD_SHADING = 0x4,
|
||||
//! Corresponds to SMaterial::GouraudShading.
|
||||
EMP_GOURAUD_SHADING = 0x4,
|
||||
|
||||
//! Corresponds to SMaterial::Lighting.
|
||||
EMP_LIGHTING = 0x8,
|
||||
//! Corresponds to SMaterial::Lighting.
|
||||
EMP_LIGHTING = 0x8,
|
||||
|
||||
//! Corresponds to SMaterial::ZBuffer.
|
||||
EMP_ZBUFFER = 0x10,
|
||||
//! Corresponds to SMaterial::ZBuffer.
|
||||
EMP_ZBUFFER = 0x10,
|
||||
|
||||
//! Corresponds to SMaterial::ZWriteEnable.
|
||||
EMP_ZWRITE_ENABLE = 0x20,
|
||||
//! Corresponds to SMaterial::ZWriteEnable.
|
||||
EMP_ZWRITE_ENABLE = 0x20,
|
||||
|
||||
//! Corresponds to SMaterial::BackfaceCulling.
|
||||
EMP_BACK_FACE_CULLING = 0x40,
|
||||
//! Corresponds to SMaterial::BackfaceCulling.
|
||||
EMP_BACK_FACE_CULLING = 0x40,
|
||||
|
||||
//! Corresponds to SMaterial::FrontfaceCulling.
|
||||
EMP_FRONT_FACE_CULLING = 0x80,
|
||||
//! Corresponds to SMaterial::FrontfaceCulling.
|
||||
EMP_FRONT_FACE_CULLING = 0x80,
|
||||
|
||||
//! Corresponds to SMaterialLayer::MinFilter.
|
||||
EMP_MIN_FILTER = 0x100,
|
||||
//! Corresponds to SMaterialLayer::MinFilter.
|
||||
EMP_MIN_FILTER = 0x100,
|
||||
|
||||
//! Corresponds to SMaterialLayer::MagFilter.
|
||||
EMP_MAG_FILTER = 0x200,
|
||||
//! Corresponds to SMaterialLayer::MagFilter.
|
||||
EMP_MAG_FILTER = 0x200,
|
||||
|
||||
//! Corresponds to SMaterialLayer::AnisotropicFilter.
|
||||
EMP_ANISOTROPIC_FILTER = 0x400,
|
||||
//! Corresponds to SMaterialLayer::AnisotropicFilter.
|
||||
EMP_ANISOTROPIC_FILTER = 0x400,
|
||||
|
||||
//! Corresponds to SMaterial::FogEnable.
|
||||
EMP_FOG_ENABLE = 0x800,
|
||||
//! Corresponds to SMaterial::FogEnable.
|
||||
EMP_FOG_ENABLE = 0x800,
|
||||
|
||||
//! Corresponds to SMaterial::NormalizeNormals.
|
||||
EMP_NORMALIZE_NORMALS = 0x1000,
|
||||
//! Corresponds to SMaterial::NormalizeNormals.
|
||||
EMP_NORMALIZE_NORMALS = 0x1000,
|
||||
|
||||
//! Corresponds to SMaterialLayer::TextureWrapU, TextureWrapV and
|
||||
//! TextureWrapW.
|
||||
EMP_TEXTURE_WRAP = 0x2000,
|
||||
//! Corresponds to SMaterialLayer::TextureWrapU, TextureWrapV and
|
||||
//! TextureWrapW.
|
||||
EMP_TEXTURE_WRAP = 0x2000,
|
||||
|
||||
//! Corresponds to SMaterial::AntiAliasing.
|
||||
EMP_ANTI_ALIASING = 0x4000,
|
||||
//! Corresponds to SMaterial::AntiAliasing.
|
||||
EMP_ANTI_ALIASING = 0x4000,
|
||||
|
||||
//! Corresponds to SMaterial::ColorMask.
|
||||
EMP_COLOR_MASK = 0x8000,
|
||||
//! Corresponds to SMaterial::ColorMask.
|
||||
EMP_COLOR_MASK = 0x8000,
|
||||
|
||||
//! Corresponds to SMaterial::ColorMaterial.
|
||||
EMP_COLOR_MATERIAL = 0x10000,
|
||||
//! Corresponds to SMaterial::ColorMaterial.
|
||||
EMP_COLOR_MATERIAL = 0x10000,
|
||||
|
||||
//! Corresponds to SMaterial::UseMipMaps.
|
||||
EMP_USE_MIP_MAPS = 0x20000,
|
||||
//! Corresponds to SMaterial::UseMipMaps.
|
||||
EMP_USE_MIP_MAPS = 0x20000,
|
||||
|
||||
//! Corresponds to SMaterial::BlendOperation.
|
||||
EMP_BLEND_OPERATION = 0x40000,
|
||||
//! Corresponds to SMaterial::BlendOperation.
|
||||
EMP_BLEND_OPERATION = 0x40000,
|
||||
|
||||
//! Corresponds to SMaterial::PolygonOffsetFactor, PolygonOffsetDirection,
|
||||
//! PolygonOffsetDepthBias and PolygonOffsetSlopeScale.
|
||||
EMP_POLYGON_OFFSET = 0x80000,
|
||||
//! Corresponds to SMaterial::PolygonOffsetFactor, PolygonOffsetDirection,
|
||||
//! PolygonOffsetDepthBias and PolygonOffsetSlopeScale.
|
||||
EMP_POLYGON_OFFSET = 0x80000,
|
||||
|
||||
//! Corresponds to SMaterial::BlendFactor.
|
||||
EMP_BLEND_FACTOR = 0x100000,
|
||||
};
|
||||
//! Corresponds to SMaterial::BlendFactor.
|
||||
EMP_BLEND_FACTOR = 0x100000,
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
|
|
@ -11,65 +11,64 @@ namespace irr
|
|||
namespace video
|
||||
{
|
||||
|
||||
//! Abstracted and easy to use fixed function/programmable pipeline material modes.
|
||||
enum E_MATERIAL_TYPE
|
||||
{
|
||||
//! Standard solid material.
|
||||
/** Only first texture is used, which is supposed to be the
|
||||
diffuse material. */
|
||||
EMT_SOLID = 0,
|
||||
//! Abstracted and easy to use fixed function/programmable pipeline material modes.
|
||||
enum E_MATERIAL_TYPE
|
||||
{
|
||||
//! Standard solid material.
|
||||
/** Only first texture is used, which is supposed to be the
|
||||
diffuse material. */
|
||||
EMT_SOLID = 0,
|
||||
|
||||
//! Makes the material transparent based on the texture alpha channel.
|
||||
/** The final color is blended together from the destination
|
||||
color and the texture color, using the alpha channel value as
|
||||
blend factor. Only first texture is used. If you are using
|
||||
this material with small textures, it is a good idea to load
|
||||
the texture in 32 bit mode
|
||||
(video::IVideoDriver::setTextureCreationFlag()). Also, an alpha
|
||||
ref is used, which can be manipulated using
|
||||
SMaterial::MaterialTypeParam. This value controls how sharp the
|
||||
edges become when going from a transparent to a solid spot on
|
||||
the texture. */
|
||||
EMT_TRANSPARENT_ALPHA_CHANNEL,
|
||||
//! Makes the material transparent based on the texture alpha channel.
|
||||
/** The final color is blended together from the destination
|
||||
color and the texture color, using the alpha channel value as
|
||||
blend factor. Only first texture is used. If you are using
|
||||
this material with small textures, it is a good idea to load
|
||||
the texture in 32 bit mode
|
||||
(video::IVideoDriver::setTextureCreationFlag()). Also, an alpha
|
||||
ref is used, which can be manipulated using
|
||||
SMaterial::MaterialTypeParam. This value controls how sharp the
|
||||
edges become when going from a transparent to a solid spot on
|
||||
the texture. */
|
||||
EMT_TRANSPARENT_ALPHA_CHANNEL,
|
||||
|
||||
//! Makes the material transparent based on the texture alpha channel.
|
||||
/** If the alpha channel value is greater than 127, a
|
||||
pixel is written to the target, otherwise not. This
|
||||
material does not use alpha blending and is a lot faster
|
||||
than EMT_TRANSPARENT_ALPHA_CHANNEL. It is ideal for drawing
|
||||
stuff like leaves of plants, because the borders are not
|
||||
blurry but sharp. Only first texture is used. If you are
|
||||
using this material with small textures and 3d object, it
|
||||
is a good idea to load the texture in 32 bit mode
|
||||
(video::IVideoDriver::setTextureCreationFlag()). */
|
||||
EMT_TRANSPARENT_ALPHA_CHANNEL_REF,
|
||||
//! Makes the material transparent based on the texture alpha channel.
|
||||
/** If the alpha channel value is greater than 127, a
|
||||
pixel is written to the target, otherwise not. This
|
||||
material does not use alpha blending and is a lot faster
|
||||
than EMT_TRANSPARENT_ALPHA_CHANNEL. It is ideal for drawing
|
||||
stuff like leaves of plants, because the borders are not
|
||||
blurry but sharp. Only first texture is used. If you are
|
||||
using this material with small textures and 3d object, it
|
||||
is a good idea to load the texture in 32 bit mode
|
||||
(video::IVideoDriver::setTextureCreationFlag()). */
|
||||
EMT_TRANSPARENT_ALPHA_CHANNEL_REF,
|
||||
|
||||
//! Makes the material transparent based on the vertex alpha value.
|
||||
EMT_TRANSPARENT_VERTEX_ALPHA,
|
||||
//! Makes the material transparent based on the vertex alpha value.
|
||||
EMT_TRANSPARENT_VERTEX_ALPHA,
|
||||
|
||||
//! BlendFunc = source * sourceFactor + dest * destFactor ( E_BLEND_FUNC )
|
||||
/** Using only first texture. Generic blending method.
|
||||
The blend function is set to SMaterial::MaterialTypeParam with
|
||||
pack_textureBlendFunc (for 2D) or pack_textureBlendFuncSeparate (for 3D). */
|
||||
EMT_ONETEXTURE_BLEND,
|
||||
//! BlendFunc = source * sourceFactor + dest * destFactor ( E_BLEND_FUNC )
|
||||
/** Using only first texture. Generic blending method.
|
||||
The blend function is set to SMaterial::MaterialTypeParam with
|
||||
pack_textureBlendFunc (for 2D) or pack_textureBlendFuncSeparate (for 3D). */
|
||||
EMT_ONETEXTURE_BLEND,
|
||||
|
||||
//! This value is not used. It only forces this enumeration to compile to 32 bit.
|
||||
EMT_FORCE_32BIT = 0x7fffffff
|
||||
};
|
||||
//! This value is not used. It only forces this enumeration to compile to 32 bit.
|
||||
EMT_FORCE_32BIT = 0x7fffffff
|
||||
};
|
||||
|
||||
//! Array holding the built in material type names
|
||||
const char* const sBuiltInMaterialTypeNames[] =
|
||||
{
|
||||
"solid",
|
||||
"trans_alphach",
|
||||
"trans_alphach_ref",
|
||||
"trans_vertex_alpha",
|
||||
"onetexture_blend",
|
||||
0
|
||||
};
|
||||
//! Array holding the built in material type names
|
||||
const char *const sBuiltInMaterialTypeNames[] =
|
||||
{
|
||||
"solid",
|
||||
"trans_alphach",
|
||||
"trans_alphach_ref",
|
||||
"trans_vertex_alpha",
|
||||
"onetexture_blend",
|
||||
0};
|
||||
|
||||
constexpr u32 numBuiltInMaterials =
|
||||
sizeof(sBuiltInMaterialTypeNames) / sizeof(char*) - 1;
|
||||
constexpr u32 numBuiltInMaterials =
|
||||
sizeof(sBuiltInMaterialTypeNames) / sizeof(char *) - 1;
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
|
|
@ -9,35 +9,35 @@ namespace irr
|
|||
namespace scene
|
||||
{
|
||||
|
||||
//! Enumeration for all primitive types there are.
|
||||
enum E_PRIMITIVE_TYPE
|
||||
{
|
||||
//! All vertices are non-connected points.
|
||||
EPT_POINTS=0,
|
||||
//! Enumeration for all primitive types there are.
|
||||
enum E_PRIMITIVE_TYPE
|
||||
{
|
||||
//! All vertices are non-connected points.
|
||||
EPT_POINTS = 0,
|
||||
|
||||
//! All vertices form a single connected line.
|
||||
EPT_LINE_STRIP,
|
||||
//! All vertices form a single connected line.
|
||||
EPT_LINE_STRIP,
|
||||
|
||||
//! Just as LINE_STRIP, but the last and the first vertex is also connected.
|
||||
EPT_LINE_LOOP,
|
||||
//! Just as LINE_STRIP, but the last and the first vertex is also connected.
|
||||
EPT_LINE_LOOP,
|
||||
|
||||
//! Every two vertices are connected creating n/2 lines.
|
||||
EPT_LINES,
|
||||
//! Every two vertices are connected creating n/2 lines.
|
||||
EPT_LINES,
|
||||
|
||||
//! After the first two vertices each vertex defines a new triangle.
|
||||
//! Always the two last and the new one form a new triangle.
|
||||
EPT_TRIANGLE_STRIP,
|
||||
//! After the first two vertices each vertex defines a new triangle.
|
||||
//! Always the two last and the new one form a new triangle.
|
||||
EPT_TRIANGLE_STRIP,
|
||||
|
||||
//! After the first two vertices each vertex defines a new triangle.
|
||||
//! All around the common first vertex.
|
||||
EPT_TRIANGLE_FAN,
|
||||
//! After the first two vertices each vertex defines a new triangle.
|
||||
//! All around the common first vertex.
|
||||
EPT_TRIANGLE_FAN,
|
||||
|
||||
//! Explicitly set all vertices for each triangle.
|
||||
EPT_TRIANGLES,
|
||||
//! Explicitly set all vertices for each triangle.
|
||||
EPT_TRIANGLES,
|
||||
|
||||
//! The single vertices are expanded to quad billboards on the GPU.
|
||||
EPT_POINT_SPRITES
|
||||
};
|
||||
//! The single vertices are expanded to quad billboards on the GPU.
|
||||
EPT_POINT_SPRITES
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
|
|
@ -11,20 +11,20 @@ namespace irr
|
|||
namespace io
|
||||
{
|
||||
|
||||
//! An enumeration for different class types implementing IReadFile
|
||||
enum EREAD_FILE_TYPE
|
||||
{
|
||||
//! CReadFile
|
||||
ERFT_READ_FILE = MAKE_IRR_ID('r','e','a','d'),
|
||||
//! An enumeration for different class types implementing IReadFile
|
||||
enum EREAD_FILE_TYPE
|
||||
{
|
||||
//! CReadFile
|
||||
ERFT_READ_FILE = MAKE_IRR_ID('r', 'e', 'a', 'd'),
|
||||
|
||||
//! CMemoryReadFile
|
||||
ERFT_MEMORY_READ_FILE = MAKE_IRR_ID('r','m','e','m'),
|
||||
//! CMemoryReadFile
|
||||
ERFT_MEMORY_READ_FILE = MAKE_IRR_ID('r', 'm', 'e', 'm'),
|
||||
|
||||
//! CLimitReadFile
|
||||
ERFT_LIMIT_READ_FILE = MAKE_IRR_ID('r','l','i','m'),
|
||||
//! CLimitReadFile
|
||||
ERFT_LIMIT_READ_FILE = MAKE_IRR_ID('r', 'l', 'i', 'm'),
|
||||
|
||||
//! Unknown type
|
||||
EFIT_UNKNOWN = MAKE_IRR_ID('u','n','k','n')
|
||||
};
|
||||
//! Unknown type
|
||||
EFIT_UNKNOWN = MAKE_IRR_ID('u', 'n', 'k', 'n')
|
||||
};
|
||||
} // end namespace io
|
||||
} // end namespace irr
|
||||
|
|
|
@ -11,41 +11,39 @@ namespace irr
|
|||
namespace scene
|
||||
{
|
||||
|
||||
//! An enumeration for all types of built-in scene nodes
|
||||
/** A scene node type is represented by a four character code
|
||||
such as 'cube' or 'mesh' instead of simple numbers, to avoid
|
||||
name clashes with external scene nodes.*/
|
||||
enum ESCENE_NODE_TYPE
|
||||
{
|
||||
//! of type CSceneManager (note that ISceneManager is not(!) an ISceneNode)
|
||||
ESNT_SCENE_MANAGER = MAKE_IRR_ID('s','m','n','g'),
|
||||
//! An enumeration for all types of built-in scene nodes
|
||||
/** A scene node type is represented by a four character code
|
||||
such as 'cube' or 'mesh' instead of simple numbers, to avoid
|
||||
name clashes with external scene nodes.*/
|
||||
enum ESCENE_NODE_TYPE
|
||||
{
|
||||
//! of type CSceneManager (note that ISceneManager is not(!) an ISceneNode)
|
||||
ESNT_SCENE_MANAGER = MAKE_IRR_ID('s', 'm', 'n', 'g'),
|
||||
|
||||
//! Mesh Scene Node
|
||||
ESNT_MESH = MAKE_IRR_ID('m','e','s','h'),
|
||||
//! Mesh Scene Node
|
||||
ESNT_MESH = MAKE_IRR_ID('m', 'e', 's', 'h'),
|
||||
|
||||
//! Empty Scene Node
|
||||
ESNT_EMPTY = MAKE_IRR_ID('e','m','t','y'),
|
||||
//! Empty Scene Node
|
||||
ESNT_EMPTY = MAKE_IRR_ID('e', 'm', 't', 'y'),
|
||||
|
||||
//! Dummy Transformation Scene Node
|
||||
ESNT_DUMMY_TRANSFORMATION = MAKE_IRR_ID('d','m','m','y'),
|
||||
//! Dummy Transformation Scene Node
|
||||
ESNT_DUMMY_TRANSFORMATION = MAKE_IRR_ID('d', 'm', 'm', 'y'),
|
||||
|
||||
//! Camera Scene Node
|
||||
ESNT_CAMERA = MAKE_IRR_ID('c','a','m','_'),
|
||||
//! Camera Scene Node
|
||||
ESNT_CAMERA = MAKE_IRR_ID('c', 'a', 'm', '_'),
|
||||
|
||||
//! Billboard Scene Node
|
||||
ESNT_BILLBOARD = MAKE_IRR_ID('b','i','l','l'),
|
||||
//! Billboard Scene Node
|
||||
ESNT_BILLBOARD = MAKE_IRR_ID('b', 'i', 'l', 'l'),
|
||||
|
||||
//! Animated Mesh Scene Node
|
||||
ESNT_ANIMATED_MESH = MAKE_IRR_ID('a','m','s','h'),
|
||||
|
||||
//! Unknown scene node
|
||||
ESNT_UNKNOWN = MAKE_IRR_ID('u','n','k','n'),
|
||||
|
||||
//! Will match with any scene node when checking types
|
||||
ESNT_ANY = MAKE_IRR_ID('a','n','y','_')
|
||||
};
|
||||
//! Animated Mesh Scene Node
|
||||
ESNT_ANIMATED_MESH = MAKE_IRR_ID('a', 'm', 's', 'h'),
|
||||
|
||||
//! Unknown scene node
|
||||
ESNT_UNKNOWN = MAKE_IRR_ID('u', 'n', 'k', 'n'),
|
||||
|
||||
//! Will match with any scene node when checking types
|
||||
ESNT_ANY = MAKE_IRR_ID('a', 'n', 'y', '_')
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
|
|
@ -23,15 +23,15 @@ enum E_VERTEX_SHADER_TYPE
|
|||
};
|
||||
|
||||
//! Names for all vertex shader types, each entry corresponds to a E_VERTEX_SHADER_TYPE entry.
|
||||
const c8* const VERTEX_SHADER_TYPE_NAMES[] = {
|
||||
"vs_1_1",
|
||||
"vs_2_0",
|
||||
"vs_2_a",
|
||||
"vs_3_0",
|
||||
"vs_4_0",
|
||||
"vs_4_1",
|
||||
"vs_5_0",
|
||||
0 };
|
||||
const c8 *const VERTEX_SHADER_TYPE_NAMES[] = {
|
||||
"vs_1_1",
|
||||
"vs_2_0",
|
||||
"vs_2_a",
|
||||
"vs_3_0",
|
||||
"vs_4_0",
|
||||
"vs_4_1",
|
||||
"vs_5_0",
|
||||
0};
|
||||
|
||||
//! Compile target enumeration for the addHighLevelShaderMaterial() method.
|
||||
enum E_PIXEL_SHADER_TYPE
|
||||
|
@ -53,19 +53,19 @@ enum E_PIXEL_SHADER_TYPE
|
|||
};
|
||||
|
||||
//! Names for all pixel shader types, each entry corresponds to a E_PIXEL_SHADER_TYPE entry.
|
||||
const c8* const PIXEL_SHADER_TYPE_NAMES[] = {
|
||||
"ps_1_1",
|
||||
"ps_1_2",
|
||||
"ps_1_3",
|
||||
"ps_1_4",
|
||||
"ps_2_0",
|
||||
"ps_2_a",
|
||||
"ps_2_b",
|
||||
"ps_3_0",
|
||||
"ps_4_0",
|
||||
"ps_4_1",
|
||||
"ps_5_0",
|
||||
0 };
|
||||
const c8 *const PIXEL_SHADER_TYPE_NAMES[] = {
|
||||
"ps_1_1",
|
||||
"ps_1_2",
|
||||
"ps_1_3",
|
||||
"ps_1_4",
|
||||
"ps_2_0",
|
||||
"ps_2_a",
|
||||
"ps_2_b",
|
||||
"ps_3_0",
|
||||
"ps_4_0",
|
||||
"ps_4_1",
|
||||
"ps_5_0",
|
||||
0};
|
||||
|
||||
//! Enum for supported geometry shader types
|
||||
enum E_GEOMETRY_SHADER_TYPE
|
||||
|
@ -77,10 +77,9 @@ enum E_GEOMETRY_SHADER_TYPE
|
|||
};
|
||||
|
||||
//! String names for supported geometry shader types
|
||||
const c8* const GEOMETRY_SHADER_TYPE_NAMES[] = {
|
||||
"gs_4_0",
|
||||
0 };
|
||||
|
||||
const c8 *const GEOMETRY_SHADER_TYPE_NAMES[] = {
|
||||
"gs_4_0",
|
||||
0};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
|
|
@ -19,17 +19,16 @@ enum E_VERTEX_ATTRIBUTES
|
|||
};
|
||||
|
||||
//! Array holding the built in vertex attribute names
|
||||
const char* const sBuiltInVertexAttributeNames[] =
|
||||
{
|
||||
"inVertexPosition",
|
||||
"inVertexNormal",
|
||||
"inVertexColor",
|
||||
"inTexCoord0",
|
||||
"inTexCoord1",
|
||||
"inVertexTangent",
|
||||
"inVertexBinormal",
|
||||
0
|
||||
};
|
||||
const char *const sBuiltInVertexAttributeNames[] =
|
||||
{
|
||||
"inVertexPosition",
|
||||
"inVertexNormal",
|
||||
"inVertexColor",
|
||||
"inTexCoord0",
|
||||
"inTexCoord1",
|
||||
"inVertexTangent",
|
||||
"inVertexBinormal",
|
||||
0};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
|
|
@ -11,60 +11,59 @@ namespace irr
|
|||
{
|
||||
namespace scene
|
||||
{
|
||||
//! Interface for an animated mesh.
|
||||
/** There are already simple implementations of this interface available so
|
||||
you don't have to implement this interface on your own if you need to:
|
||||
You might want to use irr::scene::SAnimatedMesh, irr::scene::SMesh,
|
||||
irr::scene::SMeshBuffer etc. */
|
||||
class IAnimatedMesh : public IMesh
|
||||
//! Interface for an animated mesh.
|
||||
/** There are already simple implementations of this interface available so
|
||||
you don't have to implement this interface on your own if you need to:
|
||||
You might want to use irr::scene::SAnimatedMesh, irr::scene::SMesh,
|
||||
irr::scene::SMeshBuffer etc. */
|
||||
class IAnimatedMesh : public IMesh
|
||||
{
|
||||
public:
|
||||
//! Gets the frame count of the animated mesh.
|
||||
/** Note that the play-time is usually getFrameCount()-1 as it stops as soon as the last frame-key is reached.
|
||||
\return The amount of frames. If the amount is 1,
|
||||
it is a static, non animated mesh. */
|
||||
virtual u32 getFrameCount() const = 0;
|
||||
|
||||
//! Gets the animation speed of the animated mesh.
|
||||
/** \return The number of frames per second to play the
|
||||
animation with by default. If the amount is 0,
|
||||
it is a static, non animated mesh. */
|
||||
virtual f32 getAnimationSpeed() const = 0;
|
||||
|
||||
//! Sets the animation speed of the animated mesh.
|
||||
/** \param fps Number of frames per second to play the
|
||||
animation with by default. 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) = 0;
|
||||
|
||||
//! Returns the IMesh interface for a frame.
|
||||
/** \param frame: Frame number as zero based index. The maximum
|
||||
frame number is getFrameCount() - 1;
|
||||
\param detailLevel: Level of detail. 0 is the lowest, 255 the
|
||||
highest level of detail. Most meshes will ignore the detail level.
|
||||
\param startFrameLoop: Because some animated meshes (.MD2) are
|
||||
blended between 2 static frames, and maybe animated in a loop,
|
||||
the startFrameLoop and the endFrameLoop have to be defined, to
|
||||
prevent the animation to be blended between frames which are
|
||||
outside of this loop.
|
||||
If startFrameLoop and endFrameLoop are both -1, they are ignored.
|
||||
\param endFrameLoop: see startFrameLoop.
|
||||
\return Returns the animated mesh based on a detail level. */
|
||||
virtual IMesh *getMesh(s32 frame, s32 detailLevel = 255, s32 startFrameLoop = -1, s32 endFrameLoop = -1) = 0;
|
||||
|
||||
//! Returns the type of the animated mesh.
|
||||
/** In most cases it is not necessary to use this method.
|
||||
This is useful for making a safe downcast. For example,
|
||||
if getMeshType() returns EAMT_MD2 it's safe to cast the
|
||||
IAnimatedMesh to IAnimatedMeshMD2.
|
||||
\returns Type of the mesh. */
|
||||
E_ANIMATED_MESH_TYPE getMeshType() const override
|
||||
{
|
||||
public:
|
||||
|
||||
//! Gets the frame count of the animated mesh.
|
||||
/** Note that the play-time is usually getFrameCount()-1 as it stops as soon as the last frame-key is reached.
|
||||
\return The amount of frames. If the amount is 1,
|
||||
it is a static, non animated mesh. */
|
||||
virtual u32 getFrameCount() const = 0;
|
||||
|
||||
//! Gets the animation speed of the animated mesh.
|
||||
/** \return The number of frames per second to play the
|
||||
animation with by default. If the amount is 0,
|
||||
it is a static, non animated mesh. */
|
||||
virtual f32 getAnimationSpeed() const = 0;
|
||||
|
||||
//! Sets the animation speed of the animated mesh.
|
||||
/** \param fps Number of frames per second to play the
|
||||
animation with by default. 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) =0;
|
||||
|
||||
//! Returns the IMesh interface for a frame.
|
||||
/** \param frame: Frame number as zero based index. The maximum
|
||||
frame number is getFrameCount() - 1;
|
||||
\param detailLevel: Level of detail. 0 is the lowest, 255 the
|
||||
highest level of detail. Most meshes will ignore the detail level.
|
||||
\param startFrameLoop: Because some animated meshes (.MD2) are
|
||||
blended between 2 static frames, and maybe animated in a loop,
|
||||
the startFrameLoop and the endFrameLoop have to be defined, to
|
||||
prevent the animation to be blended between frames which are
|
||||
outside of this loop.
|
||||
If startFrameLoop and endFrameLoop are both -1, they are ignored.
|
||||
\param endFrameLoop: see startFrameLoop.
|
||||
\return Returns the animated mesh based on a detail level. */
|
||||
virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) = 0;
|
||||
|
||||
//! Returns the type of the animated mesh.
|
||||
/** In most cases it is not necessary to use this method.
|
||||
This is useful for making a safe downcast. For example,
|
||||
if getMeshType() returns EAMT_MD2 it's safe to cast the
|
||||
IAnimatedMesh to IAnimatedMeshMD2.
|
||||
\returns Type of the mesh. */
|
||||
E_ANIMATED_MESH_TYPE getMeshType() const override
|
||||
{
|
||||
return EAMT_UNKNOWN;
|
||||
}
|
||||
};
|
||||
return EAMT_UNKNOWN;
|
||||
}
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
|
|
@ -12,162 +12,158 @@ namespace irr
|
|||
{
|
||||
namespace scene
|
||||
{
|
||||
enum E_JOINT_UPDATE_ON_RENDER
|
||||
{
|
||||
//! do nothing
|
||||
EJUOR_NONE = 0,
|
||||
enum E_JOINT_UPDATE_ON_RENDER
|
||||
{
|
||||
//! do nothing
|
||||
EJUOR_NONE = 0,
|
||||
|
||||
//! get joints positions from the mesh (for attached nodes, etc)
|
||||
EJUOR_READ,
|
||||
//! get joints positions from the mesh (for attached nodes, etc)
|
||||
EJUOR_READ,
|
||||
|
||||
//! control joint positions in the mesh (eg. ragdolls, or set the animation from animateJoints() )
|
||||
EJUOR_CONTROL
|
||||
};
|
||||
//! control joint positions in the mesh (eg. ragdolls, or set the animation from animateJoints() )
|
||||
EJUOR_CONTROL
|
||||
};
|
||||
|
||||
class IAnimatedMeshSceneNode;
|
||||
|
||||
class IAnimatedMeshSceneNode;
|
||||
//! Callback interface for catching events of ended animations.
|
||||
/** Implement this interface and use
|
||||
IAnimatedMeshSceneNode::setAnimationEndCallback to be able to
|
||||
be notified if an animation playback has ended.
|
||||
**/
|
||||
class IAnimationEndCallBack : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Will be called when the animation playback has ended.
|
||||
/** See IAnimatedMeshSceneNode::setAnimationEndCallback for
|
||||
more information.
|
||||
\param node: Node of which the animation has ended. */
|
||||
virtual void OnAnimationEnd(IAnimatedMeshSceneNode *node) = 0;
|
||||
};
|
||||
|
||||
//! Callback interface for catching events of ended animations.
|
||||
/** Implement this interface and use
|
||||
IAnimatedMeshSceneNode::setAnimationEndCallback to be able to
|
||||
be notified if an animation playback has ended.
|
||||
**/
|
||||
class IAnimationEndCallBack : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Scene node capable of displaying an animated mesh.
|
||||
class IAnimatedMeshSceneNode : public ISceneNode
|
||||
{
|
||||
public:
|
||||
//! Constructor
|
||||
IAnimatedMeshSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id,
|
||||
const core::vector3df &position = core::vector3df(0, 0, 0),
|
||||
const core::vector3df &rotation = core::vector3df(0, 0, 0),
|
||||
const core::vector3df &scale = core::vector3df(1.0f, 1.0f, 1.0f)) :
|
||||
ISceneNode(parent, mgr, id, position, rotation, scale) {}
|
||||
|
||||
//! Will be called when the animation playback has ended.
|
||||
/** See IAnimatedMeshSceneNode::setAnimationEndCallback for
|
||||
more information.
|
||||
\param node: Node of which the animation has ended. */
|
||||
virtual void OnAnimationEnd(IAnimatedMeshSceneNode* node) = 0;
|
||||
};
|
||||
//! Destructor
|
||||
virtual ~IAnimatedMeshSceneNode() {}
|
||||
|
||||
//! Scene node capable of displaying an animated mesh.
|
||||
class IAnimatedMeshSceneNode : public ISceneNode
|
||||
{
|
||||
public:
|
||||
//! Sets the current frame number.
|
||||
/** From now on the animation is played from this frame.
|
||||
\param frame: Number of the frame to let the animation be started from.
|
||||
The frame number must be a valid frame number of the IMesh used by this
|
||||
scene node. Set IAnimatedMesh::getMesh() for details. */
|
||||
virtual void setCurrentFrame(f32 frame) = 0;
|
||||
|
||||
//! Constructor
|
||||
IAnimatedMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
|
||||
const core::vector3df& position = core::vector3df(0,0,0),
|
||||
const core::vector3df& rotation = core::vector3df(0,0,0),
|
||||
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f))
|
||||
: ISceneNode(parent, mgr, id, position, rotation, scale) {}
|
||||
//! Sets the frame numbers between the animation is looped.
|
||||
/** The default is 0 to getFrameCount()-1 of the mesh.
|
||||
Number of played frames is end-start.
|
||||
It interpolates toward the last frame but stops when it is reached.
|
||||
It does not interpolate back to start even when looping.
|
||||
Looping animations should ensure last and first frame-key are identical.
|
||||
\param begin: Start frame number of the loop.
|
||||
\param end: End frame number of the loop.
|
||||
\return True if successful, false if not. */
|
||||
virtual bool setFrameLoop(s32 begin, s32 end) = 0;
|
||||
|
||||
//! Destructor
|
||||
virtual ~IAnimatedMeshSceneNode() {}
|
||||
//! Sets the speed with which the animation is played.
|
||||
/** \param framesPerSecond: Frames per second played. */
|
||||
virtual void setAnimationSpeed(f32 framesPerSecond) = 0;
|
||||
|
||||
//! Sets the current frame number.
|
||||
/** From now on the animation is played from this frame.
|
||||
\param frame: Number of the frame to let the animation be started from.
|
||||
The frame number must be a valid frame number of the IMesh used by this
|
||||
scene node. Set IAnimatedMesh::getMesh() for details. */
|
||||
virtual void setCurrentFrame(f32 frame) = 0;
|
||||
//! Gets the speed with which the animation is played.
|
||||
/** \return Frames per second played. */
|
||||
virtual f32 getAnimationSpeed() const = 0;
|
||||
|
||||
//! Sets the frame numbers between the animation is looped.
|
||||
/** The default is 0 to getFrameCount()-1 of the mesh.
|
||||
Number of played frames is end-start.
|
||||
It interpolates toward the last frame but stops when it is reached.
|
||||
It does not interpolate back to start even when looping.
|
||||
Looping animations should ensure last and first frame-key are identical.
|
||||
\param begin: Start frame number of the loop.
|
||||
\param end: End frame number of the loop.
|
||||
\return True if successful, false if not. */
|
||||
virtual bool setFrameLoop(s32 begin, s32 end) = 0;
|
||||
//! Get a pointer to a joint in the mesh (if the mesh is a bone based mesh).
|
||||
/** With this method it is possible to attach scene nodes to
|
||||
joints for example possible to attach a weapon to the left hand
|
||||
of an animated model. This example shows how:
|
||||
\code
|
||||
ISceneNode* hand =
|
||||
yourAnimatedMeshSceneNode->getJointNode("LeftHand");
|
||||
hand->addChild(weaponSceneNode);
|
||||
\endcode
|
||||
Please note that the joint returned by this method may not exist
|
||||
before this call and the joints in the node were created by it.
|
||||
\param jointName: Name of the joint.
|
||||
\return Pointer to the scene node which represents the joint
|
||||
with the specified name. Returns 0 if the contained mesh is not
|
||||
an skinned mesh or the name of the joint could not be found. */
|
||||
virtual IBoneSceneNode *getJointNode(const c8 *jointName) = 0;
|
||||
|
||||
//! Sets the speed with which the animation is played.
|
||||
/** \param framesPerSecond: Frames per second played. */
|
||||
virtual void setAnimationSpeed(f32 framesPerSecond) = 0;
|
||||
//! same as getJointNode(const c8* jointName), but based on id
|
||||
virtual IBoneSceneNode *getJointNode(u32 jointID) = 0;
|
||||
|
||||
//! Gets the speed with which the animation is played.
|
||||
/** \return Frames per second played. */
|
||||
virtual f32 getAnimationSpeed() const =0;
|
||||
//! Gets joint count.
|
||||
/** \return Amount of joints in the mesh. */
|
||||
virtual u32 getJointCount() const = 0;
|
||||
|
||||
//! Get a pointer to a joint in the mesh (if the mesh is a bone based mesh).
|
||||
/** With this method it is possible to attach scene nodes to
|
||||
joints for example possible to attach a weapon to the left hand
|
||||
of an animated model. This example shows how:
|
||||
\code
|
||||
ISceneNode* hand =
|
||||
yourAnimatedMeshSceneNode->getJointNode("LeftHand");
|
||||
hand->addChild(weaponSceneNode);
|
||||
\endcode
|
||||
Please note that the joint returned by this method may not exist
|
||||
before this call and the joints in the node were created by it.
|
||||
\param jointName: Name of the joint.
|
||||
\return Pointer to the scene node which represents the joint
|
||||
with the specified name. Returns 0 if the contained mesh is not
|
||||
an skinned mesh or the name of the joint could not be found. */
|
||||
virtual IBoneSceneNode* getJointNode(const c8* jointName)=0;
|
||||
//! Returns the currently displayed frame number.
|
||||
virtual f32 getFrameNr() const = 0;
|
||||
//! Returns the current start frame number.
|
||||
virtual s32 getStartFrame() const = 0;
|
||||
//! Returns the current end frame number.
|
||||
virtual s32 getEndFrame() const = 0;
|
||||
|
||||
//! same as getJointNode(const c8* jointName), but based on id
|
||||
virtual IBoneSceneNode* getJointNode(u32 jointID) = 0;
|
||||
//! Sets looping mode which is on by default.
|
||||
/** If set to false, animations will not be played looped. */
|
||||
virtual void setLoopMode(bool playAnimationLooped) = 0;
|
||||
|
||||
//! Gets joint count.
|
||||
/** \return Amount of joints in the mesh. */
|
||||
virtual u32 getJointCount() const = 0;
|
||||
//! returns the current loop mode
|
||||
/** When true the animations are played looped */
|
||||
virtual bool getLoopMode() const = 0;
|
||||
|
||||
//! Returns the currently displayed frame number.
|
||||
virtual f32 getFrameNr() const = 0;
|
||||
//! Returns the current start frame number.
|
||||
virtual s32 getStartFrame() const = 0;
|
||||
//! Returns the current end frame number.
|
||||
virtual s32 getEndFrame() const = 0;
|
||||
//! Sets a callback interface which will be called if an animation playback has ended.
|
||||
/** Set this to 0 to disable the callback again.
|
||||
Please note that this will only be called when in non looped
|
||||
mode, see IAnimatedMeshSceneNode::setLoopMode(). */
|
||||
virtual void setAnimationEndCallback(IAnimationEndCallBack *callback = 0) = 0;
|
||||
|
||||
//! Sets looping mode which is on by default.
|
||||
/** If set to false, animations will not be played looped. */
|
||||
virtual void setLoopMode(bool playAnimationLooped) = 0;
|
||||
//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
|
||||
/** In this way it is possible to change the materials a mesh
|
||||
causing all mesh scene nodes referencing this mesh to change
|
||||
too. */
|
||||
virtual void setReadOnlyMaterials(bool readonly) = 0;
|
||||
|
||||
//! returns the current loop mode
|
||||
/** When true the animations are played looped */
|
||||
virtual bool getLoopMode() const = 0;
|
||||
//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
|
||||
virtual bool isReadOnlyMaterials() const = 0;
|
||||
|
||||
//! Sets a callback interface which will be called if an animation playback has ended.
|
||||
/** Set this to 0 to disable the callback again.
|
||||
Please note that this will only be called when in non looped
|
||||
mode, see IAnimatedMeshSceneNode::setLoopMode(). */
|
||||
virtual void setAnimationEndCallback(IAnimationEndCallBack* callback=0) = 0;
|
||||
//! Sets a new mesh
|
||||
virtual void setMesh(IAnimatedMesh *mesh) = 0;
|
||||
|
||||
//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
|
||||
/** In this way it is possible to change the materials a mesh
|
||||
causing all mesh scene nodes referencing this mesh to change
|
||||
too. */
|
||||
virtual void setReadOnlyMaterials(bool readonly) = 0;
|
||||
//! Returns the current mesh
|
||||
virtual IAnimatedMesh *getMesh(void) = 0;
|
||||
|
||||
//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
|
||||
virtual bool isReadOnlyMaterials() const = 0;
|
||||
//! Set how the joints should be updated on render
|
||||
virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode) = 0;
|
||||
|
||||
//! Sets a new mesh
|
||||
virtual void setMesh(IAnimatedMesh* mesh) = 0;
|
||||
//! Sets the transition time in seconds
|
||||
/** Note: This needs to enable joints, and setJointmode set to
|
||||
EJUOR_CONTROL. You must call animateJoints(), or the mesh will
|
||||
not animate. */
|
||||
virtual void setTransitionTime(f32 Time) = 0;
|
||||
|
||||
//! Returns the current mesh
|
||||
virtual IAnimatedMesh* getMesh(void) = 0;
|
||||
//! animates the joints in the mesh based on the current frame.
|
||||
/** Also takes in to account transitions. */
|
||||
virtual void animateJoints(bool CalculateAbsolutePositions = true) = 0;
|
||||
|
||||
//! Set how the joints should be updated on render
|
||||
virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode)=0;
|
||||
//! render mesh ignoring its transformation.
|
||||
/** Culling is unaffected. */
|
||||
virtual void setRenderFromIdentity(bool On) = 0;
|
||||
|
||||
//! Sets the transition time in seconds
|
||||
/** Note: This needs to enable joints, and setJointmode set to
|
||||
EJUOR_CONTROL. You must call animateJoints(), or the mesh will
|
||||
not animate. */
|
||||
virtual void setTransitionTime(f32 Time) =0;
|
||||
|
||||
//! animates the joints in the mesh based on the current frame.
|
||||
/** Also takes in to account transitions. */
|
||||
virtual void animateJoints(bool CalculateAbsolutePositions=true) = 0;
|
||||
|
||||
//! render mesh ignoring its transformation.
|
||||
/** Culling is unaffected. */
|
||||
virtual void setRenderFromIdentity( bool On )=0;
|
||||
|
||||
//! Creates a clone of this scene node and its children.
|
||||
/** \param newParent An optional new parent.
|
||||
\param newManager An optional new scene manager.
|
||||
\return The newly created clone of this node. */
|
||||
virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) = 0;
|
||||
|
||||
};
|
||||
//! Creates a clone of this scene node and its children.
|
||||
/** \param newParent An optional new parent.
|
||||
\param newManager An optional new scene manager.
|
||||
\return The newly created clone of this node. */
|
||||
virtual ISceneNode *clone(ISceneNode *newParent = 0, ISceneManager *newManager = 0) = 0;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
|
|
@ -14,7 +14,7 @@ namespace irr
|
|||
{
|
||||
namespace video
|
||||
{
|
||||
class ITexture;
|
||||
class ITexture;
|
||||
} // end namespace video
|
||||
namespace io
|
||||
{
|
||||
|
@ -23,32 +23,30 @@ namespace io
|
|||
class IAttributes : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Returns amount of attributes in this collection of attributes.
|
||||
virtual u32 getAttributeCount() const = 0;
|
||||
|
||||
//! Returns attribute name by index.
|
||||
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
|
||||
virtual const c8* getAttributeName(s32 index) const = 0;
|
||||
virtual const c8 *getAttributeName(s32 index) const = 0;
|
||||
|
||||
//! Returns the type of an attribute
|
||||
//! \param attributeName: Name for the attribute
|
||||
virtual E_ATTRIBUTE_TYPE getAttributeType(const c8* attributeName) const = 0;
|
||||
virtual E_ATTRIBUTE_TYPE getAttributeType(const c8 *attributeName) const = 0;
|
||||
|
||||
//! Returns attribute type by index.
|
||||
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
|
||||
virtual E_ATTRIBUTE_TYPE getAttributeType(s32 index) const = 0;
|
||||
|
||||
//! Returns if an attribute with a name exists
|
||||
virtual bool existsAttribute(const c8* attributeName) const = 0;
|
||||
virtual bool existsAttribute(const c8 *attributeName) const = 0;
|
||||
|
||||
//! Returns attribute index from name, -1 if not found
|
||||
virtual s32 findAttribute(const c8* attributeName) const = 0;
|
||||
virtual s32 findAttribute(const c8 *attributeName) const = 0;
|
||||
|
||||
//! Removes all attributes
|
||||
virtual void clear() = 0;
|
||||
|
||||
|
||||
/*
|
||||
|
||||
Integer Attribute
|
||||
|
@ -56,16 +54,16 @@ public:
|
|||
*/
|
||||
|
||||
//! Adds an attribute as integer
|
||||
virtual void addInt(const c8* attributeName, s32 value) = 0;
|
||||
virtual void addInt(const c8 *attributeName, s32 value) = 0;
|
||||
|
||||
//! Sets an attribute as integer value
|
||||
virtual void setAttribute(const c8* attributeName, s32 value) = 0;
|
||||
virtual void setAttribute(const c8 *attributeName, s32 value) = 0;
|
||||
|
||||
//! Gets an attribute as integer value
|
||||
//! \param attributeName: Name of the attribute to get.
|
||||
//! \param defaultNotFound Value returned when attributeName was not found
|
||||
//! \return Returns value of the attribute previously set by setAttribute()
|
||||
virtual s32 getAttributeAsInt(const c8* attributeName, irr::s32 defaultNotFound=0) const = 0;
|
||||
virtual s32 getAttributeAsInt(const c8 *attributeName, irr::s32 defaultNotFound = 0) const = 0;
|
||||
|
||||
//! Gets an attribute as integer value
|
||||
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
|
||||
|
@ -81,16 +79,16 @@ public:
|
|||
*/
|
||||
|
||||
//! Adds an attribute as float
|
||||
virtual void addFloat(const c8* attributeName, f32 value) = 0;
|
||||
virtual void addFloat(const c8 *attributeName, f32 value) = 0;
|
||||
|
||||
//! Sets a attribute as float value
|
||||
virtual void setAttribute(const c8* attributeName, f32 value) = 0;
|
||||
virtual void setAttribute(const c8 *attributeName, f32 value) = 0;
|
||||
|
||||
//! Gets an attribute as float value
|
||||
//! \param attributeName: Name of the attribute to get.
|
||||
//! \param defaultNotFound Value returned when attributeName was not found
|
||||
//! \return Returns value of the attribute previously set by setAttribute()
|
||||
virtual f32 getAttributeAsFloat(const c8* attributeName, irr::f32 defaultNotFound=0.f) const = 0;
|
||||
virtual f32 getAttributeAsFloat(const c8 *attributeName, irr::f32 defaultNotFound = 0.f) const = 0;
|
||||
|
||||
//! Gets an attribute as float value
|
||||
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
|
||||
|
@ -99,22 +97,21 @@ public:
|
|||
//! Sets an attribute as float value
|
||||
virtual void setAttribute(s32 index, f32 value) = 0;
|
||||
|
||||
|
||||
/*
|
||||
Bool Attribute
|
||||
*/
|
||||
|
||||
//! Adds an attribute as bool
|
||||
virtual void addBool(const c8* attributeName, bool value) = 0;
|
||||
virtual void addBool(const c8 *attributeName, bool value) = 0;
|
||||
|
||||
//! Sets an attribute as boolean value
|
||||
virtual void setAttribute(const c8* attributeName, bool value) = 0;
|
||||
virtual void setAttribute(const c8 *attributeName, bool value) = 0;
|
||||
|
||||
//! Gets an attribute as boolean value
|
||||
//! \param attributeName: Name of the attribute to get.
|
||||
//! \param defaultNotFound Value returned when attributeName was not found
|
||||
//! \return Returns value of the attribute previously set by setAttribute()
|
||||
virtual bool getAttributeAsBool(const c8* attributeName, bool defaultNotFound=false) const = 0;
|
||||
virtual bool getAttributeAsBool(const c8 *attributeName, bool defaultNotFound = false) const = 0;
|
||||
|
||||
//! Gets an attribute as boolean value
|
||||
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
|
||||
|
@ -122,7 +119,6 @@ public:
|
|||
|
||||
//! Sets an attribute as boolean value
|
||||
virtual void setAttribute(s32 index, bool value) = 0;
|
||||
|
||||
};
|
||||
|
||||
} // end namespace io
|
||||
|
|
|
@ -10,8 +10,8 @@ namespace irr
|
|||
{
|
||||
namespace scene
|
||||
{
|
||||
class ICameraSceneNode;
|
||||
class IMeshBuffer;
|
||||
class ICameraSceneNode;
|
||||
class IMeshBuffer;
|
||||
|
||||
//! A billboard scene node.
|
||||
/** A billboard is like a 3d sprite: A 2d element,
|
||||
|
@ -21,14 +21,13 @@ lensflares, particles and things like that.
|
|||
class IBillboardSceneNode : public ISceneNode
|
||||
{
|
||||
public:
|
||||
|
||||
//! Constructor
|
||||
IBillboardSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
|
||||
const core::vector3df& position = core::vector3df(0,0,0))
|
||||
: ISceneNode(parent, mgr, id, position) {}
|
||||
IBillboardSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id,
|
||||
const core::vector3df &position = core::vector3df(0, 0, 0)) :
|
||||
ISceneNode(parent, mgr, id, position) {}
|
||||
|
||||
//! Sets the size of the billboard, making it rectangular.
|
||||
virtual void setSize(const core::dimension2d<f32>& size) = 0;
|
||||
virtual void setSize(const core::dimension2d<f32> &size) = 0;
|
||||
|
||||
//! Sets the size of the billboard with independent widths of the bottom and top edges.
|
||||
/** \param[in] height The height of the billboard.
|
||||
|
@ -42,38 +41,38 @@ public:
|
|||
Use getWidths() to retrieve the bottom and top edges independently.
|
||||
\return Size of the billboard.
|
||||
*/
|
||||
virtual const core::dimension2d<f32>& getSize() const = 0;
|
||||
virtual const core::dimension2d<f32> &getSize() const = 0;
|
||||
|
||||
//! Gets the size of the the billboard and handles independent top and bottom edge widths correctly.
|
||||
/** \param[out] height The height of the billboard.
|
||||
\param[out] bottomEdgeWidth The width of the bottom edge of the billboard.
|
||||
\param[out] topEdgeWidth The width of the top edge of the billboard.
|
||||
*/
|
||||
virtual void getSize(f32& height, f32& bottomEdgeWidth, f32& topEdgeWidth) const =0;
|
||||
virtual void getSize(f32 &height, f32 &bottomEdgeWidth, f32 &topEdgeWidth) const = 0;
|
||||
|
||||
//! Set the color of all vertices of the billboard
|
||||
/** \param[in] overallColor Color to set */
|
||||
virtual void setColor(const video::SColor& overallColor) = 0;
|
||||
virtual void setColor(const video::SColor &overallColor) = 0;
|
||||
|
||||
//! Set the color of the top and bottom vertices of the billboard
|
||||
/** \param[in] topColor Color to set the top vertices
|
||||
\param[in] bottomColor Color to set the bottom vertices */
|
||||
virtual void setColor(const video::SColor& topColor,
|
||||
const video::SColor& bottomColor) = 0;
|
||||
virtual void setColor(const video::SColor &topColor,
|
||||
const video::SColor &bottomColor) = 0;
|
||||
|
||||
//! Gets the color of the top and bottom vertices of the billboard
|
||||
/** \param[out] topColor Stores the color of the top vertices
|
||||
\param[out] bottomColor Stores the color of the bottom vertices */
|
||||
virtual void getColor(video::SColor& topColor,
|
||||
video::SColor& bottomColor) const = 0;
|
||||
virtual void getColor(video::SColor &topColor,
|
||||
video::SColor &bottomColor) const = 0;
|
||||
|
||||
//! Get the real boundingbox used by the billboard, which can depend on the active camera.
|
||||
/** The boundingbox returned will use absolute coordinates.
|
||||
The billboard orients itself toward the camera and some only update in render().
|
||||
So we don't know the real boundingboxes before that. Which would be too late for culling.
|
||||
That is why the usual getBoundingBox will return a "safe" boundingbox which is guaranteed
|
||||
to contain the billboard. While this function can return the real one. */
|
||||
virtual const core::aabbox3d<f32>& getTransformedBillboardBoundingBox(const irr::scene::ICameraSceneNode* camera) = 0;
|
||||
So we don't know the real boundingboxes before that. Which would be too late for culling.
|
||||
That is why the usual getBoundingBox will return a "safe" boundingbox which is guaranteed
|
||||
to contain the billboard. While this function can return the real one. */
|
||||
virtual const core::aabbox3d<f32> &getTransformedBillboardBoundingBox(const irr::scene::ICameraSceneNode *camera) = 0;
|
||||
|
||||
//! Get the amount of mesh buffers.
|
||||
/** \return Amount of mesh buffers (IMeshBuffer) in this mesh. */
|
||||
|
@ -84,7 +83,7 @@ public:
|
|||
So this is mainly useful to access/modify the uv-coordinates.
|
||||
\param nr: Zero based index of the mesh buffer.
|
||||
\return Pointer to the mesh buffer or 0 if there is no such mesh buffer. */
|
||||
virtual IMeshBuffer* getMeshBuffer(u32 nr) const = 0;
|
||||
virtual IMeshBuffer *getMeshBuffer(u32 nr) const = 0;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
|
|
|
@ -11,90 +11,87 @@ namespace irr
|
|||
namespace scene
|
||||
{
|
||||
|
||||
//! Enumeration for different bone animation modes
|
||||
enum E_BONE_ANIMATION_MODE
|
||||
{
|
||||
//! The bone is usually animated, unless it's parent is not animated
|
||||
EBAM_AUTOMATIC=0,
|
||||
//! Enumeration for different bone animation modes
|
||||
enum E_BONE_ANIMATION_MODE
|
||||
{
|
||||
//! The bone is usually animated, unless it's parent is not animated
|
||||
EBAM_AUTOMATIC = 0,
|
||||
|
||||
//! The bone is animated by the skin, if it's parent is not animated then animation will resume from this bone onward
|
||||
EBAM_ANIMATED,
|
||||
//! The bone is animated by the skin, if it's parent is not animated then animation will resume from this bone onward
|
||||
EBAM_ANIMATED,
|
||||
|
||||
//! The bone is not animated by the skin
|
||||
EBAM_UNANIMATED,
|
||||
//! The bone is not animated by the skin
|
||||
EBAM_UNANIMATED,
|
||||
|
||||
//! Not an animation mode, just here to count the available modes
|
||||
EBAM_COUNT
|
||||
//! Not an animation mode, just here to count the available modes
|
||||
EBAM_COUNT
|
||||
|
||||
};
|
||||
};
|
||||
|
||||
enum E_BONE_SKINNING_SPACE
|
||||
{
|
||||
//! local skinning, standard
|
||||
EBSS_LOCAL=0,
|
||||
enum E_BONE_SKINNING_SPACE
|
||||
{
|
||||
//! local skinning, standard
|
||||
EBSS_LOCAL = 0,
|
||||
|
||||
//! global skinning
|
||||
EBSS_GLOBAL,
|
||||
//! global skinning
|
||||
EBSS_GLOBAL,
|
||||
|
||||
EBSS_COUNT
|
||||
};
|
||||
EBSS_COUNT
|
||||
};
|
||||
|
||||
//! Names for bone animation modes
|
||||
const c8* const BoneAnimationModeNames[] =
|
||||
{
|
||||
"automatic",
|
||||
"animated",
|
||||
"unanimated",
|
||||
0,
|
||||
};
|
||||
//! Names for bone animation modes
|
||||
const c8 *const BoneAnimationModeNames[] =
|
||||
{
|
||||
"automatic",
|
||||
"animated",
|
||||
"unanimated",
|
||||
0,
|
||||
};
|
||||
|
||||
//! Interface for bones used for skeletal animation.
|
||||
/** Used with ISkinnedMesh and IAnimatedMeshSceneNode. */
|
||||
class IBoneSceneNode : public ISceneNode
|
||||
{
|
||||
public:
|
||||
IBoneSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id = -1) :
|
||||
ISceneNode(parent, mgr, id), positionHint(-1), scaleHint(-1), rotationHint(-1) {}
|
||||
|
||||
//! Interface for bones used for skeletal animation.
|
||||
/** Used with ISkinnedMesh and IAnimatedMeshSceneNode. */
|
||||
class IBoneSceneNode : public ISceneNode
|
||||
{
|
||||
public:
|
||||
//! Get the index of the bone
|
||||
virtual u32 getBoneIndex() const = 0;
|
||||
|
||||
IBoneSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id=-1) :
|
||||
ISceneNode(parent, mgr, id),positionHint(-1),scaleHint(-1),rotationHint(-1) { }
|
||||
//! Sets the animation mode of the bone.
|
||||
/** \return True if successful. (Unused) */
|
||||
virtual bool setAnimationMode(E_BONE_ANIMATION_MODE mode) = 0;
|
||||
|
||||
//! Get the index of the bone
|
||||
virtual u32 getBoneIndex() const = 0;
|
||||
//! Gets the current animation mode of the bone
|
||||
virtual E_BONE_ANIMATION_MODE getAnimationMode() const = 0;
|
||||
|
||||
//! Sets the animation mode of the bone.
|
||||
/** \return True if successful. (Unused) */
|
||||
virtual bool setAnimationMode(E_BONE_ANIMATION_MODE mode) = 0;
|
||||
//! Get the axis aligned bounding box of this node
|
||||
const core::aabbox3d<f32> &getBoundingBox() const override = 0;
|
||||
|
||||
//! Gets the current animation mode of the bone
|
||||
virtual E_BONE_ANIMATION_MODE getAnimationMode() const = 0;
|
||||
//! Returns the relative transformation of the scene node.
|
||||
// virtual core::matrix4 getRelativeTransformation() const = 0;
|
||||
|
||||
//! Get the axis aligned bounding box of this node
|
||||
const core::aabbox3d<f32>& getBoundingBox() const override = 0;
|
||||
//! The animation method.
|
||||
void OnAnimate(u32 timeMs) override = 0;
|
||||
|
||||
//! Returns the relative transformation of the scene node.
|
||||
//virtual core::matrix4 getRelativeTransformation() const = 0;
|
||||
//! The render method.
|
||||
/** Does nothing as bones are not visible. */
|
||||
void render() override {}
|
||||
|
||||
//! The animation method.
|
||||
void OnAnimate(u32 timeMs) override =0;
|
||||
//! How the relative transformation of the bone is used
|
||||
virtual void setSkinningSpace(E_BONE_SKINNING_SPACE space) = 0;
|
||||
|
||||
//! The render method.
|
||||
/** Does nothing as bones are not visible. */
|
||||
void render() override { }
|
||||
//! How the relative transformation of the bone is used
|
||||
virtual E_BONE_SKINNING_SPACE getSkinningSpace() const = 0;
|
||||
|
||||
//! How the relative transformation of the bone is used
|
||||
virtual void setSkinningSpace( E_BONE_SKINNING_SPACE space ) =0;
|
||||
|
||||
//! How the relative transformation of the bone is used
|
||||
virtual E_BONE_SKINNING_SPACE getSkinningSpace() const =0;
|
||||
|
||||
//! Updates the absolute position based on the relative and the parents position
|
||||
virtual void updateAbsolutePositionOfAllChildren()=0;
|
||||
|
||||
s32 positionHint;
|
||||
s32 scaleHint;
|
||||
s32 rotationHint;
|
||||
};
|
||||
//! Updates the absolute position based on the relative and the parents position
|
||||
virtual void updateAbsolutePositionOfAllChildren() = 0;
|
||||
|
||||
s32 positionHint;
|
||||
s32 scaleHint;
|
||||
s32 rotationHint;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
|
|
@ -11,175 +11,174 @@ namespace irr
|
|||
{
|
||||
namespace scene
|
||||
{
|
||||
struct SViewFrustum;
|
||||
struct SViewFrustum;
|
||||
|
||||
//! Scene Node which is a (controllable) camera.
|
||||
/** The whole scene will be rendered from the cameras point of view.
|
||||
Because the ICameraSceneNode is a SceneNode, it can be attached to any
|
||||
other scene node, and will follow its parents movement, rotation and so
|
||||
on.
|
||||
//! Scene Node which is a (controllable) camera.
|
||||
/** The whole scene will be rendered from the cameras point of view.
|
||||
Because the ICameraSceneNode is a SceneNode, it can be attached to any
|
||||
other scene node, and will follow its parents movement, rotation and so
|
||||
on.
|
||||
*/
|
||||
class ICameraSceneNode : public ISceneNode, public IEventReceiver
|
||||
{
|
||||
public:
|
||||
//! Constructor
|
||||
ICameraSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id,
|
||||
const core::vector3df &position = core::vector3df(0, 0, 0),
|
||||
const core::vector3df &rotation = core::vector3df(0, 0, 0),
|
||||
const core::vector3df &scale = core::vector3df(1.0f, 1.0f, 1.0f)) :
|
||||
ISceneNode(parent, mgr, id, position, rotation, scale),
|
||||
IsOrthogonal(false) {}
|
||||
|
||||
//! Sets the projection matrix of the camera.
|
||||
/** The core::matrix4 class has some methods to build a
|
||||
projection matrix. e.g:
|
||||
core::matrix4::buildProjectionMatrixPerspectiveFovLH.
|
||||
Note that the matrix will only stay as set by this method until
|
||||
one of the following Methods are called: setNearValue,
|
||||
setFarValue, setAspectRatio, setFOV.
|
||||
NOTE: The frustum is not updated before render() is called
|
||||
unless you explicitly call updateMatrices()
|
||||
\param projection The new projection matrix of the camera.
|
||||
\param isOrthogonal Set this to true if the matrix is an
|
||||
orthogonal one (e.g. from matrix4::buildProjectionMatrixOrtho).
|
||||
*/
|
||||
class ICameraSceneNode : public ISceneNode, public IEventReceiver
|
||||
virtual void setProjectionMatrix(const core::matrix4 &projection, bool isOrthogonal = false) = 0;
|
||||
|
||||
//! Gets the current projection matrix of the camera.
|
||||
/** \return The current projection matrix of the camera. */
|
||||
virtual const core::matrix4 &getProjectionMatrix() const = 0;
|
||||
|
||||
//! Gets the current view matrix of the camera.
|
||||
/** \return The current view matrix of the camera. */
|
||||
virtual const core::matrix4 &getViewMatrix() const = 0;
|
||||
|
||||
//! Sets a custom view matrix affector.
|
||||
/** The matrix passed here, will be multiplied with the view
|
||||
matrix when it gets updated. This allows for custom camera
|
||||
setups like, for example, a reflection camera.
|
||||
\param affector The affector matrix. */
|
||||
virtual void setViewMatrixAffector(const core::matrix4 &affector) = 0;
|
||||
|
||||
//! Get the custom view matrix affector.
|
||||
/** \return The affector matrix. */
|
||||
virtual const core::matrix4 &getViewMatrixAffector() const = 0;
|
||||
|
||||
//! It is possible to send mouse and key events to the camera.
|
||||
/** Most cameras may ignore this input, but camera scene nodes
|
||||
which are created for example with
|
||||
ISceneManager::addCameraSceneNodeMaya or
|
||||
ISceneManager::addCameraSceneNodeFPS, may want to get
|
||||
this input for changing their position, look at target or
|
||||
whatever. */
|
||||
bool OnEvent(const SEvent &event) override = 0;
|
||||
|
||||
//! Sets the look at target of the camera
|
||||
/** If the camera's target and rotation are bound ( @see
|
||||
bindTargetAndRotation() ) then calling this will also change
|
||||
the camera's scene node rotation to match the target.
|
||||
Note that setTarget uses the current absolute position
|
||||
internally, so if you changed setPosition since last rendering you must
|
||||
call updateAbsolutePosition before using this function.
|
||||
\param pos Look at target of the camera, in world co-ordinates. */
|
||||
virtual void setTarget(const core::vector3df &pos) = 0;
|
||||
|
||||
//! Sets the rotation of the node.
|
||||
/** This only modifies the relative rotation of the node.
|
||||
If the camera's target and rotation are bound ( @see
|
||||
bindTargetAndRotation() ) then calling this will also change
|
||||
the camera's target to match the rotation.
|
||||
\param rotation New rotation of the node in degrees. */
|
||||
void setRotation(const core::vector3df &rotation) override = 0;
|
||||
|
||||
//! Gets the current look at target of the camera
|
||||
/** \return The current look at target of the camera, in world co-ordinates */
|
||||
virtual const core::vector3df &getTarget() const = 0;
|
||||
|
||||
//! Sets the up vector of the camera.
|
||||
/** \param pos: New upvector of the camera. */
|
||||
virtual void setUpVector(const core::vector3df &pos) = 0;
|
||||
|
||||
//! Gets the up vector of the camera.
|
||||
/** \return The up vector of the camera, in world space. */
|
||||
virtual const core::vector3df &getUpVector() const = 0;
|
||||
|
||||
//! Gets the value of the near plane of the camera.
|
||||
/** \return The value of the near plane of the camera. */
|
||||
virtual f32 getNearValue() const = 0;
|
||||
|
||||
//! Gets the value of the far plane of the camera.
|
||||
/** \return The value of the far plane of the camera. */
|
||||
virtual f32 getFarValue() const = 0;
|
||||
|
||||
//! Gets the aspect ratio of the camera.
|
||||
/** \return The aspect ratio of the camera. */
|
||||
virtual f32 getAspectRatio() const = 0;
|
||||
|
||||
//! Gets the field of view of the camera.
|
||||
/** \return The field of view of the camera in radians. */
|
||||
virtual f32 getFOV() const = 0;
|
||||
|
||||
//! Sets the value of the near clipping plane. (default: 1.0f)
|
||||
/** \param zn: New z near value. */
|
||||
virtual void setNearValue(f32 zn) = 0;
|
||||
|
||||
//! Sets the value of the far clipping plane (default: 2000.0f)
|
||||
/** \param zf: New z far value. */
|
||||
virtual void setFarValue(f32 zf) = 0;
|
||||
|
||||
//! Sets the aspect ratio (default: 4.0f / 3.0f)
|
||||
/** \param aspect: New aspect ratio. */
|
||||
virtual void setAspectRatio(f32 aspect) = 0;
|
||||
|
||||
//! Sets the field of view (Default: PI / 2.5f)
|
||||
/** \param fovy: New field of view in radians. */
|
||||
virtual void setFOV(f32 fovy) = 0;
|
||||
|
||||
//! Get the view frustum.
|
||||
/** \return The current view frustum. */
|
||||
virtual const SViewFrustum *getViewFrustum() const = 0;
|
||||
|
||||
//! Disables or enables the camera to get key or mouse inputs.
|
||||
/** If this is set to true, the camera will respond to key
|
||||
inputs otherwise not. */
|
||||
virtual void setInputReceiverEnabled(bool enabled) = 0;
|
||||
|
||||
//! Checks if the input receiver of the camera is currently enabled.
|
||||
virtual bool isInputReceiverEnabled() const = 0;
|
||||
|
||||
//! Checks if a camera is orthogonal.
|
||||
virtual bool isOrthogonal() const
|
||||
{
|
||||
public:
|
||||
return IsOrthogonal;
|
||||
}
|
||||
|
||||
//! Constructor
|
||||
ICameraSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
|
||||
const core::vector3df& position = core::vector3df(0,0,0),
|
||||
const core::vector3df& rotation = core::vector3df(0,0,0),
|
||||
const core::vector3df& scale = core::vector3df(1.0f,1.0f,1.0f))
|
||||
: ISceneNode(parent, mgr, id, position, rotation, scale), IsOrthogonal(false) {}
|
||||
//! Binds the camera scene node's rotation to its target position and vice versa, or unbinds them.
|
||||
/** When bound, calling setRotation() will update the camera's
|
||||
target position to be along its +Z axis, and likewise calling
|
||||
setTarget() will update its rotation so that its +Z axis will
|
||||
point at the target point. FPS camera use this binding by
|
||||
default; other cameras do not.
|
||||
\param bound True to bind the camera's scene node rotation
|
||||
and targeting, false to unbind them.
|
||||
@see getTargetAndRotationBinding() */
|
||||
virtual void bindTargetAndRotation(bool bound) = 0;
|
||||
|
||||
//! Sets the projection matrix of the camera.
|
||||
/** The core::matrix4 class has some methods to build a
|
||||
projection matrix. e.g:
|
||||
core::matrix4::buildProjectionMatrixPerspectiveFovLH.
|
||||
Note that the matrix will only stay as set by this method until
|
||||
one of the following Methods are called: setNearValue,
|
||||
setFarValue, setAspectRatio, setFOV.
|
||||
NOTE: The frustum is not updated before render() is called
|
||||
unless you explicitly call updateMatrices()
|
||||
\param projection The new projection matrix of the camera.
|
||||
\param isOrthogonal Set this to true if the matrix is an
|
||||
orthogonal one (e.g. from matrix4::buildProjectionMatrixOrtho).
|
||||
*/
|
||||
virtual void setProjectionMatrix(const core::matrix4& projection, bool isOrthogonal=false) =0;
|
||||
//! Updates the matrices without uploading them to the driver
|
||||
virtual void updateMatrices() = 0;
|
||||
|
||||
//! Gets the current projection matrix of the camera.
|
||||
/** \return The current projection matrix of the camera. */
|
||||
virtual const core::matrix4& getProjectionMatrix() const =0;
|
||||
//! Queries if the camera scene node's rotation and its target position are bound together.
|
||||
/** @see bindTargetAndRotation() */
|
||||
virtual bool getTargetAndRotationBinding(void) const = 0;
|
||||
|
||||
//! Gets the current view matrix of the camera.
|
||||
/** \return The current view matrix of the camera. */
|
||||
virtual const core::matrix4& getViewMatrix() const =0;
|
||||
protected:
|
||||
void cloneMembers(const ICameraSceneNode *toCopyFrom)
|
||||
{
|
||||
IsOrthogonal = toCopyFrom->IsOrthogonal;
|
||||
}
|
||||
|
||||
//! Sets a custom view matrix affector.
|
||||
/** The matrix passed here, will be multiplied with the view
|
||||
matrix when it gets updated. This allows for custom camera
|
||||
setups like, for example, a reflection camera.
|
||||
\param affector The affector matrix. */
|
||||
virtual void setViewMatrixAffector(const core::matrix4& affector) =0;
|
||||
|
||||
//! Get the custom view matrix affector.
|
||||
/** \return The affector matrix. */
|
||||
virtual const core::matrix4& getViewMatrixAffector() const =0;
|
||||
|
||||
//! It is possible to send mouse and key events to the camera.
|
||||
/** Most cameras may ignore this input, but camera scene nodes
|
||||
which are created for example with
|
||||
ISceneManager::addCameraSceneNodeMaya or
|
||||
ISceneManager::addCameraSceneNodeFPS, may want to get
|
||||
this input for changing their position, look at target or
|
||||
whatever. */
|
||||
bool OnEvent(const SEvent& event) override =0;
|
||||
|
||||
//! Sets the look at target of the camera
|
||||
/** If the camera's target and rotation are bound ( @see
|
||||
bindTargetAndRotation() ) then calling this will also change
|
||||
the camera's scene node rotation to match the target.
|
||||
Note that setTarget uses the current absolute position
|
||||
internally, so if you changed setPosition since last rendering you must
|
||||
call updateAbsolutePosition before using this function.
|
||||
\param pos Look at target of the camera, in world co-ordinates. */
|
||||
virtual void setTarget(const core::vector3df& pos) =0;
|
||||
|
||||
//! Sets the rotation of the node.
|
||||
/** This only modifies the relative rotation of the node.
|
||||
If the camera's target and rotation are bound ( @see
|
||||
bindTargetAndRotation() ) then calling this will also change
|
||||
the camera's target to match the rotation.
|
||||
\param rotation New rotation of the node in degrees. */
|
||||
void setRotation(const core::vector3df& rotation) override =0;
|
||||
|
||||
//! Gets the current look at target of the camera
|
||||
/** \return The current look at target of the camera, in world co-ordinates */
|
||||
virtual const core::vector3df& getTarget() const =0;
|
||||
|
||||
//! Sets the up vector of the camera.
|
||||
/** \param pos: New upvector of the camera. */
|
||||
virtual void setUpVector(const core::vector3df& pos) =0;
|
||||
|
||||
//! Gets the up vector of the camera.
|
||||
/** \return The up vector of the camera, in world space. */
|
||||
virtual const core::vector3df& getUpVector() const =0;
|
||||
|
||||
//! Gets the value of the near plane of the camera.
|
||||
/** \return The value of the near plane of the camera. */
|
||||
virtual f32 getNearValue() const =0;
|
||||
|
||||
//! Gets the value of the far plane of the camera.
|
||||
/** \return The value of the far plane of the camera. */
|
||||
virtual f32 getFarValue() const =0;
|
||||
|
||||
//! Gets the aspect ratio of the camera.
|
||||
/** \return The aspect ratio of the camera. */
|
||||
virtual f32 getAspectRatio() const =0;
|
||||
|
||||
//! Gets the field of view of the camera.
|
||||
/** \return The field of view of the camera in radians. */
|
||||
virtual f32 getFOV() const =0;
|
||||
|
||||
//! Sets the value of the near clipping plane. (default: 1.0f)
|
||||
/** \param zn: New z near value. */
|
||||
virtual void setNearValue(f32 zn) =0;
|
||||
|
||||
//! Sets the value of the far clipping plane (default: 2000.0f)
|
||||
/** \param zf: New z far value. */
|
||||
virtual void setFarValue(f32 zf) =0;
|
||||
|
||||
//! Sets the aspect ratio (default: 4.0f / 3.0f)
|
||||
/** \param aspect: New aspect ratio. */
|
||||
virtual void setAspectRatio(f32 aspect) =0;
|
||||
|
||||
//! Sets the field of view (Default: PI / 2.5f)
|
||||
/** \param fovy: New field of view in radians. */
|
||||
virtual void setFOV(f32 fovy) =0;
|
||||
|
||||
//! Get the view frustum.
|
||||
/** \return The current view frustum. */
|
||||
virtual const SViewFrustum* getViewFrustum() const =0;
|
||||
|
||||
//! Disables or enables the camera to get key or mouse inputs.
|
||||
/** If this is set to true, the camera will respond to key
|
||||
inputs otherwise not. */
|
||||
virtual void setInputReceiverEnabled(bool enabled) =0;
|
||||
|
||||
//! Checks if the input receiver of the camera is currently enabled.
|
||||
virtual bool isInputReceiverEnabled() const =0;
|
||||
|
||||
//! Checks if a camera is orthogonal.
|
||||
virtual bool isOrthogonal() const
|
||||
{
|
||||
return IsOrthogonal;
|
||||
}
|
||||
|
||||
//! Binds the camera scene node's rotation to its target position and vice versa, or unbinds them.
|
||||
/** When bound, calling setRotation() will update the camera's
|
||||
target position to be along its +Z axis, and likewise calling
|
||||
setTarget() will update its rotation so that its +Z axis will
|
||||
point at the target point. FPS camera use this binding by
|
||||
default; other cameras do not.
|
||||
\param bound True to bind the camera's scene node rotation
|
||||
and targeting, false to unbind them.
|
||||
@see getTargetAndRotationBinding() */
|
||||
virtual void bindTargetAndRotation(bool bound) =0;
|
||||
|
||||
//! Updates the matrices without uploading them to the driver
|
||||
virtual void updateMatrices() = 0;
|
||||
|
||||
//! Queries if the camera scene node's rotation and its target position are bound together.
|
||||
/** @see bindTargetAndRotation() */
|
||||
virtual bool getTargetAndRotationBinding(void) const =0;
|
||||
|
||||
protected:
|
||||
|
||||
void cloneMembers(const ICameraSceneNode* toCopyFrom)
|
||||
{
|
||||
IsOrthogonal = toCopyFrom->IsOrthogonal;
|
||||
}
|
||||
|
||||
bool IsOrthogonal;
|
||||
};
|
||||
bool IsOrthogonal;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
|
|
@ -12,50 +12,48 @@ namespace irr
|
|||
{
|
||||
namespace video
|
||||
{
|
||||
// For system specific window contexts (used for OpenGL)
|
||||
class IContextManager : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Initialize manager with device creation parameters and device window (passed as exposed video data)
|
||||
virtual bool initialize(const SIrrlichtCreationParameters& params, const SExposedVideoData& data) =0;
|
||||
// For system specific window contexts (used for OpenGL)
|
||||
class IContextManager : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Initialize manager with device creation parameters and device window (passed as exposed video data)
|
||||
virtual bool initialize(const SIrrlichtCreationParameters ¶ms, const SExposedVideoData &data) = 0;
|
||||
|
||||
//! Terminate manager, any cleanup that is left over. Manager needs a new initialize to be usable again
|
||||
virtual void terminate() =0;
|
||||
//! Terminate manager, any cleanup that is left over. Manager needs a new initialize to be usable again
|
||||
virtual void terminate() = 0;
|
||||
|
||||
//! Create surface based on current window set
|
||||
virtual bool generateSurface() =0;
|
||||
//! Create surface based on current window set
|
||||
virtual bool generateSurface() = 0;
|
||||
|
||||
//! Destroy current surface
|
||||
virtual void destroySurface() =0;
|
||||
//! Destroy current surface
|
||||
virtual void destroySurface() = 0;
|
||||
|
||||
//! Create context based on current surface
|
||||
virtual bool generateContext() =0;
|
||||
//! Create context based on current surface
|
||||
virtual bool generateContext() = 0;
|
||||
|
||||
//! Destroy current context
|
||||
virtual void destroyContext() =0;
|
||||
//! Destroy current context
|
||||
virtual void destroyContext() = 0;
|
||||
|
||||
//! Get current context
|
||||
virtual const SExposedVideoData& getContext() const =0;
|
||||
//! Get current context
|
||||
virtual const SExposedVideoData &getContext() const = 0;
|
||||
|
||||
//! Change render context, disable old and activate new defined by videoData
|
||||
//\param restorePrimaryOnZero When true: restore original driver context when videoData is set to 0 values.
|
||||
// When false: resets the context when videoData is set to 0 values.
|
||||
/** This is mostly used internally by IVideoDriver::beginScene().
|
||||
But if you want to switch threads which access your OpenGL driver you will have to
|
||||
call this function as follows:
|
||||
Old thread gives up context with: activateContext(irr::video::SExposedVideoData());
|
||||
New thread takes over context with: activateContext(videoDriver->getExposedVideoData());
|
||||
Note that only 1 thread at a time may access an OpenGL context. */
|
||||
virtual bool activateContext(const SExposedVideoData& videoData, bool restorePrimaryOnZero=false) =0;
|
||||
//! Change render context, disable old and activate new defined by videoData
|
||||
//\param restorePrimaryOnZero When true: restore original driver context when videoData is set to 0 values.
|
||||
// When false: resets the context when videoData is set to 0 values.
|
||||
/** This is mostly used internally by IVideoDriver::beginScene().
|
||||
But if you want to switch threads which access your OpenGL driver you will have to
|
||||
call this function as follows:
|
||||
Old thread gives up context with: activateContext(irr::video::SExposedVideoData());
|
||||
New thread takes over context with: activateContext(videoDriver->getExposedVideoData());
|
||||
Note that only 1 thread at a time may access an OpenGL context. */
|
||||
virtual bool activateContext(const SExposedVideoData &videoData, bool restorePrimaryOnZero = false) = 0;
|
||||
|
||||
//! Get the address of any OpenGL procedure (including core procedures).
|
||||
virtual void* getProcAddress(const std::string &procName) =0;
|
||||
//! Get the address of any OpenGL procedure (including core procedures).
|
||||
virtual void *getProcAddress(const std::string &procName) = 0;
|
||||
|
||||
//! Swap buffers.
|
||||
virtual bool swapBuffers() =0;
|
||||
};
|
||||
//! Swap buffers.
|
||||
virtual bool swapBuffers() = 0;
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
|
|
|
@ -13,186 +13,183 @@ namespace irr
|
|||
namespace gui
|
||||
{
|
||||
|
||||
class IGUISpriteBank;
|
||||
class IGUISpriteBank;
|
||||
|
||||
//! Default icons for cursors
|
||||
enum ECURSOR_ICON
|
||||
{
|
||||
// Following cursors might be system specific, or might use an Irrlicht icon-set. No guarantees so far.
|
||||
ECI_NORMAL, // arrow
|
||||
ECI_CROSS, // Crosshair
|
||||
ECI_HAND, // Hand
|
||||
ECI_HELP, // Arrow and question mark
|
||||
ECI_IBEAM, // typical text-selection cursor
|
||||
ECI_NO, // should not click icon
|
||||
ECI_WAIT, // hourglass
|
||||
ECI_SIZEALL, // arrow in all directions
|
||||
ECI_SIZENESW, // resizes in direction north-east or south-west
|
||||
ECI_SIZENWSE, // resizes in direction north-west or south-east
|
||||
ECI_SIZENS, // resizes in direction north or south
|
||||
ECI_SIZEWE, // resizes in direction west or east
|
||||
ECI_UP, // up-arrow
|
||||
//! Default icons for cursors
|
||||
enum ECURSOR_ICON
|
||||
{
|
||||
// Following cursors might be system specific, or might use an Irrlicht icon-set. No guarantees so far.
|
||||
ECI_NORMAL, // arrow
|
||||
ECI_CROSS, // Crosshair
|
||||
ECI_HAND, // Hand
|
||||
ECI_HELP, // Arrow and question mark
|
||||
ECI_IBEAM, // typical text-selection cursor
|
||||
ECI_NO, // should not click icon
|
||||
ECI_WAIT, // hourglass
|
||||
ECI_SIZEALL, // arrow in all directions
|
||||
ECI_SIZENESW, // resizes in direction north-east or south-west
|
||||
ECI_SIZENWSE, // resizes in direction north-west or south-east
|
||||
ECI_SIZENS, // resizes in direction north or south
|
||||
ECI_SIZEWE, // resizes in direction west or east
|
||||
ECI_UP, // up-arrow
|
||||
|
||||
// Implementer note: Should we add system specific cursors, which use guaranteed the system icons,
|
||||
// then I would recommend using a naming scheme like ECI_W32_CROSS, ECI_X11_CROSSHAIR and adding those
|
||||
// additionally.
|
||||
// Implementer note: Should we add system specific cursors, which use guaranteed the system icons,
|
||||
// then I would recommend using a naming scheme like ECI_W32_CROSS, ECI_X11_CROSSHAIR and adding those
|
||||
// additionally.
|
||||
|
||||
ECI_COUNT // maximal of defined cursors. Note that higher values can be created at runtime
|
||||
};
|
||||
ECI_COUNT // maximal of defined cursors. Note that higher values can be created at runtime
|
||||
};
|
||||
|
||||
//! Names for ECURSOR_ICON
|
||||
const c8* const GUICursorIconNames[ECI_COUNT+1] =
|
||||
{
|
||||
"normal",
|
||||
"cross",
|
||||
"hand",
|
||||
"help",
|
||||
"ibeam",
|
||||
"no",
|
||||
"wait",
|
||||
"sizeall",
|
||||
"sizenesw",
|
||||
"sizenwse",
|
||||
"sizens",
|
||||
"sizewe",
|
||||
"sizeup",
|
||||
0
|
||||
};
|
||||
|
||||
//! structure used to set sprites as cursors.
|
||||
struct SCursorSprite
|
||||
{
|
||||
SCursorSprite()
|
||||
: SpriteBank(0), SpriteId(-1)
|
||||
//! Names for ECURSOR_ICON
|
||||
const c8 *const GUICursorIconNames[ECI_COUNT + 1] =
|
||||
{
|
||||
}
|
||||
"normal",
|
||||
"cross",
|
||||
"hand",
|
||||
"help",
|
||||
"ibeam",
|
||||
"no",
|
||||
"wait",
|
||||
"sizeall",
|
||||
"sizenesw",
|
||||
"sizenwse",
|
||||
"sizens",
|
||||
"sizewe",
|
||||
"sizeup",
|
||||
0};
|
||||
|
||||
SCursorSprite( gui::IGUISpriteBank * spriteBank, s32 spriteId, const core::position2d<s32> &hotspot=(core::position2d<s32>(0,0)) )
|
||||
: SpriteBank(spriteBank), SpriteId(spriteId), HotSpot(hotspot)
|
||||
{
|
||||
}
|
||||
|
||||
IGUISpriteBank * SpriteBank;
|
||||
s32 SpriteId;
|
||||
core::position2d<s32> HotSpot;
|
||||
};
|
||||
|
||||
//! platform specific behavior flags for the cursor
|
||||
enum ECURSOR_PLATFORM_BEHAVIOR
|
||||
//! structure used to set sprites as cursors.
|
||||
struct SCursorSprite
|
||||
{
|
||||
SCursorSprite() :
|
||||
SpriteBank(0), SpriteId(-1)
|
||||
{
|
||||
//! default - no platform specific behavior
|
||||
ECPB_NONE = 0,
|
||||
}
|
||||
|
||||
//! On X11 try caching cursor updates as XQueryPointer calls can be expensive.
|
||||
/** Update cursor positions only when the irrlicht timer has been updated or the timer is stopped.
|
||||
This means you usually get one cursor update per device->run() which will be fine in most cases.
|
||||
See this forum-thread for a more detailed explanation:
|
||||
http://irrlicht.sourceforge.net/forum/viewtopic.php?f=7&t=45525
|
||||
*/
|
||||
ECPB_X11_CACHE_UPDATES = 1
|
||||
};
|
||||
|
||||
//! Interface to manipulate the mouse cursor.
|
||||
class ICursorControl : public virtual IReferenceCounted
|
||||
SCursorSprite(gui::IGUISpriteBank *spriteBank, s32 spriteId, const core::position2d<s32> &hotspot = (core::position2d<s32>(0, 0))) :
|
||||
SpriteBank(spriteBank), SpriteId(spriteId), HotSpot(hotspot)
|
||||
{
|
||||
public:
|
||||
}
|
||||
|
||||
//! Changes the visible state of the mouse cursor.
|
||||
/** \param visible: The new visible state. If true, the cursor will be visible,
|
||||
if false, it will be invisible. */
|
||||
virtual void setVisible(bool visible) = 0;
|
||||
IGUISpriteBank *SpriteBank;
|
||||
s32 SpriteId;
|
||||
core::position2d<s32> HotSpot;
|
||||
};
|
||||
|
||||
//! Returns if the cursor is currently visible.
|
||||
/** \return True if the cursor flag is set to visible, false if not. */
|
||||
virtual bool isVisible() const = 0;
|
||||
//! platform specific behavior flags for the cursor
|
||||
enum ECURSOR_PLATFORM_BEHAVIOR
|
||||
{
|
||||
//! default - no platform specific behavior
|
||||
ECPB_NONE = 0,
|
||||
|
||||
//! Sets the new position of the cursor.
|
||||
/** The position must be
|
||||
between (0.0f, 0.0f) and (1.0f, 1.0f), where (0.0f, 0.0f) is
|
||||
the top left corner and (1.0f, 1.0f) is the bottom right corner of the
|
||||
render window.
|
||||
\param pos New position of the cursor. */
|
||||
virtual void setPosition(const core::position2d<f32> &pos) = 0;
|
||||
//! On X11 try caching cursor updates as XQueryPointer calls can be expensive.
|
||||
/** Update cursor positions only when the irrlicht timer has been updated or the timer is stopped.
|
||||
This means you usually get one cursor update per device->run() which will be fine in most cases.
|
||||
See this forum-thread for a more detailed explanation:
|
||||
http://irrlicht.sourceforge.net/forum/viewtopic.php?f=7&t=45525
|
||||
*/
|
||||
ECPB_X11_CACHE_UPDATES = 1
|
||||
};
|
||||
|
||||
//! Sets the new position of the cursor.
|
||||
/** The position must be
|
||||
between (0.0f, 0.0f) and (1.0f, 1.0f), where (0.0f, 0.0f) is
|
||||
the top left corner and (1.0f, 1.0f) is the bottom right corner of the
|
||||
render window.
|
||||
\param x New x-coord of the cursor.
|
||||
\param y New x-coord of the cursor. */
|
||||
virtual void setPosition(f32 x, f32 y) = 0;
|
||||
//! Interface to manipulate the mouse cursor.
|
||||
class ICursorControl : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Changes the visible state of the mouse cursor.
|
||||
/** \param visible: The new visible state. If true, the cursor will be visible,
|
||||
if false, it will be invisible. */
|
||||
virtual void setVisible(bool visible) = 0;
|
||||
|
||||
//! Sets the new position of the cursor.
|
||||
/** \param pos: New position of the cursor. The coordinates are pixel units. */
|
||||
virtual void setPosition(const core::position2d<s32> &pos) = 0;
|
||||
//! Returns if the cursor is currently visible.
|
||||
/** \return True if the cursor flag is set to visible, false if not. */
|
||||
virtual bool isVisible() const = 0;
|
||||
|
||||
//! Sets the new position of the cursor.
|
||||
/** \param x New x-coord of the cursor. The coordinates are pixel units.
|
||||
\param y New y-coord of the cursor. The coordinates are pixel units. */
|
||||
virtual void setPosition(s32 x, s32 y) = 0;
|
||||
//! Sets the new position of the cursor.
|
||||
/** The position must be
|
||||
between (0.0f, 0.0f) and (1.0f, 1.0f), where (0.0f, 0.0f) is
|
||||
the top left corner and (1.0f, 1.0f) is the bottom right corner of the
|
||||
render window.
|
||||
\param pos New position of the cursor. */
|
||||
virtual void setPosition(const core::position2d<f32> &pos) = 0;
|
||||
|
||||
//! Returns the current position of the mouse cursor.
|
||||
/** \param updateCursor When true ask system/OS for current cursor position.
|
||||
When false return the last known (buffered) position ( this is useful to
|
||||
check what has become of a setPosition call with float numbers).
|
||||
\return Returns the current position of the cursor. The returned position
|
||||
is the position of the mouse cursor in pixel units. */
|
||||
virtual const core::position2d<s32>& getPosition(bool updateCursor=true) = 0;
|
||||
//! Sets the new position of the cursor.
|
||||
/** The position must be
|
||||
between (0.0f, 0.0f) and (1.0f, 1.0f), where (0.0f, 0.0f) is
|
||||
the top left corner and (1.0f, 1.0f) is the bottom right corner of the
|
||||
render window.
|
||||
\param x New x-coord of the cursor.
|
||||
\param y New x-coord of the cursor. */
|
||||
virtual void setPosition(f32 x, f32 y) = 0;
|
||||
|
||||
//! Returns the current position of the mouse cursor.
|
||||
/** \param updateCursor When true ask system/OS for current cursor position.
|
||||
When false return the last known (buffered) position (this is
|
||||
useful to check what has become of a setPosition call with float numbers
|
||||
and is often different from the values you passed in setPosition).
|
||||
\return Returns the current position of the cursor. The returned position
|
||||
is a value between (0.0f, 0.0f) and (1.0f, 1.0f), where (0.0f, 0.0f) is
|
||||
the top left corner and (1.0f, 1.0f) is the bottom right corner of the
|
||||
render window. */
|
||||
virtual core::position2d<f32> getRelativePosition(bool updateCursor=true) = 0;
|
||||
//! Sets the new position of the cursor.
|
||||
/** \param pos: New position of the cursor. The coordinates are pixel units. */
|
||||
virtual void setPosition(const core::position2d<s32> &pos) = 0;
|
||||
|
||||
//! Sets an absolute reference rect for setting and retrieving the cursor position.
|
||||
/** If this rect is set, the cursor position is not being calculated relative to
|
||||
the rendering window but to this rect. You can set the rect pointer to 0 to disable
|
||||
this feature again. This feature is useful when rendering into parts of foreign windows
|
||||
for example in an editor.
|
||||
\param rect: A pointer to an reference rectangle or 0 to disable the reference rectangle.*/
|
||||
virtual void setReferenceRect(core::rect<s32>* rect=0) = 0;
|
||||
//! Sets the new position of the cursor.
|
||||
/** \param x New x-coord of the cursor. The coordinates are pixel units.
|
||||
\param y New y-coord of the cursor. The coordinates are pixel units. */
|
||||
virtual void setPosition(s32 x, s32 y) = 0;
|
||||
|
||||
//! Internally fixes the mouse position, and reports relative mouse movement compared to the old position
|
||||
/** Specific to SDL */
|
||||
virtual void setRelativeMode(bool relative) {};
|
||||
//! Returns the current position of the mouse cursor.
|
||||
/** \param updateCursor When true ask system/OS for current cursor position.
|
||||
When false return the last known (buffered) position ( this is useful to
|
||||
check what has become of a setPosition call with float numbers).
|
||||
\return Returns the current position of the cursor. The returned position
|
||||
is the position of the mouse cursor in pixel units. */
|
||||
virtual const core::position2d<s32> &getPosition(bool updateCursor = true) = 0;
|
||||
|
||||
//! Sets the active cursor icon
|
||||
/** Setting cursor icons is so far only supported on Win32 and Linux */
|
||||
virtual void setActiveIcon(ECURSOR_ICON iconId) {}
|
||||
//! Returns the current position of the mouse cursor.
|
||||
/** \param updateCursor When true ask system/OS for current cursor position.
|
||||
When false return the last known (buffered) position (this is
|
||||
useful to check what has become of a setPosition call with float numbers
|
||||
and is often different from the values you passed in setPosition).
|
||||
\return Returns the current position of the cursor. The returned position
|
||||
is a value between (0.0f, 0.0f) and (1.0f, 1.0f), where (0.0f, 0.0f) is
|
||||
the top left corner and (1.0f, 1.0f) is the bottom right corner of the
|
||||
render window. */
|
||||
virtual core::position2d<f32> getRelativePosition(bool updateCursor = true) = 0;
|
||||
|
||||
//! Gets the currently active icon
|
||||
virtual ECURSOR_ICON getActiveIcon() const { return gui::ECI_NORMAL; }
|
||||
//! Sets an absolute reference rect for setting and retrieving the cursor position.
|
||||
/** If this rect is set, the cursor position is not being calculated relative to
|
||||
the rendering window but to this rect. You can set the rect pointer to 0 to disable
|
||||
this feature again. This feature is useful when rendering into parts of foreign windows
|
||||
for example in an editor.
|
||||
\param rect: A pointer to an reference rectangle or 0 to disable the reference rectangle.*/
|
||||
virtual void setReferenceRect(core::rect<s32> *rect = 0) = 0;
|
||||
|
||||
//! Add a custom sprite as cursor icon.
|
||||
/** \return Identification for the icon */
|
||||
virtual ECURSOR_ICON addIcon(const gui::SCursorSprite& icon) { return gui::ECI_NORMAL; }
|
||||
//! Internally fixes the mouse position, and reports relative mouse movement compared to the old position
|
||||
/** Specific to SDL */
|
||||
virtual void setRelativeMode(bool relative){};
|
||||
|
||||
//! replace a cursor icon.
|
||||
/** Changing cursor icons is so far only supported on Win32 and Linux
|
||||
Note that this only changes the icons within your application, system cursors outside your
|
||||
application will not be affected.
|
||||
*/
|
||||
virtual void changeIcon(ECURSOR_ICON iconId, const gui::SCursorSprite& sprite) {}
|
||||
//! Sets the active cursor icon
|
||||
/** Setting cursor icons is so far only supported on Win32 and Linux */
|
||||
virtual void setActiveIcon(ECURSOR_ICON iconId) {}
|
||||
|
||||
//! Return a system-specific size which is supported for cursors. Larger icons will fail, smaller icons might work.
|
||||
virtual core::dimension2di getSupportedIconSize() const { return core::dimension2di(0,0); }
|
||||
//! Gets the currently active icon
|
||||
virtual ECURSOR_ICON getActiveIcon() const { return gui::ECI_NORMAL; }
|
||||
|
||||
//! Set platform specific behavior flags.
|
||||
virtual void setPlatformBehavior(ECURSOR_PLATFORM_BEHAVIOR behavior) {}
|
||||
//! Add a custom sprite as cursor icon.
|
||||
/** \return Identification for the icon */
|
||||
virtual ECURSOR_ICON addIcon(const gui::SCursorSprite &icon) { return gui::ECI_NORMAL; }
|
||||
|
||||
//! Return platform specific behavior.
|
||||
/** \return Behavior set by setPlatformBehavior or ECPB_NONE for platforms not implementing specific behaviors.
|
||||
*/
|
||||
virtual ECURSOR_PLATFORM_BEHAVIOR getPlatformBehavior() const { return ECPB_NONE; }
|
||||
};
|
||||
//! replace a cursor icon.
|
||||
/** Changing cursor icons is so far only supported on Win32 and Linux
|
||||
Note that this only changes the icons within your application, system cursors outside your
|
||||
application will not be affected.
|
||||
*/
|
||||
virtual void changeIcon(ECURSOR_ICON iconId, const gui::SCursorSprite &sprite) {}
|
||||
|
||||
//! Return a system-specific size which is supported for cursors. Larger icons will fail, smaller icons might work.
|
||||
virtual core::dimension2di getSupportedIconSize() const { return core::dimension2di(0, 0); }
|
||||
|
||||
//! Set platform specific behavior flags.
|
||||
virtual void setPlatformBehavior(ECURSOR_PLATFORM_BEHAVIOR behavior) {}
|
||||
|
||||
//! Return platform specific behavior.
|
||||
/** \return Behavior set by setPlatformBehavior or ECPB_NONE for platforms not implementing specific behaviors.
|
||||
*/
|
||||
virtual ECURSOR_PLATFORM_BEHAVIOR getPlatformBehavior() const { return ECPB_NONE; }
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
|
|
@ -22,15 +22,14 @@ joint scene nodes when playing skeletal animations.
|
|||
class IDummyTransformationSceneNode : public ISceneNode
|
||||
{
|
||||
public:
|
||||
|
||||
//! Constructor
|
||||
IDummyTransformationSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id)
|
||||
: ISceneNode(parent, mgr, id) {}
|
||||
IDummyTransformationSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id) :
|
||||
ISceneNode(parent, mgr, id) {}
|
||||
|
||||
//! Returns a reference to the current relative transformation matrix.
|
||||
/** This is the matrix, this scene node uses instead of scale, translation
|
||||
and rotation. */
|
||||
virtual core::matrix4& getRelativeTransformationMatrix() = 0;
|
||||
virtual core::matrix4 &getRelativeTransformationMatrix() = 0;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
|
|
|
@ -10,304 +10,303 @@
|
|||
|
||||
namespace irr
|
||||
{
|
||||
//! Enumeration for all event types there are.
|
||||
enum EEVENT_TYPE
|
||||
{
|
||||
//! An event of the graphical user interface.
|
||||
/** GUI events are created by the GUI environment or the GUI elements in response
|
||||
to mouse or keyboard events. When a GUI element receives an event it will either
|
||||
process it and return true, or pass the event to its parent. If an event is not absorbed
|
||||
before it reaches the root element then it will then be passed to the user receiver. */
|
||||
EET_GUI_EVENT = 0,
|
||||
|
||||
//! A mouse input event.
|
||||
/** Mouse events are created by the device and passed to IrrlichtDevice::postEventFromUser
|
||||
in response to mouse input received from the operating system.
|
||||
Mouse events are first passed to the user receiver, then to the GUI environment and its elements,
|
||||
then finally the input receiving scene manager where it is passed to the active camera.
|
||||
*/
|
||||
EET_MOUSE_INPUT_EVENT,
|
||||
|
||||
//! A key input event.
|
||||
/** Like mouse events, keyboard events are created by the device and passed to
|
||||
IrrlichtDevice::postEventFromUser. They take the same path as mouse events. */
|
||||
EET_KEY_INPUT_EVENT,
|
||||
|
||||
//! A string input event.
|
||||
/** This event is created when multiple characters are sent at a time (e.g. using an IME). */
|
||||
EET_STRING_INPUT_EVENT,
|
||||
|
||||
//! A touch input event.
|
||||
EET_TOUCH_INPUT_EVENT,
|
||||
|
||||
//! A accelerometer event.
|
||||
EET_ACCELEROMETER_EVENT,
|
||||
|
||||
//! A gyroscope event.
|
||||
EET_GYROSCOPE_EVENT,
|
||||
|
||||
//! A device motion event.
|
||||
EET_DEVICE_MOTION_EVENT,
|
||||
|
||||
//! A joystick (joypad, gamepad) input event.
|
||||
/** Joystick events are created by polling all connected joysticks once per
|
||||
device run() and then passing the events to IrrlichtDevice::postEventFromUser.
|
||||
They take the same path as mouse events.
|
||||
Windows, SDL: Implemented.
|
||||
Linux: Implemented, with POV hat issues.
|
||||
MacOS / Other: Not yet implemented.
|
||||
*/
|
||||
EET_JOYSTICK_INPUT_EVENT,
|
||||
|
||||
//! A log event
|
||||
/** Log events are only passed to the user receiver if there is one. If they are absorbed by the
|
||||
user receiver then no text will be sent to the console. */
|
||||
EET_LOG_TEXT_EVENT,
|
||||
|
||||
//! A user event with user data.
|
||||
/** This is not used by Irrlicht and can be used to send user
|
||||
specific data though the system. The Irrlicht 'window handle'
|
||||
can be obtained from IrrlichtDevice::getExposedVideoData()
|
||||
The usage and behavior depends on the operating system:
|
||||
Windows: send a WM_USER message to the Irrlicht Window; the
|
||||
wParam and lParam will be used to populate the
|
||||
UserData1 and UserData2 members of the SUserEvent.
|
||||
Linux: send a ClientMessage via XSendEvent to the Irrlicht
|
||||
Window; the data.l[0] and data.l[1] members will be
|
||||
cast to s32 and used as UserData1 and UserData2.
|
||||
MacOS: Not yet implemented
|
||||
*/
|
||||
EET_USER_EVENT,
|
||||
|
||||
//! Pass on raw events from the OS
|
||||
EET_SYSTEM_EVENT,
|
||||
|
||||
//! Application state events like a resume, pause etc.
|
||||
EET_APPLICATION_EVENT,
|
||||
|
||||
//! This enum is never used, it only forces the compiler to
|
||||
//! compile these enumeration values to 32 bit.
|
||||
EGUIET_FORCE_32_BIT = 0x7fffffff
|
||||
|
||||
};
|
||||
|
||||
//! Enumeration for all mouse input events
|
||||
enum EMOUSE_INPUT_EVENT
|
||||
{
|
||||
//! Left mouse button was pressed down.
|
||||
EMIE_LMOUSE_PRESSED_DOWN = 0,
|
||||
|
||||
//! Right mouse button was pressed down.
|
||||
EMIE_RMOUSE_PRESSED_DOWN,
|
||||
|
||||
//! Middle mouse button was pressed down.
|
||||
EMIE_MMOUSE_PRESSED_DOWN,
|
||||
|
||||
//! Left mouse button was left up.
|
||||
EMIE_LMOUSE_LEFT_UP,
|
||||
|
||||
//! Right mouse button was left up.
|
||||
EMIE_RMOUSE_LEFT_UP,
|
||||
|
||||
//! Middle mouse button was left up.
|
||||
EMIE_MMOUSE_LEFT_UP,
|
||||
|
||||
//! The mouse cursor changed its position.
|
||||
EMIE_MOUSE_MOVED,
|
||||
|
||||
//! The mouse wheel was moved. Use Wheel value in event data to find out
|
||||
//! in what direction and how fast.
|
||||
EMIE_MOUSE_WHEEL,
|
||||
|
||||
//! Left mouse button double click.
|
||||
//! This event is generated after the second EMIE_LMOUSE_PRESSED_DOWN event.
|
||||
EMIE_LMOUSE_DOUBLE_CLICK,
|
||||
|
||||
//! Right mouse button double click.
|
||||
//! This event is generated after the second EMIE_RMOUSE_PRESSED_DOWN event.
|
||||
EMIE_RMOUSE_DOUBLE_CLICK,
|
||||
//! Enumeration for all event types there are.
|
||||
enum EEVENT_TYPE
|
||||
{
|
||||
//! An event of the graphical user interface.
|
||||
/** GUI events are created by the GUI environment or the GUI elements in response
|
||||
to mouse or keyboard events. When a GUI element receives an event it will either
|
||||
process it and return true, or pass the event to its parent. If an event is not absorbed
|
||||
before it reaches the root element then it will then be passed to the user receiver. */
|
||||
EET_GUI_EVENT = 0,
|
||||
|
||||
//! A mouse input event.
|
||||
/** Mouse events are created by the device and passed to IrrlichtDevice::postEventFromUser
|
||||
in response to mouse input received from the operating system.
|
||||
Mouse events are first passed to the user receiver, then to the GUI environment and its elements,
|
||||
then finally the input receiving scene manager where it is passed to the active camera.
|
||||
*/
|
||||
EET_MOUSE_INPUT_EVENT,
|
||||
|
||||
//! A key input event.
|
||||
/** Like mouse events, keyboard events are created by the device and passed to
|
||||
IrrlichtDevice::postEventFromUser. They take the same path as mouse events. */
|
||||
EET_KEY_INPUT_EVENT,
|
||||
|
||||
//! A string input event.
|
||||
/** This event is created when multiple characters are sent at a time (e.g. using an IME). */
|
||||
EET_STRING_INPUT_EVENT,
|
||||
|
||||
//! A touch input event.
|
||||
EET_TOUCH_INPUT_EVENT,
|
||||
|
||||
//! A accelerometer event.
|
||||
EET_ACCELEROMETER_EVENT,
|
||||
|
||||
//! A gyroscope event.
|
||||
EET_GYROSCOPE_EVENT,
|
||||
|
||||
//! A device motion event.
|
||||
EET_DEVICE_MOTION_EVENT,
|
||||
|
||||
//! A joystick (joypad, gamepad) input event.
|
||||
/** Joystick events are created by polling all connected joysticks once per
|
||||
device run() and then passing the events to IrrlichtDevice::postEventFromUser.
|
||||
They take the same path as mouse events.
|
||||
Windows, SDL: Implemented.
|
||||
Linux: Implemented, with POV hat issues.
|
||||
MacOS / Other: Not yet implemented.
|
||||
*/
|
||||
EET_JOYSTICK_INPUT_EVENT,
|
||||
|
||||
//! A log event
|
||||
/** Log events are only passed to the user receiver if there is one. If they are absorbed by the
|
||||
user receiver then no text will be sent to the console. */
|
||||
EET_LOG_TEXT_EVENT,
|
||||
|
||||
//! A user event with user data.
|
||||
/** This is not used by Irrlicht and can be used to send user
|
||||
specific data though the system. The Irrlicht 'window handle'
|
||||
can be obtained from IrrlichtDevice::getExposedVideoData()
|
||||
The usage and behavior depends on the operating system:
|
||||
Windows: send a WM_USER message to the Irrlicht Window; the
|
||||
wParam and lParam will be used to populate the
|
||||
UserData1 and UserData2 members of the SUserEvent.
|
||||
Linux: send a ClientMessage via XSendEvent to the Irrlicht
|
||||
Window; the data.l[0] and data.l[1] members will be
|
||||
cast to s32 and used as UserData1 and UserData2.
|
||||
MacOS: Not yet implemented
|
||||
*/
|
||||
EET_USER_EVENT,
|
||||
|
||||
//! Pass on raw events from the OS
|
||||
EET_SYSTEM_EVENT,
|
||||
|
||||
//! Application state events like a resume, pause etc.
|
||||
EET_APPLICATION_EVENT,
|
||||
|
||||
//! This enum is never used, it only forces the compiler to
|
||||
//! compile these enumeration values to 32 bit.
|
||||
EGUIET_FORCE_32_BIT = 0x7fffffff
|
||||
|
||||
};
|
||||
|
||||
//! Enumeration for all mouse input events
|
||||
enum EMOUSE_INPUT_EVENT
|
||||
{
|
||||
//! Left mouse button was pressed down.
|
||||
EMIE_LMOUSE_PRESSED_DOWN = 0,
|
||||
|
||||
//! Right mouse button was pressed down.
|
||||
EMIE_RMOUSE_PRESSED_DOWN,
|
||||
|
||||
//! Middle mouse button was pressed down.
|
||||
EMIE_MMOUSE_PRESSED_DOWN,
|
||||
|
||||
//! Left mouse button was left up.
|
||||
EMIE_LMOUSE_LEFT_UP,
|
||||
|
||||
//! Right mouse button was left up.
|
||||
EMIE_RMOUSE_LEFT_UP,
|
||||
|
||||
//! Middle mouse button was left up.
|
||||
EMIE_MMOUSE_LEFT_UP,
|
||||
|
||||
//! The mouse cursor changed its position.
|
||||
EMIE_MOUSE_MOVED,
|
||||
|
||||
//! The mouse wheel was moved. Use Wheel value in event data to find out
|
||||
//! in what direction and how fast.
|
||||
EMIE_MOUSE_WHEEL,
|
||||
|
||||
//! Left mouse button double click.
|
||||
//! This event is generated after the second EMIE_LMOUSE_PRESSED_DOWN event.
|
||||
EMIE_LMOUSE_DOUBLE_CLICK,
|
||||
|
||||
//! Right mouse button double click.
|
||||
//! This event is generated after the second EMIE_RMOUSE_PRESSED_DOWN event.
|
||||
EMIE_RMOUSE_DOUBLE_CLICK,
|
||||
|
||||
//! Middle mouse button double click.
|
||||
//! This event is generated after the second EMIE_MMOUSE_PRESSED_DOWN event.
|
||||
EMIE_MMOUSE_DOUBLE_CLICK,
|
||||
//! Middle mouse button double click.
|
||||
//! This event is generated after the second EMIE_MMOUSE_PRESSED_DOWN event.
|
||||
EMIE_MMOUSE_DOUBLE_CLICK,
|
||||
|
||||
//! Left mouse button triple click.
|
||||
//! This event is generated after the third EMIE_LMOUSE_PRESSED_DOWN event.
|
||||
EMIE_LMOUSE_TRIPLE_CLICK,
|
||||
|
||||
//! Right mouse button triple click.
|
||||
//! This event is generated after the third EMIE_RMOUSE_PRESSED_DOWN event.
|
||||
EMIE_RMOUSE_TRIPLE_CLICK,
|
||||
|
||||
//! Middle mouse button triple click.
|
||||
//! This event is generated after the third EMIE_MMOUSE_PRESSED_DOWN event.
|
||||
EMIE_MMOUSE_TRIPLE_CLICK,
|
||||
|
||||
//! Mouse enters canvas used for rendering.
|
||||
//! Only generated on emscripten
|
||||
EMIE_MOUSE_ENTER_CANVAS,
|
||||
|
||||
//! Mouse leaves canvas used for rendering.
|
||||
//! Only generated on emscripten
|
||||
EMIE_MOUSE_LEAVE_CANVAS,
|
||||
|
||||
//! No real event. Just for convenience to get number of events
|
||||
EMIE_COUNT
|
||||
};
|
||||
|
||||
//! Masks for mouse button states
|
||||
enum E_MOUSE_BUTTON_STATE_MASK
|
||||
{
|
||||
EMBSM_LEFT = 0x01,
|
||||
EMBSM_RIGHT = 0x02,
|
||||
EMBSM_MIDDLE = 0x04,
|
||||
//! Left mouse button triple click.
|
||||
//! This event is generated after the third EMIE_LMOUSE_PRESSED_DOWN event.
|
||||
EMIE_LMOUSE_TRIPLE_CLICK,
|
||||
|
||||
//! Right mouse button triple click.
|
||||
//! This event is generated after the third EMIE_RMOUSE_PRESSED_DOWN event.
|
||||
EMIE_RMOUSE_TRIPLE_CLICK,
|
||||
|
||||
//! Middle mouse button triple click.
|
||||
//! This event is generated after the third EMIE_MMOUSE_PRESSED_DOWN event.
|
||||
EMIE_MMOUSE_TRIPLE_CLICK,
|
||||
|
||||
//! Mouse enters canvas used for rendering.
|
||||
//! Only generated on emscripten
|
||||
EMIE_MOUSE_ENTER_CANVAS,
|
||||
|
||||
//! Mouse leaves canvas used for rendering.
|
||||
//! Only generated on emscripten
|
||||
EMIE_MOUSE_LEAVE_CANVAS,
|
||||
|
||||
//! No real event. Just for convenience to get number of events
|
||||
EMIE_COUNT
|
||||
};
|
||||
|
||||
//! Masks for mouse button states
|
||||
enum E_MOUSE_BUTTON_STATE_MASK
|
||||
{
|
||||
EMBSM_LEFT = 0x01,
|
||||
EMBSM_RIGHT = 0x02,
|
||||
EMBSM_MIDDLE = 0x04,
|
||||
|
||||
//! currently only on windows
|
||||
EMBSM_EXTRA1 = 0x08,
|
||||
//! currently only on windows
|
||||
EMBSM_EXTRA1 = 0x08,
|
||||
|
||||
//! currently only on windows
|
||||
EMBSM_EXTRA2 = 0x10,
|
||||
//! currently only on windows
|
||||
EMBSM_EXTRA2 = 0x10,
|
||||
|
||||
EMBSM_FORCE_32_BIT = 0x7fffffff
|
||||
};
|
||||
EMBSM_FORCE_32_BIT = 0x7fffffff
|
||||
};
|
||||
|
||||
//! Enumeration for all touch input events
|
||||
enum ETOUCH_INPUT_EVENT
|
||||
{
|
||||
//! Touch was pressed down.
|
||||
ETIE_PRESSED_DOWN = 0,
|
||||
//! Enumeration for all touch input events
|
||||
enum ETOUCH_INPUT_EVENT
|
||||
{
|
||||
//! Touch was pressed down.
|
||||
ETIE_PRESSED_DOWN = 0,
|
||||
|
||||
//! Touch was left up.
|
||||
ETIE_LEFT_UP,
|
||||
//! Touch was left up.
|
||||
ETIE_LEFT_UP,
|
||||
|
||||
//! The touch changed its position.
|
||||
ETIE_MOVED,
|
||||
//! The touch changed its position.
|
||||
ETIE_MOVED,
|
||||
|
||||
//! No real event. Just for convenience to get number of events
|
||||
ETIE_COUNT
|
||||
};
|
||||
//! No real event. Just for convenience to get number of events
|
||||
ETIE_COUNT
|
||||
};
|
||||
|
||||
enum ESYSTEM_EVENT_TYPE
|
||||
{
|
||||
//! From Android command handler for native activity messages
|
||||
ESET_ANDROID_CMD = 0,
|
||||
enum ESYSTEM_EVENT_TYPE
|
||||
{
|
||||
//! From Android command handler for native activity messages
|
||||
ESET_ANDROID_CMD = 0,
|
||||
|
||||
// TODO: for example ESET_WINDOWS_MESSAGE for win32 message loop events
|
||||
// TODO: for example ESET_WINDOWS_MESSAGE for win32 message loop events
|
||||
|
||||
//! No real event, but to get number of event types
|
||||
ESET_COUNT
|
||||
};
|
||||
//! No real event, but to get number of event types
|
||||
ESET_COUNT
|
||||
};
|
||||
|
||||
//! Enumeration for a commonly used application state events (it's useful mainly for mobile devices)
|
||||
enum EAPPLICATION_EVENT_TYPE
|
||||
{
|
||||
//! The application will be resumed.
|
||||
EAET_WILL_RESUME = 0,
|
||||
//! Enumeration for a commonly used application state events (it's useful mainly for mobile devices)
|
||||
enum EAPPLICATION_EVENT_TYPE
|
||||
{
|
||||
//! The application will be resumed.
|
||||
EAET_WILL_RESUME = 0,
|
||||
|
||||
//! The application has been resumed.
|
||||
EAET_DID_RESUME,
|
||||
//! The application has been resumed.
|
||||
EAET_DID_RESUME,
|
||||
|
||||
//! The application will be paused.
|
||||
EAET_WILL_PAUSE,
|
||||
//! The application will be paused.
|
||||
EAET_WILL_PAUSE,
|
||||
|
||||
//! The application has been paused.
|
||||
EAET_DID_PAUSE,
|
||||
//! The application has been paused.
|
||||
EAET_DID_PAUSE,
|
||||
|
||||
//! The application will be terminated.
|
||||
EAET_WILL_TERMINATE,
|
||||
//! The application will be terminated.
|
||||
EAET_WILL_TERMINATE,
|
||||
|
||||
//! The application received a memory warning.
|
||||
EAET_MEMORY_WARNING,
|
||||
//! The application received a memory warning.
|
||||
EAET_MEMORY_WARNING,
|
||||
|
||||
//! No real event, but to get number of event types.
|
||||
EAET_COUNT
|
||||
};
|
||||
//! No real event, but to get number of event types.
|
||||
EAET_COUNT
|
||||
};
|
||||
|
||||
namespace gui
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
|
||||
class IGUIElement;
|
||||
class IGUIElement;
|
||||
|
||||
//! Enumeration for all events which are sendable by the gui system
|
||||
enum EGUI_EVENT_TYPE
|
||||
{
|
||||
//! A gui element has lost its focus.
|
||||
/** GUIEvent.Caller is losing the focus to GUIEvent.Element.
|
||||
If the event is absorbed then the focus will not be changed. */
|
||||
EGET_ELEMENT_FOCUS_LOST = 0,
|
||||
//! Enumeration for all events which are sendable by the gui system
|
||||
enum EGUI_EVENT_TYPE
|
||||
{
|
||||
//! A gui element has lost its focus.
|
||||
/** GUIEvent.Caller is losing the focus to GUIEvent.Element.
|
||||
If the event is absorbed then the focus will not be changed. */
|
||||
EGET_ELEMENT_FOCUS_LOST = 0,
|
||||
|
||||
//! A gui element has got the focus.
|
||||
/** If the event is absorbed then the focus will not be changed. */
|
||||
EGET_ELEMENT_FOCUSED,
|
||||
//! A gui element has got the focus.
|
||||
/** If the event is absorbed then the focus will not be changed. */
|
||||
EGET_ELEMENT_FOCUSED,
|
||||
|
||||
//! The mouse cursor hovered over a gui element.
|
||||
/** If an element has sub-elements you also get this message for the subelements */
|
||||
EGET_ELEMENT_HOVERED,
|
||||
//! The mouse cursor hovered over a gui element.
|
||||
/** If an element has sub-elements you also get this message for the subelements */
|
||||
EGET_ELEMENT_HOVERED,
|
||||
|
||||
//! The mouse cursor left the hovered element.
|
||||
/** If an element has sub-elements you also get this message for the subelements */
|
||||
EGET_ELEMENT_LEFT,
|
||||
//! The mouse cursor left the hovered element.
|
||||
/** If an element has sub-elements you also get this message for the subelements */
|
||||
EGET_ELEMENT_LEFT,
|
||||
|
||||
//! An element would like to close.
|
||||
/** Windows and context menus use this event when they would like to close,
|
||||
this can be canceled by absorbing the event. */
|
||||
EGET_ELEMENT_CLOSED,
|
||||
//! An element would like to close.
|
||||
/** Windows and context menus use this event when they would like to close,
|
||||
this can be canceled by absorbing the event. */
|
||||
EGET_ELEMENT_CLOSED,
|
||||
|
||||
//! A button was clicked.
|
||||
EGET_BUTTON_CLICKED,
|
||||
//! A button was clicked.
|
||||
EGET_BUTTON_CLICKED,
|
||||
|
||||
//! A scrollbar has changed its position.
|
||||
EGET_SCROLL_BAR_CHANGED,
|
||||
//! A scrollbar has changed its position.
|
||||
EGET_SCROLL_BAR_CHANGED,
|
||||
|
||||
//! A checkbox has changed its check state.
|
||||
EGET_CHECKBOX_CHANGED,
|
||||
//! A checkbox has changed its check state.
|
||||
EGET_CHECKBOX_CHANGED,
|
||||
|
||||
//! A listbox would like to open.
|
||||
/** You can prevent the listbox from opening by absorbing the event. */
|
||||
EGET_LISTBOX_OPENED,
|
||||
//! A listbox would like to open.
|
||||
/** You can prevent the listbox from opening by absorbing the event. */
|
||||
EGET_LISTBOX_OPENED,
|
||||
|
||||
//! A new item in a listbox was selected.
|
||||
/** NOTE: You also get this event currently when the same item was clicked again after more than 500 ms. */
|
||||
EGET_LISTBOX_CHANGED,
|
||||
//! A new item in a listbox was selected.
|
||||
/** NOTE: You also get this event currently when the same item was clicked again after more than 500 ms. */
|
||||
EGET_LISTBOX_CHANGED,
|
||||
|
||||
//! An item in the listbox was selected, which was already selected.
|
||||
/** NOTE: You get the event currently only if the item was clicked again within 500 ms or selected by "enter" or "space". */
|
||||
EGET_LISTBOX_SELECTED_AGAIN,
|
||||
//! An item in the listbox was selected, which was already selected.
|
||||
/** NOTE: You get the event currently only if the item was clicked again within 500 ms or selected by "enter" or "space". */
|
||||
EGET_LISTBOX_SELECTED_AGAIN,
|
||||
|
||||
//! A file has been selected in the file dialog
|
||||
EGET_FILE_SELECTED,
|
||||
//! A file has been selected in the file dialog
|
||||
EGET_FILE_SELECTED,
|
||||
|
||||
//! A directory has been selected in the file dialog
|
||||
EGET_DIRECTORY_SELECTED,
|
||||
//! A directory has been selected in the file dialog
|
||||
EGET_DIRECTORY_SELECTED,
|
||||
|
||||
//! A file open dialog has been closed without choosing a file
|
||||
EGET_FILE_CHOOSE_DIALOG_CANCELLED,
|
||||
//! A file open dialog has been closed without choosing a file
|
||||
EGET_FILE_CHOOSE_DIALOG_CANCELLED,
|
||||
|
||||
//! In an editbox 'ENTER' was pressed
|
||||
EGET_EDITBOX_ENTER,
|
||||
//! In an editbox 'ENTER' was pressed
|
||||
EGET_EDITBOX_ENTER,
|
||||
|
||||
//! The text in an editbox was changed. This does not include automatic changes in text-breaking.
|
||||
EGET_EDITBOX_CHANGED,
|
||||
//! The text in an editbox was changed. This does not include automatic changes in text-breaking.
|
||||
EGET_EDITBOX_CHANGED,
|
||||
|
||||
//! The marked area in an editbox was changed.
|
||||
EGET_EDITBOX_MARKING_CHANGED,
|
||||
//! The marked area in an editbox was changed.
|
||||
EGET_EDITBOX_MARKING_CHANGED,
|
||||
|
||||
//! The tab was changed in an tab control
|
||||
EGET_TAB_CHANGED,
|
||||
//! The tab was changed in an tab control
|
||||
EGET_TAB_CHANGED,
|
||||
|
||||
//! The selection in a combo box has been changed
|
||||
EGET_COMBO_BOX_CHANGED,
|
||||
//! The selection in a combo box has been changed
|
||||
EGET_COMBO_BOX_CHANGED,
|
||||
|
||||
//! A table has changed
|
||||
EGET_TABLE_CHANGED,
|
||||
EGET_TABLE_HEADER_CHANGED,
|
||||
EGET_TABLE_SELECTED_AGAIN,
|
||||
|
||||
//! No real event. Just for convenience to get number of events
|
||||
EGET_COUNT
|
||||
};
|
||||
} // end namespace gui
|
||||
//! A table has changed
|
||||
EGET_TABLE_CHANGED,
|
||||
EGET_TABLE_HEADER_CHANGED,
|
||||
EGET_TABLE_SELECTED_AGAIN,
|
||||
|
||||
//! No real event. Just for convenience to get number of events
|
||||
EGET_COUNT
|
||||
};
|
||||
} // end namespace gui
|
||||
|
||||
//! SEvents hold information about an event. See irr::IEventReceiver for details on event handling.
|
||||
struct SEvent
|
||||
|
@ -316,14 +315,13 @@ struct SEvent
|
|||
struct SGUIEvent
|
||||
{
|
||||
//! IGUIElement who called the event
|
||||
gui::IGUIElement* Caller;
|
||||
gui::IGUIElement *Caller;
|
||||
|
||||
//! If the event has something to do with another element, it will be held here.
|
||||
gui::IGUIElement* Element;
|
||||
gui::IGUIElement *Element;
|
||||
|
||||
//! Type of GUI Event
|
||||
gui::EGUI_EVENT_TYPE EventType;
|
||||
|
||||
};
|
||||
|
||||
//! Any kind of mouse event.
|
||||
|
@ -340,10 +338,10 @@ struct SEvent
|
|||
f32 Wheel;
|
||||
|
||||
//! True if shift was also pressed
|
||||
bool Shift:1;
|
||||
bool Shift : 1;
|
||||
|
||||
//! True if ctrl was also pressed
|
||||
bool Control:1;
|
||||
bool Control : 1;
|
||||
|
||||
//! A bitmap of button states. You can use isButtonPressed() to determine
|
||||
//! if a button is pressed or not.
|
||||
|
@ -351,13 +349,13 @@ struct SEvent
|
|||
u32 ButtonStates;
|
||||
|
||||
//! Is the left button pressed down?
|
||||
bool isLeftPressed() const { return 0 != ( ButtonStates & EMBSM_LEFT ); }
|
||||
bool isLeftPressed() const { return 0 != (ButtonStates & EMBSM_LEFT); }
|
||||
|
||||
//! Is the right button pressed down?
|
||||
bool isRightPressed() const { return 0 != ( ButtonStates & EMBSM_RIGHT ); }
|
||||
bool isRightPressed() const { return 0 != (ButtonStates & EMBSM_RIGHT); }
|
||||
|
||||
//! Is the middle button pressed down?
|
||||
bool isMiddlePressed() const { return 0 != ( ButtonStates & EMBSM_MIDDLE ); }
|
||||
bool isMiddlePressed() const { return 0 != (ButtonStates & EMBSM_MIDDLE); }
|
||||
|
||||
//! Type of mouse event
|
||||
EMOUSE_INPUT_EVENT Event;
|
||||
|
@ -377,13 +375,13 @@ struct SEvent
|
|||
u32 SystemKeyCode;
|
||||
|
||||
//! If not true, then the key was left up
|
||||
bool PressedDown:1;
|
||||
bool PressedDown : 1;
|
||||
|
||||
//! True if shift was also pressed
|
||||
bool Shift:1;
|
||||
bool Shift : 1;
|
||||
|
||||
//! True if ctrl was also pressed
|
||||
bool Control:1;
|
||||
bool Control : 1;
|
||||
};
|
||||
|
||||
//! String input event.
|
||||
|
@ -425,7 +423,7 @@ struct SEvent
|
|||
f64 Z;
|
||||
};
|
||||
|
||||
//! Any kind of gyroscope event.
|
||||
//! Any kind of gyroscope event.
|
||||
struct SGyroscopeEvent
|
||||
{
|
||||
// X rotation.
|
||||
|
@ -465,13 +463,13 @@ struct SEvent
|
|||
{
|
||||
NUMBER_OF_BUTTONS = 32,
|
||||
|
||||
AXIS_X = 0, // e.g. analog stick 1 left to right
|
||||
AXIS_X = 0, // e.g. analog stick 1 left to right
|
||||
AXIS_Y, // e.g. analog stick 1 top to bottom
|
||||
AXIS_Z, // e.g. throttle, or analog 2 stick 2 left to right
|
||||
AXIS_R, // e.g. rudder, or analog 2 stick 2 top to bottom
|
||||
AXIS_U,
|
||||
AXIS_V,
|
||||
NUMBER_OF_AXES=18 // (please tell Irrlicht maintainers if you absolutely need more axes)
|
||||
NUMBER_OF_AXES = 18 // (please tell Irrlicht maintainers if you absolutely need more axes)
|
||||
};
|
||||
|
||||
/** A bitmap of button states. You can use IsButtonPressed() to
|
||||
|
@ -503,7 +501,7 @@ struct SEvent
|
|||
//! A helper function to check if a button is pressed.
|
||||
bool IsButtonPressed(u32 button) const
|
||||
{
|
||||
if(button >= (u32)NUMBER_OF_BUTTONS)
|
||||
if (button >= (u32)NUMBER_OF_BUTTONS)
|
||||
return false;
|
||||
|
||||
return (ButtonStates & (1 << button)) ? true : false;
|
||||
|
@ -514,7 +512,7 @@ struct SEvent
|
|||
struct SLogEvent
|
||||
{
|
||||
//! Pointer to text which has been logged
|
||||
const c8* Text;
|
||||
const c8 *Text;
|
||||
|
||||
//! Log level in which the text has been logged
|
||||
ELOG_LEVEL Level;
|
||||
|
@ -572,7 +570,6 @@ struct SEvent
|
|||
struct SSystemEvent SystemEvent;
|
||||
struct SApplicationEvent ApplicationEvent;
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
//! Interface of an object which can receive events.
|
||||
|
@ -584,7 +581,6 @@ path it takes through the system. */
|
|||
class IEventReceiver
|
||||
{
|
||||
public:
|
||||
|
||||
//! Destructor
|
||||
virtual ~IEventReceiver() {}
|
||||
|
||||
|
@ -594,10 +590,9 @@ public:
|
|||
* Therefore your return value for all unprocessed events should be 'false'.
|
||||
\return True if the event was processed.
|
||||
*/
|
||||
virtual bool OnEvent(const SEvent& event) = 0;
|
||||
virtual bool OnEvent(const SEvent &event) = 0;
|
||||
};
|
||||
|
||||
|
||||
//! Information on a joystick, returned from @ref irr::IrrlichtDevice::activateJoysticks()
|
||||
struct SJoystickInfo
|
||||
{
|
||||
|
@ -634,5 +629,4 @@ struct SJoystickInfo
|
|||
} PovHat;
|
||||
}; // struct SJoystickInfo
|
||||
|
||||
|
||||
} // end namespace irr
|
||||
|
|
|
@ -16,54 +16,53 @@ namespace io
|
|||
//! FileSystemType: which filesystem should be used for e.g. browsing
|
||||
enum EFileSystemType
|
||||
{
|
||||
FILESYSTEM_NATIVE = 0, // Native OS FileSystem
|
||||
FILESYSTEM_VIRTUAL // Virtual FileSystem
|
||||
FILESYSTEM_NATIVE = 0, // Native OS FileSystem
|
||||
FILESYSTEM_VIRTUAL // Virtual FileSystem
|
||||
};
|
||||
|
||||
//! Contains the different types of archives
|
||||
enum E_FILE_ARCHIVE_TYPE
|
||||
{
|
||||
//! A PKZIP archive
|
||||
EFAT_ZIP = MAKE_IRR_ID('Z','I','P', 0),
|
||||
EFAT_ZIP = MAKE_IRR_ID('Z', 'I', 'P', 0),
|
||||
|
||||
//! A gzip archive
|
||||
EFAT_GZIP = MAKE_IRR_ID('g','z','i','p'),
|
||||
EFAT_GZIP = MAKE_IRR_ID('g', 'z', 'i', 'p'),
|
||||
|
||||
//! An Android asset file archive
|
||||
EFAT_ANDROID_ASSET = MAKE_IRR_ID('A','S','S','E'),
|
||||
//! An Android asset file archive
|
||||
EFAT_ANDROID_ASSET = MAKE_IRR_ID('A', 'S', 'S', 'E'),
|
||||
|
||||
//! The type of this archive is unknown
|
||||
EFAT_UNKNOWN = MAKE_IRR_ID('u','n','k','n')
|
||||
EFAT_UNKNOWN = MAKE_IRR_ID('u', 'n', 'k', 'n')
|
||||
};
|
||||
|
||||
//! The FileArchive manages archives and provides access to files inside them.
|
||||
class IFileArchive : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Opens a file based on its name
|
||||
/** Creates and returns a new IReadFile for a file in the archive.
|
||||
\param filename The file to open
|
||||
\return Returns A pointer to the created file on success,
|
||||
or 0 on failure. */
|
||||
virtual IReadFile* createAndOpenFile(const path& filename) =0;
|
||||
virtual IReadFile *createAndOpenFile(const path &filename) = 0;
|
||||
|
||||
//! Opens a file based on its position in the file list.
|
||||
/** Creates and returns
|
||||
\param index The zero based index of the file.
|
||||
\return Returns a pointer to the created file on success, or 0 on failure. */
|
||||
virtual IReadFile* createAndOpenFile(u32 index) =0;
|
||||
virtual IReadFile *createAndOpenFile(u32 index) = 0;
|
||||
|
||||
//! Returns the complete file tree
|
||||
/** \return Returns the complete directory tree for the archive,
|
||||
including all files and folders */
|
||||
virtual const IFileList* getFileList() const =0;
|
||||
virtual const IFileList *getFileList() const = 0;
|
||||
|
||||
//! get the archive type
|
||||
virtual E_FILE_ARCHIVE_TYPE getType() const { return EFAT_UNKNOWN; }
|
||||
|
||||
//! return the name (id) of the file Archive
|
||||
virtual const io::path& getArchiveName() const =0;
|
||||
virtual const io::path &getArchiveName() const = 0;
|
||||
|
||||
//! Add a directory in the archive and all it's files to the FileList
|
||||
/** Only needed for file-archives which have no information about their own
|
||||
|
@ -95,35 +94,34 @@ public:
|
|||
/** Check based on the file extension (e.g. ".zip")
|
||||
\param filename Name of file to check.
|
||||
\return True if file seems to be loadable. */
|
||||
virtual bool isALoadableFileFormat(const path& filename) const =0;
|
||||
virtual bool isALoadableFileFormat(const path &filename) const = 0;
|
||||
|
||||
//! Check if the file might be loaded by this class
|
||||
/** This check may look into the file.
|
||||
\param file File handle to check.
|
||||
\return True if file seems to be loadable. */
|
||||
virtual bool isALoadableFileFormat(io::IReadFile* file) const =0;
|
||||
virtual bool isALoadableFileFormat(io::IReadFile *file) const = 0;
|
||||
|
||||
//! Check to see if the loader can create archives of this type.
|
||||
/** Check based on the archive type.
|
||||
\param fileType The archive type to check.
|
||||
\return True if the archive loader supports this type, false if not */
|
||||
virtual bool isALoadableFileFormat(E_FILE_ARCHIVE_TYPE fileType) const =0;
|
||||
virtual bool isALoadableFileFormat(E_FILE_ARCHIVE_TYPE fileType) const = 0;
|
||||
|
||||
//! Creates an archive from the filename
|
||||
/** \param filename File to use.
|
||||
\param ignoreCase Searching is performed without regarding the case
|
||||
\param ignorePaths Files are searched for without checking for the directories
|
||||
\return Pointer to newly created archive, or 0 upon error. */
|
||||
virtual IFileArchive* createArchive(const path& filename, bool ignoreCase, bool ignorePaths) const =0;
|
||||
virtual IFileArchive *createArchive(const path &filename, bool ignoreCase, bool ignorePaths) const = 0;
|
||||
|
||||
//! Creates an archive from the file
|
||||
/** \param file File handle to use.
|
||||
\param ignoreCase Searching is performed without regarding the case
|
||||
\param ignorePaths Files are searched for without checking for the directories
|
||||
\return Pointer to newly created archive, or 0 upon error. */
|
||||
virtual IFileArchive* createArchive(io::IReadFile* file, bool ignoreCase, bool ignorePaths) const =0;
|
||||
virtual IFileArchive *createArchive(io::IReadFile *file, bool ignoreCase, bool ignorePaths) const = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace io
|
||||
} // end namespace irr
|
||||
|
|
|
@ -27,13 +27,13 @@ public:
|
|||
\param index is the zero based index of the file which name should
|
||||
be returned. The index must be less than the amount getFileCount() returns.
|
||||
\return File name of the file. Returns 0, if an error occurred. */
|
||||
virtual const io::path& getFileName(u32 index) const = 0;
|
||||
virtual const io::path &getFileName(u32 index) const = 0;
|
||||
|
||||
//! Gets the full name of a file in the list including the path, based on an index.
|
||||
/** \param index is the zero based index of the file which name should
|
||||
be returned. The index must be less than the amount getFileCount() returns.
|
||||
\return File name of the file. Returns 0 if an error occurred. */
|
||||
virtual const io::path& getFullFileName(u32 index) const = 0;
|
||||
virtual const io::path &getFullFileName(u32 index) const = 0;
|
||||
|
||||
//! Returns the size of a file in the file list, based on an index.
|
||||
/** \param index is the zero based index of the file which should be returned.
|
||||
|
@ -68,10 +68,10 @@ public:
|
|||
\param isFolder True if you are searching for a directory path, false if you are searching for a file
|
||||
\return Returns the index of the file in the file list, or -1 if
|
||||
no matching name name was found. */
|
||||
virtual s32 findFile(const io::path& filename, bool isFolder=false) const = 0;
|
||||
virtual s32 findFile(const io::path &filename, bool isFolder = false) const = 0;
|
||||
|
||||
//! Returns the base path of the file list
|
||||
virtual const io::path& getPath() const = 0;
|
||||
virtual const io::path &getPath() const = 0;
|
||||
|
||||
//! Add as a file or folder to the list
|
||||
/** \param fullPath The file name including path, from the root of the file list.
|
||||
|
@ -79,7 +79,7 @@ public:
|
|||
\param offset The file offset inside an archive
|
||||
\param size The size of the file in bytes.
|
||||
\param id The ID of the file in the archive which owns it */
|
||||
virtual u32 addItem(const io::path& fullPath, u32 offset, u32 size, bool isDirectory, u32 id=0) = 0;
|
||||
virtual u32 addItem(const io::path &fullPath, u32 offset, u32 size, bool isDirectory, u32 id = 0) = 0;
|
||||
|
||||
//! Sorts the file list. You should call this after adding any items to the file list
|
||||
virtual void sort() = 0;
|
||||
|
|
|
@ -11,7 +11,7 @@ namespace irr
|
|||
{
|
||||
namespace video
|
||||
{
|
||||
class IVideoDriver;
|
||||
class IVideoDriver;
|
||||
} // end namespace video
|
||||
namespace io
|
||||
{
|
||||
|
@ -21,7 +21,6 @@ class IWriteFile;
|
|||
class IFileList;
|
||||
class IAttributes;
|
||||
|
||||
|
||||
//! The FileSystem manages files and archives and provides access to them.
|
||||
/** It manages where files are, so that modules which use the the IO do not
|
||||
need to know where every file is located. A file could be in a .zip-Archive or
|
||||
|
@ -29,13 +28,12 @@ as file on disk, using the IFileSystem makes no difference to this. */
|
|||
class IFileSystem : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Opens a file for read access.
|
||||
/** \param filename: Name of file to open.
|
||||
\return Pointer to the created file interface.
|
||||
The returned pointer should be dropped when no longer needed.
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
virtual IReadFile* createAndOpenFile(const path& filename) =0;
|
||||
virtual IReadFile *createAndOpenFile(const path &filename) = 0;
|
||||
|
||||
//! Creates an IReadFile interface for accessing memory like a file.
|
||||
/** This allows you to use a pointer to memory where an IReadFile is requested.
|
||||
|
@ -48,7 +46,7 @@ public:
|
|||
The returned pointer should be dropped when no longer needed.
|
||||
See IReferenceCounted::drop() for more information.
|
||||
*/
|
||||
virtual IReadFile* createMemoryReadFile(const void* memory, s32 len, const path& fileName, bool deleteMemoryWhenDropped=false) =0;
|
||||
virtual IReadFile *createMemoryReadFile(const void *memory, s32 len, const path &fileName, bool deleteMemoryWhenDropped = false) = 0;
|
||||
|
||||
//! Creates an IReadFile interface for accessing files inside files.
|
||||
/** This is useful e.g. for archives.
|
||||
|
@ -60,8 +58,8 @@ public:
|
|||
The returned pointer should be dropped when no longer needed.
|
||||
See IReferenceCounted::drop() for more information.
|
||||
*/
|
||||
virtual IReadFile* createLimitReadFile(const path& fileName,
|
||||
IReadFile* alreadyOpenedFile, long pos, long areaSize) =0;
|
||||
virtual IReadFile *createLimitReadFile(const path &fileName,
|
||||
IReadFile *alreadyOpenedFile, long pos, long areaSize) = 0;
|
||||
|
||||
//! Creates an IWriteFile interface for accessing memory like a file.
|
||||
/** This allows you to use a pointer to memory where an IWriteFile is requested.
|
||||
|
@ -75,8 +73,7 @@ public:
|
|||
The returned pointer should be dropped when no longer needed.
|
||||
See IReferenceCounted::drop() for more information.
|
||||
*/
|
||||
virtual IWriteFile* createMemoryWriteFile(void* memory, s32 len, const path& fileName, bool deleteMemoryWhenDropped=false) =0;
|
||||
|
||||
virtual IWriteFile *createMemoryWriteFile(void *memory, s32 len, const path &fileName, bool deleteMemoryWhenDropped = false) = 0;
|
||||
|
||||
//! Opens a file for write access.
|
||||
/** \param filename: Name of file to open.
|
||||
|
@ -86,7 +83,7 @@ public:
|
|||
file could not created or opened for writing.
|
||||
The returned pointer should be dropped when no longer needed.
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
virtual IWriteFile* createAndWriteFile(const path& filename, bool append=false) =0;
|
||||
virtual IWriteFile *createAndWriteFile(const path &filename, bool append = false) = 0;
|
||||
|
||||
//! Adds an archive to the file system.
|
||||
/** After calling this, the Irrlicht Engine will also search and open
|
||||
|
@ -110,11 +107,11 @@ public:
|
|||
\param password An optional password, which is used in case of encrypted archives.
|
||||
\param retArchive A pointer that will be set to the archive that is added.
|
||||
\return True if the archive was added successfully, false if not. */
|
||||
virtual bool addFileArchive(const path& filename, bool ignoreCase=true,
|
||||
bool ignorePaths=true,
|
||||
E_FILE_ARCHIVE_TYPE archiveType=EFAT_UNKNOWN,
|
||||
const core::stringc& password="",
|
||||
IFileArchive** retArchive=0) =0;
|
||||
virtual bool addFileArchive(const path &filename, bool ignoreCase = true,
|
||||
bool ignorePaths = true,
|
||||
E_FILE_ARCHIVE_TYPE archiveType = EFAT_UNKNOWN,
|
||||
const core::stringc &password = "",
|
||||
IFileArchive **retArchive = 0) = 0;
|
||||
|
||||
//! Adds an archive to the file system.
|
||||
/** After calling this, the Irrlicht Engine will also search and open
|
||||
|
@ -142,19 +139,19 @@ public:
|
|||
\param password An optional password, which is used in case of encrypted archives.
|
||||
\param retArchive A pointer that will be set to the archive that is added.
|
||||
\return True if the archive was added successfully, false if not. */
|
||||
virtual bool addFileArchive(IReadFile* file, bool ignoreCase=true,
|
||||
bool ignorePaths=true,
|
||||
E_FILE_ARCHIVE_TYPE archiveType=EFAT_UNKNOWN,
|
||||
const core::stringc& password="",
|
||||
IFileArchive** retArchive=0) =0;
|
||||
virtual bool addFileArchive(IReadFile *file, bool ignoreCase = true,
|
||||
bool ignorePaths = true,
|
||||
E_FILE_ARCHIVE_TYPE archiveType = EFAT_UNKNOWN,
|
||||
const core::stringc &password = "",
|
||||
IFileArchive **retArchive = 0) = 0;
|
||||
|
||||
//! Adds an archive to the file system.
|
||||
/** \param archive: The archive to add to the file system.
|
||||
\return True if the archive was added successfully, false if not. */
|
||||
virtual bool addFileArchive(IFileArchive* archive) =0;
|
||||
virtual bool addFileArchive(IFileArchive *archive) = 0;
|
||||
|
||||
//! Get the number of archives currently attached to the file system
|
||||
virtual u32 getFileArchiveCount() const =0;
|
||||
virtual u32 getFileArchiveCount() const = 0;
|
||||
|
||||
//! Removes an archive from the file system.
|
||||
/** This will close the archive and free any file handles, but will not
|
||||
|
@ -162,7 +159,7 @@ public:
|
|||
example textures and meshes.
|
||||
\param index: The index of the archive to remove
|
||||
\return True on success, false on failure */
|
||||
virtual bool removeFileArchive(u32 index) =0;
|
||||
virtual bool removeFileArchive(u32 index) = 0;
|
||||
|
||||
//! Removes an archive from the file system.
|
||||
/** This will close the archive and free any file handles, but will not
|
||||
|
@ -176,7 +173,7 @@ public:
|
|||
locating the archive to work with.
|
||||
\param filename The archive pointed to by the name will be removed
|
||||
\return True on success, false on failure */
|
||||
virtual bool removeFileArchive(const path& filename) =0;
|
||||
virtual bool removeFileArchive(const path &filename) = 0;
|
||||
|
||||
//! Removes an archive from the file system.
|
||||
/** This will close the archive and free any file handles, but will not
|
||||
|
@ -184,21 +181,21 @@ public:
|
|||
example textures and meshes.
|
||||
\param archive The archive to remove.
|
||||
\return True on success, false on failure */
|
||||
virtual bool removeFileArchive(const IFileArchive* archive) =0;
|
||||
virtual bool removeFileArchive(const IFileArchive *archive) = 0;
|
||||
|
||||
//! Changes the search order of attached archives.
|
||||
/**
|
||||
\param sourceIndex: The index of the archive to change
|
||||
\param relative: The relative change in position, archives with a lower index are searched first */
|
||||
virtual bool moveFileArchive(u32 sourceIndex, s32 relative) =0;
|
||||
virtual bool moveFileArchive(u32 sourceIndex, s32 relative) = 0;
|
||||
|
||||
//! Get the archive at a given index.
|
||||
virtual IFileArchive* getFileArchive(u32 index) =0;
|
||||
virtual IFileArchive *getFileArchive(u32 index) = 0;
|
||||
|
||||
//! Adds an external archive loader to the engine.
|
||||
/** Use this function to add support for new archive types to the
|
||||
engine, for example proprietary or encrypted file storage. */
|
||||
virtual void addArchiveLoader(IArchiveLoader* loader) =0;
|
||||
virtual void addArchiveLoader(IArchiveLoader *loader) = 0;
|
||||
|
||||
//! Gets the number of archive loaders currently added
|
||||
virtual u32 getArchiveLoaderCount() const = 0;
|
||||
|
@ -207,63 +204,62 @@ public:
|
|||
/** \param index The index of the loader to retrieve. This parameter is an 0-based
|
||||
array index.
|
||||
\return A pointer to the specified loader, 0 if the index is incorrect. */
|
||||
virtual IArchiveLoader* getArchiveLoader(u32 index) const = 0;
|
||||
virtual IArchiveLoader *getArchiveLoader(u32 index) const = 0;
|
||||
|
||||
//! Get the current working directory.
|
||||
/** \return Current working directory as a string. */
|
||||
virtual const path& getWorkingDirectory() =0;
|
||||
virtual const path &getWorkingDirectory() = 0;
|
||||
|
||||
//! Changes the current working directory.
|
||||
/** \param newDirectory: A string specifying the new working directory.
|
||||
The string is operating system dependent. Under Windows it has
|
||||
the form "<drive>:\<directory>\<sudirectory>\<..>". An example would be: "C:\Windows\"
|
||||
\return True if successful, otherwise false. */
|
||||
virtual bool changeWorkingDirectoryTo(const path& newDirectory) =0;
|
||||
virtual bool changeWorkingDirectoryTo(const path &newDirectory) = 0;
|
||||
|
||||
//! Converts a relative path to an absolute (unique) path, resolving symbolic links if required
|
||||
/** \param filename Possibly relative file or directory name to query.
|
||||
\result Absolute filename which points to the same file. */
|
||||
virtual path getAbsolutePath(const path& filename) const =0;
|
||||
virtual path getAbsolutePath(const path &filename) const = 0;
|
||||
|
||||
//! Get the directory a file is located in.
|
||||
/** \param filename: The file to get the directory from.
|
||||
\return String containing the directory of the file. */
|
||||
virtual path getFileDir(const path& filename) const =0;
|
||||
virtual path getFileDir(const path &filename) const = 0;
|
||||
|
||||
//! Get the base part of a filename, i.e. the name without the directory part.
|
||||
/** If no directory is prefixed, the full name is returned.
|
||||
\param filename: The file to get the basename from
|
||||
\param keepExtension True if filename with extension is returned otherwise everything
|
||||
after the final '.' is removed as well. */
|
||||
virtual path getFileBasename(const path& filename, bool keepExtension=true) const =0;
|
||||
virtual path getFileBasename(const path &filename, bool keepExtension = true) const = 0;
|
||||
|
||||
//! flatten a path and file name for example: "/you/me/../." becomes "/you"
|
||||
virtual path& flattenFilename(path& directory, const path& root="/") const =0;
|
||||
virtual path &flattenFilename(path &directory, const path &root = "/") const = 0;
|
||||
|
||||
//! Get the relative filename, relative to the given directory
|
||||
virtual path getRelativeFilename(const path& filename, const path& directory) const =0;
|
||||
virtual path getRelativeFilename(const path &filename, const path &directory) const = 0;
|
||||
|
||||
//! Creates a list of files and directories in the current working directory and returns it.
|
||||
/** \return a Pointer to the created IFileList is returned. After the list has been used
|
||||
it has to be deleted using its IFileList::drop() method.
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
virtual IFileList* createFileList() =0;
|
||||
virtual IFileList *createFileList() = 0;
|
||||
|
||||
//! Creates an empty filelist
|
||||
/** \return a Pointer to the created IFileList is returned. After the list has been used
|
||||
it has to be deleted using its IFileList::drop() method.
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
virtual IFileList* createEmptyFileList(const io::path& path, bool ignoreCase, bool ignorePaths) =0;
|
||||
virtual IFileList *createEmptyFileList(const io::path &path, bool ignoreCase, bool ignorePaths) = 0;
|
||||
|
||||
//! Set the active type of file system.
|
||||
virtual EFileSystemType setFileListSystem(EFileSystemType listType) =0;
|
||||
virtual EFileSystemType setFileListSystem(EFileSystemType listType) = 0;
|
||||
|
||||
//! Determines if a file exists and could be opened.
|
||||
/** \param filename is the string identifying the file which should be tested for existence.
|
||||
\return True if file exists, and false if it does not exist or an error occurred. */
|
||||
virtual bool existFile(const path& filename) const =0;
|
||||
virtual bool existFile(const path &filename) const = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace io
|
||||
} // end namespace irr
|
||||
|
|
|
@ -14,7 +14,7 @@ namespace irr
|
|||
|
||||
namespace io
|
||||
{
|
||||
class IReadFile;
|
||||
class IReadFile;
|
||||
} // end namespace io
|
||||
|
||||
namespace video
|
||||
|
@ -27,7 +27,6 @@ class IShaderConstantSetCallBack;
|
|||
class IGPUProgrammingServices
|
||||
{
|
||||
public:
|
||||
|
||||
//! Destructor
|
||||
virtual ~IGPUProgrammingServices() {}
|
||||
|
||||
|
@ -73,41 +72,41 @@ public:
|
|||
target is not reachable. The error strings are then printed to the
|
||||
error log and can be caught with a custom event receiver. */
|
||||
virtual s32 addHighLevelShaderMaterial(
|
||||
const c8* vertexShaderProgram,
|
||||
const c8* vertexShaderEntryPointName,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||||
const c8* pixelShaderProgram,
|
||||
const c8* pixelShaderEntryPointName,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
const c8* geometryShaderProgram,
|
||||
const c8* geometryShaderEntryPointName = "main",
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
const c8 *vertexShaderProgram,
|
||||
const c8 *vertexShaderEntryPointName,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||||
const c8 *pixelShaderProgram,
|
||||
const c8 *pixelShaderEntryPointName,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
const c8 *geometryShaderProgram,
|
||||
const c8 *geometryShaderEntryPointName = "main",
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack *callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
|
||||
//! convenience function for use without geometry shaders
|
||||
s32 addHighLevelShaderMaterial(
|
||||
const c8* vertexShaderProgram,
|
||||
const c8* vertexShaderEntryPointName="main",
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget=EVST_VS_1_1,
|
||||
const c8* pixelShaderProgram=0,
|
||||
const c8* pixelShaderEntryPointName="main",
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget=EPST_PS_1_1,
|
||||
IShaderConstantSetCallBack* callback=0,
|
||||
E_MATERIAL_TYPE baseMaterial=video::EMT_SOLID,
|
||||
s32 userData=0)
|
||||
const c8 *vertexShaderProgram,
|
||||
const c8 *vertexShaderEntryPointName = "main",
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
||||
const c8 *pixelShaderProgram = 0,
|
||||
const c8 *pixelShaderEntryPointName = "main",
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
||||
IShaderConstantSetCallBack *callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0)
|
||||
{
|
||||
return addHighLevelShaderMaterial(
|
||||
vertexShaderProgram, vertexShaderEntryPointName,
|
||||
vsCompileTarget, pixelShaderProgram,
|
||||
pixelShaderEntryPointName, psCompileTarget,
|
||||
0, "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
vertexShaderProgram, vertexShaderEntryPointName,
|
||||
vsCompileTarget, pixelShaderProgram,
|
||||
pixelShaderEntryPointName, psCompileTarget,
|
||||
0, "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! convenience function for use with many defaults, without geometry shader
|
||||
|
@ -115,19 +114,19 @@ public:
|
|||
type 1.1.
|
||||
*/
|
||||
s32 addHighLevelShaderMaterial(
|
||||
const c8* vertexShaderProgram,
|
||||
const c8* pixelShaderProgram=0,
|
||||
IShaderConstantSetCallBack* callback=0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData=0)
|
||||
const c8 *vertexShaderProgram,
|
||||
const c8 *pixelShaderProgram = 0,
|
||||
IShaderConstantSetCallBack *callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0)
|
||||
{
|
||||
return addHighLevelShaderMaterial(
|
||||
vertexShaderProgram, "main",
|
||||
EVST_VS_1_1, pixelShaderProgram,
|
||||
"main", EPST_PS_1_1,
|
||||
0, "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
vertexShaderProgram, "main",
|
||||
EVST_VS_1_1, pixelShaderProgram,
|
||||
"main", EPST_PS_1_1,
|
||||
0, "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! convenience function for use with many defaults, with geometry shader
|
||||
|
@ -135,23 +134,23 @@ public:
|
|||
type 1.1 and geometry shader 4.0.
|
||||
*/
|
||||
s32 addHighLevelShaderMaterial(
|
||||
const c8* vertexShaderProgram,
|
||||
const c8* pixelShaderProgram = 0,
|
||||
const c8* geometryShaderProgram = 0,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0 )
|
||||
const c8 *vertexShaderProgram,
|
||||
const c8 *pixelShaderProgram = 0,
|
||||
const c8 *geometryShaderProgram = 0,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack *callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0)
|
||||
{
|
||||
return addHighLevelShaderMaterial(
|
||||
vertexShaderProgram, "main",
|
||||
EVST_VS_1_1, pixelShaderProgram,
|
||||
"main", EPST_PS_1_1,
|
||||
geometryShaderProgram, "main", EGST_GS_4_0,
|
||||
inType, outType, verticesOut,
|
||||
callback, baseMaterial, userData);
|
||||
vertexShaderProgram, "main",
|
||||
EVST_VS_1_1, pixelShaderProgram,
|
||||
"main", EPST_PS_1_1,
|
||||
geometryShaderProgram, "main", EGST_GS_4_0,
|
||||
inType, outType, verticesOut,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! Like addHighLevelShaderMaterial(), but loads from files.
|
||||
|
@ -197,41 +196,41 @@ public:
|
|||
target is not reachable. The error strings are then printed to the
|
||||
error log and can be caught with a custom event receiver. */
|
||||
virtual s32 addHighLevelShaderMaterialFromFiles(
|
||||
const io::path& vertexShaderProgramFileName,
|
||||
const c8* vertexShaderEntryPointName,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||||
const io::path& pixelShaderProgramFileName,
|
||||
const c8* pixelShaderEntryPointName,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
const io::path& geometryShaderProgramFileName,
|
||||
const c8* geometryShaderEntryPointName = "main",
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
const io::path &vertexShaderProgramFileName,
|
||||
const c8 *vertexShaderEntryPointName,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||||
const io::path &pixelShaderProgramFileName,
|
||||
const c8 *pixelShaderEntryPointName,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
const io::path &geometryShaderProgramFileName,
|
||||
const c8 *geometryShaderEntryPointName = "main",
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack *callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
|
||||
//! convenience function for use without geometry shaders
|
||||
s32 addHighLevelShaderMaterialFromFiles(
|
||||
const io::path& vertexShaderProgramFileName,
|
||||
const c8* vertexShaderEntryPointName = "main",
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
||||
const io::path& pixelShaderProgramFileName = "",
|
||||
const c8* pixelShaderEntryPointName = "main",
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0)
|
||||
const io::path &vertexShaderProgramFileName,
|
||||
const c8 *vertexShaderEntryPointName = "main",
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
||||
const io::path &pixelShaderProgramFileName = "",
|
||||
const c8 *pixelShaderEntryPointName = "main",
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
||||
IShaderConstantSetCallBack *callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0)
|
||||
{
|
||||
return addHighLevelShaderMaterialFromFiles(
|
||||
vertexShaderProgramFileName, vertexShaderEntryPointName,
|
||||
vsCompileTarget, pixelShaderProgramFileName,
|
||||
pixelShaderEntryPointName, psCompileTarget,
|
||||
"", "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
vertexShaderProgramFileName, vertexShaderEntryPointName,
|
||||
vsCompileTarget, pixelShaderProgramFileName,
|
||||
pixelShaderEntryPointName, psCompileTarget,
|
||||
"", "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! convenience function for use with many defaults, without geometry shader
|
||||
|
@ -239,19 +238,19 @@ public:
|
|||
type 1.1.
|
||||
*/
|
||||
s32 addHighLevelShaderMaterialFromFiles(
|
||||
const io::path& vertexShaderProgramFileName,
|
||||
const io::path& pixelShaderProgramFileName = "",
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0 )
|
||||
const io::path &vertexShaderProgramFileName,
|
||||
const io::path &pixelShaderProgramFileName = "",
|
||||
IShaderConstantSetCallBack *callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0)
|
||||
{
|
||||
return addHighLevelShaderMaterialFromFiles(
|
||||
vertexShaderProgramFileName, "main",
|
||||
EVST_VS_1_1, pixelShaderProgramFileName,
|
||||
"main", EPST_PS_1_1,
|
||||
"", "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
vertexShaderProgramFileName, "main",
|
||||
EVST_VS_1_1, pixelShaderProgramFileName,
|
||||
"main", EPST_PS_1_1,
|
||||
"", "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! convenience function for use with many defaults, with geometry shader
|
||||
|
@ -259,23 +258,23 @@ public:
|
|||
type 1.1 and geometry shader 4.0.
|
||||
*/
|
||||
s32 addHighLevelShaderMaterialFromFiles(
|
||||
const io::path& vertexShaderProgramFileName,
|
||||
const io::path& pixelShaderProgramFileName = "",
|
||||
const io::path& geometryShaderProgramFileName = "",
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0 )
|
||||
const io::path &vertexShaderProgramFileName,
|
||||
const io::path &pixelShaderProgramFileName = "",
|
||||
const io::path &geometryShaderProgramFileName = "",
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack *callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0)
|
||||
{
|
||||
return addHighLevelShaderMaterialFromFiles(
|
||||
vertexShaderProgramFileName, "main",
|
||||
EVST_VS_1_1, pixelShaderProgramFileName,
|
||||
"main", EPST_PS_1_1,
|
||||
geometryShaderProgramFileName, "main", EGST_GS_4_0,
|
||||
inType, outType, verticesOut,
|
||||
callback, baseMaterial, userData);
|
||||
vertexShaderProgramFileName, "main",
|
||||
EVST_VS_1_1, pixelShaderProgramFileName,
|
||||
"main", EPST_PS_1_1,
|
||||
geometryShaderProgramFileName, "main", EGST_GS_4_0,
|
||||
inType, outType, verticesOut,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! Like addHighLevelShaderMaterial(), but loads from files.
|
||||
|
@ -319,41 +318,41 @@ public:
|
|||
compile target is not reachable. The error strings are then printed to
|
||||
the error log and can be caught with a custom event receiver. */
|
||||
virtual s32 addHighLevelShaderMaterialFromFiles(
|
||||
io::IReadFile* vertexShaderProgram,
|
||||
const c8* vertexShaderEntryPointName,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||||
io::IReadFile* pixelShaderProgram,
|
||||
const c8* pixelShaderEntryPointName,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
io::IReadFile* geometryShaderProgram,
|
||||
const c8* geometryShaderEntryPointName = "main",
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
io::IReadFile *vertexShaderProgram,
|
||||
const c8 *vertexShaderEntryPointName,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||||
io::IReadFile *pixelShaderProgram,
|
||||
const c8 *pixelShaderEntryPointName,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
io::IReadFile *geometryShaderProgram,
|
||||
const c8 *geometryShaderEntryPointName = "main",
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack *callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
|
||||
//! convenience function for use without geometry shaders
|
||||
s32 addHighLevelShaderMaterialFromFiles(
|
||||
io::IReadFile* vertexShaderProgram,
|
||||
const c8* vertexShaderEntryPointName = "main",
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
||||
io::IReadFile* pixelShaderProgram = 0,
|
||||
const c8* pixelShaderEntryPointName = "main",
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0)
|
||||
io::IReadFile *vertexShaderProgram,
|
||||
const c8 *vertexShaderEntryPointName = "main",
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
||||
io::IReadFile *pixelShaderProgram = 0,
|
||||
const c8 *pixelShaderEntryPointName = "main",
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
||||
IShaderConstantSetCallBack *callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0)
|
||||
{
|
||||
return addHighLevelShaderMaterialFromFiles(
|
||||
vertexShaderProgram, vertexShaderEntryPointName,
|
||||
vsCompileTarget, pixelShaderProgram,
|
||||
pixelShaderEntryPointName, psCompileTarget,
|
||||
0, "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
vertexShaderProgram, vertexShaderEntryPointName,
|
||||
vsCompileTarget, pixelShaderProgram,
|
||||
pixelShaderEntryPointName, psCompileTarget,
|
||||
0, "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! Delete a shader material and associated data.
|
||||
|
@ -366,6 +365,5 @@ public:
|
|||
virtual void deleteShaderMaterial(s32 material) = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
|
|
@ -11,254 +11,251 @@ namespace irr
|
|||
|
||||
namespace video
|
||||
{
|
||||
class ITexture;
|
||||
class ITexture;
|
||||
} // end namespace video
|
||||
|
||||
namespace gui
|
||||
{
|
||||
class IGUIFont;
|
||||
class IGUISpriteBank;
|
||||
class IGUIFont;
|
||||
class IGUISpriteBank;
|
||||
|
||||
//! Current state of buttons used for drawing sprites.
|
||||
//! Note that up to 3 states can be active at the same time:
|
||||
//! EGBS_BUTTON_UP or EGBS_BUTTON_DOWN
|
||||
//! EGBS_BUTTON_MOUSE_OVER or EGBS_BUTTON_MOUSE_OFF
|
||||
//! EGBS_BUTTON_FOCUSED or EGBS_BUTTON_NOT_FOCUSED
|
||||
enum EGUI_BUTTON_STATE
|
||||
{
|
||||
//! The button is not pressed.
|
||||
EGBS_BUTTON_UP=0,
|
||||
//! The button is currently pressed down.
|
||||
EGBS_BUTTON_DOWN,
|
||||
//! The mouse cursor is over the button
|
||||
EGBS_BUTTON_MOUSE_OVER,
|
||||
//! The mouse cursor is not over the button
|
||||
EGBS_BUTTON_MOUSE_OFF,
|
||||
//! The button has the focus
|
||||
EGBS_BUTTON_FOCUSED,
|
||||
//! The button doesn't have the focus
|
||||
EGBS_BUTTON_NOT_FOCUSED,
|
||||
//! The button is disabled All other states are ignored in that case.
|
||||
EGBS_BUTTON_DISABLED,
|
||||
//! not used, counts the number of enumerated items
|
||||
EGBS_COUNT
|
||||
};
|
||||
//! Current state of buttons used for drawing sprites.
|
||||
//! Note that up to 3 states can be active at the same time:
|
||||
//! EGBS_BUTTON_UP or EGBS_BUTTON_DOWN
|
||||
//! EGBS_BUTTON_MOUSE_OVER or EGBS_BUTTON_MOUSE_OFF
|
||||
//! EGBS_BUTTON_FOCUSED or EGBS_BUTTON_NOT_FOCUSED
|
||||
enum EGUI_BUTTON_STATE
|
||||
{
|
||||
//! The button is not pressed.
|
||||
EGBS_BUTTON_UP = 0,
|
||||
//! The button is currently pressed down.
|
||||
EGBS_BUTTON_DOWN,
|
||||
//! The mouse cursor is over the button
|
||||
EGBS_BUTTON_MOUSE_OVER,
|
||||
//! The mouse cursor is not over the button
|
||||
EGBS_BUTTON_MOUSE_OFF,
|
||||
//! The button has the focus
|
||||
EGBS_BUTTON_FOCUSED,
|
||||
//! The button doesn't have the focus
|
||||
EGBS_BUTTON_NOT_FOCUSED,
|
||||
//! The button is disabled All other states are ignored in that case.
|
||||
EGBS_BUTTON_DISABLED,
|
||||
//! not used, counts the number of enumerated items
|
||||
EGBS_COUNT
|
||||
};
|
||||
|
||||
//! Names for gui button state icons
|
||||
const c8* const GUIButtonStateNames[EGBS_COUNT+1] =
|
||||
{
|
||||
"buttonUp",
|
||||
"buttonDown",
|
||||
"buttonMouseOver",
|
||||
"buttonMouseOff",
|
||||
"buttonFocused",
|
||||
"buttonNotFocused",
|
||||
"buttonDisabled",
|
||||
0 // count
|
||||
};
|
||||
//! Names for gui button state icons
|
||||
const c8 *const GUIButtonStateNames[EGBS_COUNT + 1] =
|
||||
{
|
||||
"buttonUp",
|
||||
"buttonDown",
|
||||
"buttonMouseOver",
|
||||
"buttonMouseOff",
|
||||
"buttonFocused",
|
||||
"buttonNotFocused",
|
||||
"buttonDisabled",
|
||||
0 // count
|
||||
};
|
||||
|
||||
//! State of buttons used for drawing texture images.
|
||||
//! Note that only a single state is active at a time
|
||||
//! Also when no image is defined for a state it will use images from another state
|
||||
//! and if that state is not set from the replacement for that,etc.
|
||||
//! So in many cases setting EGBIS_IMAGE_UP and EGBIS_IMAGE_DOWN is sufficient.
|
||||
enum EGUI_BUTTON_IMAGE_STATE
|
||||
{
|
||||
//! When no other states have images they will all use this one.
|
||||
EGBIS_IMAGE_UP,
|
||||
//! When not set EGBIS_IMAGE_UP is used.
|
||||
EGBIS_IMAGE_UP_MOUSEOVER,
|
||||
//! When not set EGBIS_IMAGE_UP_MOUSEOVER is used.
|
||||
EGBIS_IMAGE_UP_FOCUSED,
|
||||
//! When not set EGBIS_IMAGE_UP_FOCUSED is used.
|
||||
EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER,
|
||||
//! When not set EGBIS_IMAGE_UP is used.
|
||||
EGBIS_IMAGE_DOWN,
|
||||
//! When not set EGBIS_IMAGE_DOWN is used.
|
||||
EGBIS_IMAGE_DOWN_MOUSEOVER,
|
||||
//! When not set EGBIS_IMAGE_DOWN_MOUSEOVER is used.
|
||||
EGBIS_IMAGE_DOWN_FOCUSED,
|
||||
//! When not set EGBIS_IMAGE_DOWN_FOCUSED is used.
|
||||
EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER,
|
||||
//! When not set EGBIS_IMAGE_UP or EGBIS_IMAGE_DOWN are used (depending on button state).
|
||||
EGBIS_IMAGE_DISABLED,
|
||||
//! not used, counts the number of enumerated items
|
||||
EGBIS_COUNT
|
||||
};
|
||||
//! State of buttons used for drawing texture images.
|
||||
//! Note that only a single state is active at a time
|
||||
//! Also when no image is defined for a state it will use images from another state
|
||||
//! and if that state is not set from the replacement for that,etc.
|
||||
//! So in many cases setting EGBIS_IMAGE_UP and EGBIS_IMAGE_DOWN is sufficient.
|
||||
enum EGUI_BUTTON_IMAGE_STATE
|
||||
{
|
||||
//! When no other states have images they will all use this one.
|
||||
EGBIS_IMAGE_UP,
|
||||
//! When not set EGBIS_IMAGE_UP is used.
|
||||
EGBIS_IMAGE_UP_MOUSEOVER,
|
||||
//! When not set EGBIS_IMAGE_UP_MOUSEOVER is used.
|
||||
EGBIS_IMAGE_UP_FOCUSED,
|
||||
//! When not set EGBIS_IMAGE_UP_FOCUSED is used.
|
||||
EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER,
|
||||
//! When not set EGBIS_IMAGE_UP is used.
|
||||
EGBIS_IMAGE_DOWN,
|
||||
//! When not set EGBIS_IMAGE_DOWN is used.
|
||||
EGBIS_IMAGE_DOWN_MOUSEOVER,
|
||||
//! When not set EGBIS_IMAGE_DOWN_MOUSEOVER is used.
|
||||
EGBIS_IMAGE_DOWN_FOCUSED,
|
||||
//! When not set EGBIS_IMAGE_DOWN_FOCUSED is used.
|
||||
EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER,
|
||||
//! When not set EGBIS_IMAGE_UP or EGBIS_IMAGE_DOWN are used (depending on button state).
|
||||
EGBIS_IMAGE_DISABLED,
|
||||
//! not used, counts the number of enumerated items
|
||||
EGBIS_COUNT
|
||||
};
|
||||
|
||||
//! Names for gui button image states
|
||||
const c8* const GUIButtonImageStateNames[EGBIS_COUNT+1] =
|
||||
{
|
||||
"Image", // not "ImageUp" as it otherwise breaks serialization of old files
|
||||
"ImageUpOver",
|
||||
"ImageUpFocused",
|
||||
"ImageUpFocusedOver",
|
||||
"PressedImage", // not "ImageDown" as it otherwise breaks serialization of old files
|
||||
"ImageDownOver",
|
||||
"ImageDownFocused",
|
||||
"ImageDownFocusedOver",
|
||||
"ImageDisabled",
|
||||
0 // count
|
||||
};
|
||||
//! Names for gui button image states
|
||||
const c8 *const GUIButtonImageStateNames[EGBIS_COUNT + 1] =
|
||||
{
|
||||
"Image", // not "ImageUp" as it otherwise breaks serialization of old files
|
||||
"ImageUpOver",
|
||||
"ImageUpFocused",
|
||||
"ImageUpFocusedOver",
|
||||
"PressedImage", // not "ImageDown" as it otherwise breaks serialization of old files
|
||||
"ImageDownOver",
|
||||
"ImageDownFocused",
|
||||
"ImageDownFocusedOver",
|
||||
"ImageDisabled",
|
||||
0 // count
|
||||
};
|
||||
|
||||
//! GUI Button interface.
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_BUTTON_CLICKED
|
||||
*/
|
||||
class IGUIButton : public IGUIElement
|
||||
{
|
||||
public:
|
||||
//! GUI Button interface.
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_BUTTON_CLICKED
|
||||
*/
|
||||
class IGUIButton : public IGUIElement
|
||||
{
|
||||
public:
|
||||
//! constructor
|
||||
IGUIButton(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) :
|
||||
IGUIElement(EGUIET_BUTTON, environment, parent, id, rectangle) {}
|
||||
|
||||
//! constructor
|
||||
IGUIButton(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_BUTTON, environment, parent, id, rectangle) {}
|
||||
//! Sets another skin independent font.
|
||||
/** If this is set to zero, the button uses the font of the skin.
|
||||
\param font: New font to set. */
|
||||
virtual void setOverrideFont(IGUIFont *font = 0) = 0;
|
||||
|
||||
//! Sets another skin independent font.
|
||||
/** If this is set to zero, the button uses the font of the skin.
|
||||
\param font: New font to set. */
|
||||
virtual void setOverrideFont(IGUIFont* font=0) = 0;
|
||||
//! Gets the override font (if any)
|
||||
/** \return The override font (may be 0) */
|
||||
virtual IGUIFont *getOverrideFont(void) const = 0;
|
||||
|
||||
//! Gets the override font (if any)
|
||||
/** \return The override font (may be 0) */
|
||||
virtual IGUIFont* getOverrideFont(void) const = 0;
|
||||
//! Get the font which is used right now for drawing
|
||||
/** Currently this is the override font when one is set and the
|
||||
font of the active skin otherwise */
|
||||
virtual IGUIFont *getActiveFont() const = 0;
|
||||
|
||||
//! Get the font which is used right now for drawing
|
||||
/** Currently this is the override font when one is set and the
|
||||
font of the active skin otherwise */
|
||||
virtual IGUIFont* getActiveFont() const = 0;
|
||||
//! Sets another color for the button text.
|
||||
/** When set, this color is used instead of EGDC_BUTTON_TEXT/EGDC_GRAY_TEXT.
|
||||
You don't need to call enableOverrideColor(true), that's done by this function.
|
||||
If you want the the color of the skin back, call enableOverrideColor(false);
|
||||
\param color: New color of the text. */
|
||||
virtual void setOverrideColor(video::SColor color) = 0;
|
||||
|
||||
//! Sets another color for the button text.
|
||||
/** When set, this color is used instead of EGDC_BUTTON_TEXT/EGDC_GRAY_TEXT.
|
||||
You don't need to call enableOverrideColor(true), that's done by this function.
|
||||
If you want the the color of the skin back, call enableOverrideColor(false);
|
||||
\param color: New color of the text. */
|
||||
virtual void setOverrideColor(video::SColor color) = 0;
|
||||
//! Gets the override color
|
||||
/** \return: The override color */
|
||||
virtual video::SColor getOverrideColor(void) const = 0;
|
||||
|
||||
//! Gets the override color
|
||||
/** \return: The override color */
|
||||
virtual video::SColor getOverrideColor(void) const = 0;
|
||||
//! Gets the currently used text color
|
||||
/** Either a skin-color for the current state or the override color */
|
||||
virtual video::SColor getActiveColor() const = 0;
|
||||
|
||||
//! Gets the currently used text color
|
||||
/** Either a skin-color for the current state or the override color */
|
||||
virtual video::SColor getActiveColor() const = 0;
|
||||
//! Sets if the button text should use the override color or the color in the gui skin.
|
||||
/** \param enable: If set to true, the override color, which can be set
|
||||
with IGUIStaticText::setOverrideColor is used, otherwise the
|
||||
EGDC_BUTTON_TEXT or EGDC_GRAY_TEXT color of the skin. */
|
||||
virtual void enableOverrideColor(bool enable) = 0;
|
||||
|
||||
//! Sets if the button text should use the override color or the color in the gui skin.
|
||||
/** \param enable: If set to true, the override color, which can be set
|
||||
with IGUIStaticText::setOverrideColor is used, otherwise the
|
||||
EGDC_BUTTON_TEXT or EGDC_GRAY_TEXT color of the skin. */
|
||||
virtual void enableOverrideColor(bool enable) = 0;
|
||||
//! Checks if an override color is enabled
|
||||
/** \return true if the override color is enabled, false otherwise */
|
||||
virtual bool isOverrideColorEnabled(void) const = 0;
|
||||
|
||||
//! Checks if an override color is enabled
|
||||
/** \return true if the override color is enabled, false otherwise */
|
||||
virtual bool isOverrideColorEnabled(void) const = 0;
|
||||
//! Sets an image which should be displayed on the button when it is in the given state.
|
||||
/** Only one image-state can be active at a time. Images are drawn below sprites.
|
||||
If a state is without image it will try to use images from other states as described
|
||||
in ::EGUI_BUTTON_IMAGE_STATE.
|
||||
Images are a little less flexible than sprites, but easier to use.
|
||||
\param state: One of ::EGUI_BUTTON_IMAGE_STATE
|
||||
\param image: Image to be displayed or NULL to remove the image
|
||||
\param sourceRect: Source rectangle on the image texture. When width or height are 0 then the full texture-size is used (default). */
|
||||
virtual void setImage(EGUI_BUTTON_IMAGE_STATE state, video::ITexture *image = 0, const core::rect<s32> &sourceRect = core::rect<s32>(0, 0, 0, 0)) = 0;
|
||||
|
||||
//! Sets an image which should be displayed on the button when it is in the given state.
|
||||
/** Only one image-state can be active at a time. Images are drawn below sprites.
|
||||
If a state is without image it will try to use images from other states as described
|
||||
in ::EGUI_BUTTON_IMAGE_STATE.
|
||||
Images are a little less flexible than sprites, but easier to use.
|
||||
\param state: One of ::EGUI_BUTTON_IMAGE_STATE
|
||||
\param image: Image to be displayed or NULL to remove the image
|
||||
\param sourceRect: Source rectangle on the image texture. When width or height are 0 then the full texture-size is used (default). */
|
||||
virtual void setImage(EGUI_BUTTON_IMAGE_STATE state, video::ITexture* image=0, const core::rect<s32>& sourceRect=core::rect<s32>(0,0,0,0)) = 0;
|
||||
//! Sets an image which should be displayed on the button when it is in normal state.
|
||||
/** This is identical to calling setImage(EGBIS_IMAGE_UP, image); and might be deprecated in future revisions.
|
||||
\param image: Image to be displayed */
|
||||
virtual void setImage(video::ITexture *image = 0) = 0;
|
||||
|
||||
//! Sets an image which should be displayed on the button when it is in normal state.
|
||||
/** This is identical to calling setImage(EGBIS_IMAGE_UP, image); and might be deprecated in future revisions.
|
||||
\param image: Image to be displayed */
|
||||
virtual void setImage(video::ITexture* image=0) = 0;
|
||||
//! Sets a background image for the button when it is in normal state.
|
||||
/** This is identical to calling setImage(EGBIS_IMAGE_UP, image, sourceRect); and might be deprecated in future revisions.
|
||||
\param image: Texture containing the image to be displayed
|
||||
\param sourceRect: Position in the texture, where the image is located.
|
||||
When width or height are 0 then the full texture-size is used */
|
||||
virtual void setImage(video::ITexture *image, const core::rect<s32> &sourceRect) = 0;
|
||||
|
||||
//! Sets a background image for the button when it is in normal state.
|
||||
/** This is identical to calling setImage(EGBIS_IMAGE_UP, image, sourceRect); and might be deprecated in future revisions.
|
||||
\param image: Texture containing the image to be displayed
|
||||
\param sourceRect: Position in the texture, where the image is located.
|
||||
When width or height are 0 then the full texture-size is used */
|
||||
virtual void setImage(video::ITexture* image, const core::rect<s32>& sourceRect) = 0;
|
||||
//! Sets a background image for the button when it is in pressed state.
|
||||
/** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image); and might be deprecated in future revisions.
|
||||
If no images is specified for the pressed state via
|
||||
setPressedImage(), this image is also drawn in pressed state.
|
||||
\param image: Image to be displayed */
|
||||
virtual void setPressedImage(video::ITexture *image = 0) = 0;
|
||||
|
||||
//! Sets a background image for the button when it is in pressed state.
|
||||
/** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image); and might be deprecated in future revisions.
|
||||
If no images is specified for the pressed state via
|
||||
setPressedImage(), this image is also drawn in pressed state.
|
||||
\param image: Image to be displayed */
|
||||
virtual void setPressedImage(video::ITexture* image=0) = 0;
|
||||
//! Sets an image which should be displayed on the button when it is in pressed state.
|
||||
/** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image, sourceRect); and might be deprecated in future revisions.
|
||||
\param image: Texture containing the image to be displayed
|
||||
\param sourceRect: Position in the texture, where the image is located */
|
||||
virtual void setPressedImage(video::ITexture *image, const core::rect<s32> &sourceRect) = 0;
|
||||
|
||||
//! Sets an image which should be displayed on the button when it is in pressed state.
|
||||
/** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image, sourceRect); and might be deprecated in future revisions.
|
||||
\param image: Texture containing the image to be displayed
|
||||
\param sourceRect: Position in the texture, where the image is located */
|
||||
virtual void setPressedImage(video::ITexture* image, const core::rect<s32>& sourceRect) = 0;
|
||||
//! Sets the sprite bank used by the button
|
||||
/** NOTE: The spritebank itself is _not_ serialized so far. The sprites are serialized.
|
||||
Which means after loading the gui you still have to set the spritebank manually. */
|
||||
virtual void setSpriteBank(IGUISpriteBank *bank = 0) = 0;
|
||||
|
||||
//! Sets the animated sprite for a specific button state
|
||||
/** Several sprites can be drawn at the same time.
|
||||
Sprites can be animated.
|
||||
Sprites are drawn above the images.
|
||||
\param index: Number of the sprite within the sprite bank, use -1 for no sprite
|
||||
\param state: State of the button to set the sprite for
|
||||
\param index: The sprite number from the current sprite bank
|
||||
\param color: The color of the sprite
|
||||
\param loop: True if the animation should loop, false if not
|
||||
\param scale: True if the sprite should scale to button size, false if not */
|
||||
virtual void setSprite(EGUI_BUTTON_STATE state, s32 index,
|
||||
video::SColor color = video::SColor(255, 255, 255, 255), bool loop = false, bool scale = false) = 0;
|
||||
|
||||
//! Sets the sprite bank used by the button
|
||||
/** NOTE: The spritebank itself is _not_ serialized so far. The sprites are serialized.
|
||||
Which means after loading the gui you still have to set the spritebank manually. */
|
||||
virtual void setSpriteBank(IGUISpriteBank* bank=0) = 0;
|
||||
//! Get the sprite-index for the given state or -1 when no sprite is set
|
||||
virtual s32 getSpriteIndex(EGUI_BUTTON_STATE state) const = 0;
|
||||
|
||||
//! Sets the animated sprite for a specific button state
|
||||
/** Several sprites can be drawn at the same time.
|
||||
Sprites can be animated.
|
||||
Sprites are drawn above the images.
|
||||
\param index: Number of the sprite within the sprite bank, use -1 for no sprite
|
||||
\param state: State of the button to set the sprite for
|
||||
\param index: The sprite number from the current sprite bank
|
||||
\param color: The color of the sprite
|
||||
\param loop: True if the animation should loop, false if not
|
||||
\param scale: True if the sprite should scale to button size, false if not */
|
||||
virtual void setSprite(EGUI_BUTTON_STATE state, s32 index,
|
||||
video::SColor color=video::SColor(255,255,255,255), bool loop=false, bool scale=false) = 0;
|
||||
//! Get the sprite color for the given state. Color is only used when a sprite is set.
|
||||
virtual video::SColor getSpriteColor(EGUI_BUTTON_STATE state) const = 0;
|
||||
|
||||
//! Get the sprite-index for the given state or -1 when no sprite is set
|
||||
virtual s32 getSpriteIndex(EGUI_BUTTON_STATE state) const = 0;
|
||||
//! Returns if the sprite in the given state does loop
|
||||
virtual bool getSpriteLoop(EGUI_BUTTON_STATE state) const = 0;
|
||||
|
||||
//! Get the sprite color for the given state. Color is only used when a sprite is set.
|
||||
virtual video::SColor getSpriteColor(EGUI_BUTTON_STATE state) const = 0;
|
||||
//! Returns if the sprite in the given state is scaled
|
||||
virtual bool getSpriteScale(EGUI_BUTTON_STATE state) const = 0;
|
||||
|
||||
//! Returns if the sprite in the given state does loop
|
||||
virtual bool getSpriteLoop(EGUI_BUTTON_STATE state) const = 0;
|
||||
//! Sets if the button should behave like a push button.
|
||||
/** Which means it can be in two states: Normal or Pressed. With a click on the button,
|
||||
the user can change the state of the button. */
|
||||
virtual void setIsPushButton(bool isPushButton = true) = 0;
|
||||
|
||||
//! Returns if the sprite in the given state is scaled
|
||||
virtual bool getSpriteScale(EGUI_BUTTON_STATE state) const = 0;
|
||||
//! Sets the pressed state of the button if this is a pushbutton
|
||||
virtual void setPressed(bool pressed = true) = 0;
|
||||
|
||||
//! Sets if the button should behave like a push button.
|
||||
/** Which means it can be in two states: Normal or Pressed. With a click on the button,
|
||||
the user can change the state of the button. */
|
||||
virtual void setIsPushButton(bool isPushButton=true) = 0;
|
||||
//! Returns if the button is currently pressed
|
||||
virtual bool isPressed() const = 0;
|
||||
|
||||
//! Sets the pressed state of the button if this is a pushbutton
|
||||
virtual void setPressed(bool pressed=true) = 0;
|
||||
//! Sets if the alpha channel should be used for drawing background images on the button (default is false)
|
||||
virtual void setUseAlphaChannel(bool useAlphaChannel = true) = 0;
|
||||
|
||||
//! Returns if the button is currently pressed
|
||||
virtual bool isPressed() const = 0;
|
||||
//! Returns if the alpha channel should be used for drawing background images on the button
|
||||
virtual bool isAlphaChannelUsed() const = 0;
|
||||
|
||||
//! Sets if the alpha channel should be used for drawing background images on the button (default is false)
|
||||
virtual void setUseAlphaChannel(bool useAlphaChannel=true) = 0;
|
||||
//! Returns whether the button is a push button
|
||||
virtual bool isPushButton() const = 0;
|
||||
|
||||
//! Returns if the alpha channel should be used for drawing background images on the button
|
||||
virtual bool isAlphaChannelUsed() const = 0;
|
||||
//! Sets if the button should use the skin to draw its border and button face (default is true)
|
||||
virtual void setDrawBorder(bool border = true) = 0;
|
||||
|
||||
//! Returns whether the button is a push button
|
||||
virtual bool isPushButton() const = 0;
|
||||
//! Returns if the border and button face are being drawn using the skin
|
||||
virtual bool isDrawingBorder() const = 0;
|
||||
|
||||
//! Sets if the button should use the skin to draw its border and button face (default is true)
|
||||
virtual void setDrawBorder(bool border=true) = 0;
|
||||
//! Sets if the button should scale the button images to fit
|
||||
virtual void setScaleImage(bool scaleImage = true) = 0;
|
||||
|
||||
//! Returns if the border and button face are being drawn using the skin
|
||||
virtual bool isDrawingBorder() const = 0;
|
||||
//! Checks whether the button scales the used images
|
||||
virtual bool isScalingImage() const = 0;
|
||||
|
||||
//! Sets if the button should scale the button images to fit
|
||||
virtual void setScaleImage(bool scaleImage=true) = 0;
|
||||
|
||||
//! Checks whether the button scales the used images
|
||||
virtual bool isScalingImage() const = 0;
|
||||
|
||||
//! Get if the shift key was pressed in last EGET_BUTTON_CLICKED event
|
||||
/** Generated together with event, so info is available in the event-receiver. */
|
||||
virtual bool getClickShiftState() const = 0;
|
||||
|
||||
//! Get if the control key was pressed in last EGET_BUTTON_CLICKED event
|
||||
/** Generated together with event, so info is available in the event-receiver. */
|
||||
virtual bool getClickControlState() const = 0;
|
||||
};
|
||||
//! Get if the shift key was pressed in last EGET_BUTTON_CLICKED event
|
||||
/** Generated together with event, so info is available in the event-receiver. */
|
||||
virtual bool getClickShiftState() const = 0;
|
||||
|
||||
//! Get if the control key was pressed in last EGET_BUTTON_CLICKED event
|
||||
/** Generated together with event, so info is available in the event-receiver. */
|
||||
virtual bool getClickControlState() const = 0;
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
|
|
@ -11,39 +11,37 @@ namespace irr
|
|||
namespace gui
|
||||
{
|
||||
|
||||
//! GUI Check box interface.
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_CHECKBOX_CHANGED
|
||||
*/
|
||||
class IGUICheckBox : public IGUIElement
|
||||
{
|
||||
public:
|
||||
//! GUI Check box interface.
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_CHECKBOX_CHANGED
|
||||
*/
|
||||
class IGUICheckBox : public IGUIElement
|
||||
{
|
||||
public:
|
||||
//! constructor
|
||||
IGUICheckBox(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) :
|
||||
IGUIElement(EGUIET_CHECK_BOX, environment, parent, id, rectangle) {}
|
||||
|
||||
//! constructor
|
||||
IGUICheckBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_CHECK_BOX, environment, parent, id, rectangle) {}
|
||||
//! Set if box is checked.
|
||||
virtual void setChecked(bool checked) = 0;
|
||||
|
||||
//! Set if box is checked.
|
||||
virtual void setChecked(bool checked) = 0;
|
||||
//! Returns true if box is checked.
|
||||
virtual bool isChecked() const = 0;
|
||||
|
||||
//! Returns true if box is checked.
|
||||
virtual bool isChecked() const = 0;
|
||||
//! Sets whether to draw the background
|
||||
virtual void setDrawBackground(bool draw) = 0;
|
||||
|
||||
//! Sets whether to draw the background
|
||||
virtual void setDrawBackground(bool draw) = 0;
|
||||
//! Checks if background drawing is enabled
|
||||
/** \return true if background drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBackgroundEnabled() const = 0;
|
||||
|
||||
//! Checks if background drawing is enabled
|
||||
/** \return true if background drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBackgroundEnabled() const = 0;
|
||||
//! Sets whether to draw the border
|
||||
virtual void setDrawBorder(bool draw) = 0;
|
||||
|
||||
//! Sets whether to draw the border
|
||||
virtual void setDrawBorder(bool draw) = 0;
|
||||
|
||||
//! Checks if border drawing is enabled
|
||||
/** \return true if border drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBorderEnabled() const = 0;
|
||||
|
||||
};
|
||||
//! Checks if border drawing is enabled
|
||||
/** \return true if border drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBorderEnabled() const = 0;
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
|
|
@ -11,64 +11,62 @@ namespace irr
|
|||
namespace gui
|
||||
{
|
||||
|
||||
//! Combobox widget
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_COMBO_BOX_CHANGED
|
||||
*/
|
||||
class IGUIComboBox : public IGUIElement
|
||||
{
|
||||
public:
|
||||
//! Combobox widget
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_COMBO_BOX_CHANGED
|
||||
*/
|
||||
class IGUIComboBox : public IGUIElement
|
||||
{
|
||||
public:
|
||||
//! constructor
|
||||
IGUIComboBox(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) :
|
||||
IGUIElement(EGUIET_COMBO_BOX, environment, parent, id, rectangle) {}
|
||||
|
||||
//! constructor
|
||||
IGUIComboBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_COMBO_BOX, environment, parent, id, rectangle) {}
|
||||
//! Returns amount of items in box
|
||||
virtual u32 getItemCount() const = 0;
|
||||
|
||||
//! Returns amount of items in box
|
||||
virtual u32 getItemCount() const = 0;
|
||||
//! Returns string of an item. the idx may be a value from 0 to itemCount-1
|
||||
virtual const wchar_t *getItem(u32 idx) const = 0;
|
||||
|
||||
//! Returns string of an item. the idx may be a value from 0 to itemCount-1
|
||||
virtual const wchar_t* getItem(u32 idx) const = 0;
|
||||
//! Returns item data of an item. the idx may be a value from 0 to itemCount-1
|
||||
virtual u32 getItemData(u32 idx) const = 0;
|
||||
|
||||
//! Returns item data of an item. the idx may be a value from 0 to itemCount-1
|
||||
virtual u32 getItemData(u32 idx) const = 0;
|
||||
//! Returns index based on item data
|
||||
virtual s32 getIndexForItemData(u32 data) const = 0;
|
||||
|
||||
//! Returns index based on item data
|
||||
virtual s32 getIndexForItemData(u32 data ) const = 0;
|
||||
//! Adds an item and returns the index of it
|
||||
virtual u32 addItem(const wchar_t *text, u32 data = 0) = 0;
|
||||
|
||||
//! Adds an item and returns the index of it
|
||||
virtual u32 addItem(const wchar_t* text, u32 data = 0) = 0;
|
||||
//! Removes an item from the combo box.
|
||||
/** Warning. This will change the index of all following items */
|
||||
virtual void removeItem(u32 idx) = 0;
|
||||
|
||||
//! Removes an item from the combo box.
|
||||
/** Warning. This will change the index of all following items */
|
||||
virtual void removeItem(u32 idx) = 0;
|
||||
//! Deletes all items in the combo box
|
||||
virtual void clear() = 0;
|
||||
|
||||
//! Deletes all items in the combo box
|
||||
virtual void clear() = 0;
|
||||
//! Returns id of selected item. returns -1 if no item is selected.
|
||||
virtual s32 getSelected() const = 0;
|
||||
|
||||
//! Returns id of selected item. returns -1 if no item is selected.
|
||||
virtual s32 getSelected() const = 0;
|
||||
//! Sets the selected item. Set this to -1 if no item should be selected
|
||||
virtual void setSelected(s32 idx) = 0;
|
||||
|
||||
//! Sets the selected item. Set this to -1 if no item should be selected
|
||||
virtual void setSelected(s32 idx) = 0;
|
||||
//! Sets the selected item and emits a change event.
|
||||
/** Set this to -1 if no item should be selected */
|
||||
virtual void setAndSendSelected(s32 idx) = 0;
|
||||
|
||||
//! Sets the selected item and emits a change event.
|
||||
/** Set this to -1 if no item should be selected */
|
||||
virtual void setAndSendSelected(s32 idx) = 0;
|
||||
//! Sets text justification of the text area
|
||||
/** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
|
||||
EGUIA_LOWERRIGHT for right justified, or EGUIA_CENTER for centered text.
|
||||
\param vertical: EGUIA_UPPERLEFT to align with top edge,
|
||||
EGUIA_LOWERRIGHT for bottom edge, or EGUIA_CENTER for centered text (default). */
|
||||
virtual void setTextAlignment(EGUI_ALIGNMENT horizontal, EGUI_ALIGNMENT vertical) = 0;
|
||||
|
||||
//! Sets text justification of the text area
|
||||
/** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
|
||||
EGUIA_LOWERRIGHT for right justified, or EGUIA_CENTER for centered text.
|
||||
\param vertical: EGUIA_UPPERLEFT to align with top edge,
|
||||
EGUIA_LOWERRIGHT for bottom edge, or EGUIA_CENTER for centered text (default). */
|
||||
virtual void setTextAlignment(EGUI_ALIGNMENT horizontal, EGUI_ALIGNMENT vertical) = 0;
|
||||
|
||||
//! Set the maximal number of rows for the selection listbox
|
||||
virtual void setMaxSelectionRows(u32 max) = 0;
|
||||
|
||||
//! Get the maximal number of rows for the selection listbox
|
||||
virtual u32 getMaxSelectionRows() const = 0;
|
||||
};
|
||||
//! Set the maximal number of rows for the selection listbox
|
||||
virtual void setMaxSelectionRows(u32 max) = 0;
|
||||
|
||||
//! Get the maximal number of rows for the selection listbox
|
||||
virtual u32 getMaxSelectionRows() const = 0;
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
|
|
@ -11,143 +11,141 @@ namespace irr
|
|||
{
|
||||
namespace gui
|
||||
{
|
||||
class IGUIFont;
|
||||
class IGUIFont;
|
||||
|
||||
//! Single line edit box for editing simple text.
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_EDITBOX_ENTER
|
||||
\li EGET_EDITBOX_CHANGED
|
||||
\li EGET_EDITBOX_MARKING_CHANGED
|
||||
*/
|
||||
class IGUIEditBox : public IGUIElement
|
||||
{
|
||||
public:
|
||||
//! Single line edit box for editing simple text.
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_EDITBOX_ENTER
|
||||
\li EGET_EDITBOX_CHANGED
|
||||
\li EGET_EDITBOX_MARKING_CHANGED
|
||||
*/
|
||||
class IGUIEditBox : public IGUIElement
|
||||
{
|
||||
public:
|
||||
//! constructor
|
||||
IGUIEditBox(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) :
|
||||
IGUIElement(EGUIET_EDIT_BOX, environment, parent, id, rectangle) {}
|
||||
|
||||
//! constructor
|
||||
IGUIEditBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_EDIT_BOX, environment, parent, id, rectangle) {}
|
||||
//! Sets another skin independent font.
|
||||
/** If this is set to zero, the button uses the font of the skin.
|
||||
\param font: New font to set. */
|
||||
virtual void setOverrideFont(IGUIFont *font = 0) = 0;
|
||||
|
||||
//! Sets another skin independent font.
|
||||
/** If this is set to zero, the button uses the font of the skin.
|
||||
\param font: New font to set. */
|
||||
virtual void setOverrideFont(IGUIFont* font=0) = 0;
|
||||
//! Gets the override font (if any)
|
||||
/** \return The override font (may be 0) */
|
||||
virtual IGUIFont *getOverrideFont() const = 0;
|
||||
|
||||
//! Gets the override font (if any)
|
||||
/** \return The override font (may be 0) */
|
||||
virtual IGUIFont* getOverrideFont() const = 0;
|
||||
//! Get the font which is used right now for drawing
|
||||
/** Currently this is the override font when one is set and the
|
||||
font of the active skin otherwise */
|
||||
virtual IGUIFont *getActiveFont() const = 0;
|
||||
|
||||
//! Get the font which is used right now for drawing
|
||||
/** Currently this is the override font when one is set and the
|
||||
font of the active skin otherwise */
|
||||
virtual IGUIFont* getActiveFont() const = 0;
|
||||
//! Sets another color for the text.
|
||||
/** If set, the edit box does not use the EGDC_BUTTON_TEXT color defined
|
||||
in the skin, but the set color instead. You don't need to call
|
||||
IGUIEditBox::enableOverrrideColor(true) after this, this is done
|
||||
by this function.
|
||||
If you set a color, and you want the text displayed with the color
|
||||
of the skin again, call IGUIEditBox::enableOverrideColor(false);
|
||||
\param color: New color of the text. */
|
||||
virtual void setOverrideColor(video::SColor color) = 0;
|
||||
|
||||
//! Sets another color for the text.
|
||||
/** If set, the edit box does not use the EGDC_BUTTON_TEXT color defined
|
||||
in the skin, but the set color instead. You don't need to call
|
||||
IGUIEditBox::enableOverrrideColor(true) after this, this is done
|
||||
by this function.
|
||||
If you set a color, and you want the text displayed with the color
|
||||
of the skin again, call IGUIEditBox::enableOverrideColor(false);
|
||||
\param color: New color of the text. */
|
||||
virtual void setOverrideColor(video::SColor color) = 0;
|
||||
//! Gets the override color
|
||||
virtual video::SColor getOverrideColor() const = 0;
|
||||
|
||||
//! Gets the override color
|
||||
virtual video::SColor getOverrideColor() const = 0;
|
||||
//! Sets if the text should use the override color or the color in the gui skin.
|
||||
/** \param enable: If set to true, the override color, which can be set
|
||||
with IGUIEditBox::setOverrideColor is used, otherwise the
|
||||
EGDC_BUTTON_TEXT color of the skin. */
|
||||
virtual void enableOverrideColor(bool enable) = 0;
|
||||
|
||||
//! Sets if the text should use the override color or the color in the gui skin.
|
||||
/** \param enable: If set to true, the override color, which can be set
|
||||
with IGUIEditBox::setOverrideColor is used, otherwise the
|
||||
EGDC_BUTTON_TEXT color of the skin. */
|
||||
virtual void enableOverrideColor(bool enable) = 0;
|
||||
//! Checks if an override color is enabled
|
||||
/** \return true if the override color is enabled, false otherwise */
|
||||
virtual bool isOverrideColorEnabled(void) const = 0;
|
||||
|
||||
//! Checks if an override color is enabled
|
||||
/** \return true if the override color is enabled, false otherwise */
|
||||
virtual bool isOverrideColorEnabled(void) const = 0;
|
||||
//! Sets whether to draw the background
|
||||
virtual void setDrawBackground(bool draw) = 0;
|
||||
|
||||
//! Sets whether to draw the background
|
||||
virtual void setDrawBackground(bool draw) = 0;
|
||||
//! Checks if background drawing is enabled
|
||||
/** \return true if background drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBackgroundEnabled() const = 0;
|
||||
|
||||
//! Checks if background drawing is enabled
|
||||
/** \return true if background drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBackgroundEnabled() const = 0;
|
||||
//! Turns the border on or off
|
||||
/** \param border: true if you want the border to be drawn, false if not */
|
||||
virtual void setDrawBorder(bool border) = 0;
|
||||
|
||||
//! Turns the border on or off
|
||||
/** \param border: true if you want the border to be drawn, false if not */
|
||||
virtual void setDrawBorder(bool border) = 0;
|
||||
//! Checks if border drawing is enabled
|
||||
/** \return true if border drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBorderEnabled() const = 0;
|
||||
|
||||
//! Checks if border drawing is enabled
|
||||
/** \return true if border drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBorderEnabled() const = 0;
|
||||
//! Sets text justification mode
|
||||
/** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
|
||||
EGUIA_LOWERRIGHT for right justified, or EGUIA_CENTER for centered text.
|
||||
\param vertical: EGUIA_UPPERLEFT to align with top edge,
|
||||
EGUIA_LOWERRIGHT for bottom edge, or EGUIA_CENTER for centered text (default). */
|
||||
virtual void setTextAlignment(EGUI_ALIGNMENT horizontal, EGUI_ALIGNMENT vertical) = 0;
|
||||
|
||||
//! Sets text justification mode
|
||||
/** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
|
||||
EGUIA_LOWERRIGHT for right justified, or EGUIA_CENTER for centered text.
|
||||
\param vertical: EGUIA_UPPERLEFT to align with top edge,
|
||||
EGUIA_LOWERRIGHT for bottom edge, or EGUIA_CENTER for centered text (default). */
|
||||
virtual void setTextAlignment(EGUI_ALIGNMENT horizontal, EGUI_ALIGNMENT vertical) = 0;
|
||||
//! Enables or disables word wrap.
|
||||
/** \param enable: If set to true, words going over one line are
|
||||
broken to the next line. */
|
||||
virtual void setWordWrap(bool enable) = 0;
|
||||
|
||||
//! Enables or disables word wrap.
|
||||
/** \param enable: If set to true, words going over one line are
|
||||
broken to the next line. */
|
||||
virtual void setWordWrap(bool enable) = 0;
|
||||
//! Checks if word wrap is enabled
|
||||
/** \return true if word wrap is enabled, false otherwise */
|
||||
virtual bool isWordWrapEnabled() const = 0;
|
||||
|
||||
//! Checks if word wrap is enabled
|
||||
/** \return true if word wrap is enabled, false otherwise */
|
||||
virtual bool isWordWrapEnabled() const = 0;
|
||||
//! Enables or disables newlines.
|
||||
/** \param enable: If set to true, the EGET_EDITBOX_ENTER event will not be fired,
|
||||
instead a newline character will be inserted. */
|
||||
virtual void setMultiLine(bool enable) = 0;
|
||||
|
||||
//! Enables or disables newlines.
|
||||
/** \param enable: If set to true, the EGET_EDITBOX_ENTER event will not be fired,
|
||||
instead a newline character will be inserted. */
|
||||
virtual void setMultiLine(bool enable) = 0;
|
||||
//! Checks if multi line editing is enabled
|
||||
/** \return true if multi-line is enabled, false otherwise */
|
||||
virtual bool isMultiLineEnabled() const = 0;
|
||||
|
||||
//! Checks if multi line editing is enabled
|
||||
/** \return true if multi-line is enabled, false otherwise */
|
||||
virtual bool isMultiLineEnabled() const = 0;
|
||||
//! Enables or disables automatic scrolling with cursor position
|
||||
/** \param enable: If set to true, the text will move around with the cursor position */
|
||||
virtual void setAutoScroll(bool enable) = 0;
|
||||
|
||||
//! Enables or disables automatic scrolling with cursor position
|
||||
/** \param enable: If set to true, the text will move around with the cursor position */
|
||||
virtual void setAutoScroll(bool enable) = 0;
|
||||
//! Checks to see if automatic scrolling is enabled
|
||||
/** \return true if automatic scrolling is enabled, false if not */
|
||||
virtual bool isAutoScrollEnabled() const = 0;
|
||||
|
||||
//! Checks to see if automatic scrolling is enabled
|
||||
/** \return true if automatic scrolling is enabled, false if not */
|
||||
virtual bool isAutoScrollEnabled() const = 0;
|
||||
//! Sets whether the edit box is a password box. Setting this to true will
|
||||
/** disable MultiLine, WordWrap and the ability to copy with ctrl+c or ctrl+x
|
||||
\param passwordBox: true to enable password, false to disable
|
||||
\param passwordChar: the character that is displayed instead of letters */
|
||||
virtual void setPasswordBox(bool passwordBox, wchar_t passwordChar = L'*') = 0;
|
||||
|
||||
//! Sets whether the edit box is a password box. Setting this to true will
|
||||
/** disable MultiLine, WordWrap and the ability to copy with ctrl+c or ctrl+x
|
||||
\param passwordBox: true to enable password, false to disable
|
||||
\param passwordChar: the character that is displayed instead of letters */
|
||||
virtual void setPasswordBox(bool passwordBox, wchar_t passwordChar = L'*') = 0;
|
||||
//! Returns true if the edit box is currently a password box.
|
||||
virtual bool isPasswordBox() const = 0;
|
||||
|
||||
//! Returns true if the edit box is currently a password box.
|
||||
virtual bool isPasswordBox() const = 0;
|
||||
//! Gets the size area of the text in the edit box
|
||||
/** \return The size in pixels of the text */
|
||||
virtual core::dimension2du getTextDimension() = 0;
|
||||
|
||||
//! Gets the size area of the text in the edit box
|
||||
/** \return The size in pixels of the text */
|
||||
virtual core::dimension2du getTextDimension() = 0;
|
||||
//! Sets the maximum amount of characters which may be entered in the box.
|
||||
/** \param max: Maximum amount of characters. If 0, the character amount is
|
||||
infinity. */
|
||||
virtual void setMax(u32 max) = 0;
|
||||
|
||||
//! Sets the maximum amount of characters which may be entered in the box.
|
||||
/** \param max: Maximum amount of characters. If 0, the character amount is
|
||||
infinity. */
|
||||
virtual void setMax(u32 max) = 0;
|
||||
//! Returns maximum amount of characters, previously set by setMax();
|
||||
virtual u32 getMax() const = 0;
|
||||
|
||||
//! Returns maximum amount of characters, previously set by setMax();
|
||||
virtual u32 getMax() const = 0;
|
||||
//! Set the character used for the cursor.
|
||||
/** By default it's "_" */
|
||||
virtual void setCursorChar(const wchar_t cursorChar) = 0;
|
||||
|
||||
//! Set the character used for the cursor.
|
||||
/** By default it's "_" */
|
||||
virtual void setCursorChar(const wchar_t cursorChar) = 0;
|
||||
//! Get the character used for the cursor.
|
||||
virtual wchar_t getCursorChar() const = 0;
|
||||
|
||||
//! Get the character used for the cursor.
|
||||
virtual wchar_t getCursorChar() const = 0;
|
||||
|
||||
//! Set the blinktime for the cursor. 2x blinktime is one full cycle.
|
||||
//** \param timeMs Blinktime in milliseconds. When set to 0 the cursor is constantly on without blinking */
|
||||
virtual void setCursorBlinkTime(irr::u32 timeMs) = 0;
|
||||
|
||||
//! Get the cursor blinktime
|
||||
virtual irr::u32 getCursorBlinkTime() const = 0;
|
||||
};
|
||||
//! Set the blinktime for the cursor. 2x blinktime is one full cycle.
|
||||
//** \param timeMs Blinktime in milliseconds. When set to 0 the cursor is constantly on without blinking */
|
||||
virtual void setCursorBlinkTime(irr::u32 timeMs) = 0;
|
||||
|
||||
//! Get the cursor blinktime
|
||||
virtual irr::u32 getCursorBlinkTime() const = 0;
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
|
|
@ -25,30 +25,28 @@ namespace gui
|
|||
class IGUIElement : virtual public IReferenceCounted, public IEventReceiver
|
||||
{
|
||||
public:
|
||||
|
||||
//! Constructor
|
||||
IGUIElement(EGUI_ELEMENT_TYPE type, IGUIEnvironment* environment, IGUIElement* parent,
|
||||
s32 id, const core::rect<s32>& rectangle)
|
||||
: Parent(0), RelativeRect(rectangle), AbsoluteRect(rectangle),
|
||||
AbsoluteClippingRect(rectangle), DesiredRect(rectangle),
|
||||
MaxSize(0,0), MinSize(1,1), IsVisible(true), IsEnabled(true),
|
||||
IsSubElement(false), NoClip(false), ID(id), IsTabStop(false), TabOrder(-1), IsTabGroup(false),
|
||||
AlignLeft(EGUIA_UPPERLEFT), AlignRight(EGUIA_UPPERLEFT), AlignTop(EGUIA_UPPERLEFT), AlignBottom(EGUIA_UPPERLEFT),
|
||||
Environment(environment), Type(type)
|
||||
IGUIElement(EGUI_ELEMENT_TYPE type, IGUIEnvironment *environment, IGUIElement *parent,
|
||||
s32 id, const core::rect<s32> &rectangle) :
|
||||
Parent(0),
|
||||
RelativeRect(rectangle), AbsoluteRect(rectangle),
|
||||
AbsoluteClippingRect(rectangle), DesiredRect(rectangle),
|
||||
MaxSize(0, 0), MinSize(1, 1), IsVisible(true), IsEnabled(true),
|
||||
IsSubElement(false), NoClip(false), ID(id), IsTabStop(false), TabOrder(-1), IsTabGroup(false),
|
||||
AlignLeft(EGUIA_UPPERLEFT), AlignRight(EGUIA_UPPERLEFT), AlignTop(EGUIA_UPPERLEFT), AlignBottom(EGUIA_UPPERLEFT),
|
||||
Environment(environment), Type(type)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
#ifdef _DEBUG
|
||||
setDebugName("IGUIElement");
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// if we were given a parent to attach to
|
||||
if (parent)
|
||||
{
|
||||
if (parent) {
|
||||
parent->addChildToEnd(this);
|
||||
recalculateAbsolutePosition(true);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//! Destructor
|
||||
virtual ~IGUIElement()
|
||||
{
|
||||
|
@ -58,9 +56,8 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
//! Returns parent of this element.
|
||||
IGUIElement* getParent() const
|
||||
IGUIElement *getParent() const
|
||||
{
|
||||
return Parent;
|
||||
}
|
||||
|
@ -71,22 +68,20 @@ public:
|
|||
return RelativeRect;
|
||||
}
|
||||
|
||||
|
||||
//! Sets the relative rectangle of this element.
|
||||
/** \param r The absolute position to set */
|
||||
void setRelativePosition(const core::rect<s32>& r)
|
||||
void setRelativePosition(const core::rect<s32> &r)
|
||||
{
|
||||
if (Parent)
|
||||
{
|
||||
const core::rect<s32>& r2 = Parent->getAbsolutePosition();
|
||||
if (Parent) {
|
||||
const core::rect<s32> &r2 = Parent->getAbsolutePosition();
|
||||
|
||||
core::dimension2df d((f32)(r2.getSize().Width), (f32)(r2.getSize().Height));
|
||||
|
||||
if (AlignLeft == EGUIA_SCALE)
|
||||
if (AlignLeft == EGUIA_SCALE)
|
||||
ScaleRect.UpperLeftCorner.X = (f32)r.UpperLeftCorner.X / d.Width;
|
||||
if (AlignRight == EGUIA_SCALE)
|
||||
if (AlignRight == EGUIA_SCALE)
|
||||
ScaleRect.LowerRightCorner.X = (f32)r.LowerRightCorner.X / d.Width;
|
||||
if (AlignTop == EGUIA_SCALE)
|
||||
if (AlignTop == EGUIA_SCALE)
|
||||
ScaleRect.UpperLeftCorner.Y = (f32)r.UpperLeftCorner.Y / d.Height;
|
||||
if (AlignBottom == EGUIA_SCALE)
|
||||
ScaleRect.LowerRightCorner.Y = (f32)r.LowerRightCorner.Y / d.Height;
|
||||
|
@ -98,53 +93,49 @@ public:
|
|||
|
||||
//! Sets the relative rectangle of this element, maintaining its current width and height
|
||||
/** \param position The new relative position to set. Width and height will not be changed. */
|
||||
void setRelativePosition(const core::position2di & position)
|
||||
void setRelativePosition(const core::position2di &position)
|
||||
{
|
||||
const core::dimension2di mySize = RelativeRect.getSize();
|
||||
const core::rect<s32> rectangle(position.X, position.Y,
|
||||
position.X + mySize.Width, position.Y + mySize.Height);
|
||||
position.X + mySize.Width, position.Y + mySize.Height);
|
||||
setRelativePosition(rectangle);
|
||||
}
|
||||
|
||||
|
||||
//! Sets the relative rectangle of this element as a proportion of its parent's area.
|
||||
/** \note This method used to be 'void setRelativePosition(const core::rect<f32>& r)'
|
||||
\param r The rectangle to set, interpreted as a proportion of the parent's area.
|
||||
Meaningful values are in the range [0...1], unless you intend this element to spill
|
||||
outside its parent. */
|
||||
void setRelativePositionProportional(const core::rect<f32>& r)
|
||||
void setRelativePositionProportional(const core::rect<f32> &r)
|
||||
{
|
||||
if (!Parent)
|
||||
return;
|
||||
|
||||
const core::dimension2di& d = Parent->getAbsolutePosition().getSize();
|
||||
const core::dimension2di &d = Parent->getAbsolutePosition().getSize();
|
||||
|
||||
DesiredRect = core::rect<s32>(
|
||||
core::floor32((f32)d.Width * r.UpperLeftCorner.X),
|
||||
core::floor32((f32)d.Height * r.UpperLeftCorner.Y),
|
||||
core::floor32((f32)d.Width * r.LowerRightCorner.X),
|
||||
core::floor32((f32)d.Height * r.LowerRightCorner.Y));
|
||||
core::floor32((f32)d.Width * r.UpperLeftCorner.X),
|
||||
core::floor32((f32)d.Height * r.UpperLeftCorner.Y),
|
||||
core::floor32((f32)d.Width * r.LowerRightCorner.X),
|
||||
core::floor32((f32)d.Height * r.LowerRightCorner.Y));
|
||||
|
||||
ScaleRect = r;
|
||||
|
||||
updateAbsolutePosition();
|
||||
}
|
||||
|
||||
|
||||
//! Gets the absolute rectangle of this element
|
||||
core::rect<s32> getAbsolutePosition() const
|
||||
{
|
||||
return AbsoluteRect;
|
||||
}
|
||||
|
||||
|
||||
//! Returns the visible area of the element.
|
||||
core::rect<s32> getAbsoluteClippingRect() const
|
||||
{
|
||||
return AbsoluteClippingRect;
|
||||
}
|
||||
|
||||
|
||||
//! Sets whether the element will ignore its parent's clipping rectangle
|
||||
/** \param noClip If true, the element will not be clipped by its parent's clipping rectangle. */
|
||||
void setNotClipped(bool noClip)
|
||||
|
@ -153,7 +144,6 @@ public:
|
|||
updateAbsolutePosition();
|
||||
}
|
||||
|
||||
|
||||
//! Gets whether the element will ignore its parent's clipping rectangle
|
||||
/** \return true if the element is not clipped by its parent's clipping rectangle. */
|
||||
bool isNotClipped() const
|
||||
|
@ -161,7 +151,6 @@ public:
|
|||
return NoClip;
|
||||
}
|
||||
|
||||
|
||||
//! Sets the maximum size allowed for this element
|
||||
/** If set to 0,0, there is no maximum size */
|
||||
void setMaxSize(core::dimension2du size)
|
||||
|
@ -170,7 +159,6 @@ public:
|
|||
updateAbsolutePosition();
|
||||
}
|
||||
|
||||
|
||||
//! Sets the minimum size allowed for this element
|
||||
void setMinSize(core::dimension2du size)
|
||||
{
|
||||
|
@ -182,7 +170,6 @@ public:
|
|||
updateAbsolutePosition();
|
||||
}
|
||||
|
||||
|
||||
//! The alignment defines how the borders of this element will be positioned when the parent element is resized.
|
||||
void setAlignment(EGUI_ALIGNMENT left, EGUI_ALIGNMENT right, EGUI_ALIGNMENT top, EGUI_ALIGNMENT bottom)
|
||||
{
|
||||
|
@ -191,17 +178,16 @@ public:
|
|||
AlignTop = top;
|
||||
AlignBottom = bottom;
|
||||
|
||||
if (Parent)
|
||||
{
|
||||
if (Parent) {
|
||||
core::rect<s32> r(Parent->getAbsolutePosition());
|
||||
|
||||
core::dimension2df d((f32)r.getSize().Width, (f32)r.getSize().Height);
|
||||
|
||||
if (AlignLeft == EGUIA_SCALE)
|
||||
if (AlignLeft == EGUIA_SCALE)
|
||||
ScaleRect.UpperLeftCorner.X = (f32)DesiredRect.UpperLeftCorner.X / d.Width;
|
||||
if (AlignRight == EGUIA_SCALE)
|
||||
if (AlignRight == EGUIA_SCALE)
|
||||
ScaleRect.LowerRightCorner.X = (f32)DesiredRect.LowerRightCorner.X / d.Width;
|
||||
if (AlignTop == EGUIA_SCALE)
|
||||
if (AlignTop == EGUIA_SCALE)
|
||||
ScaleRect.UpperLeftCorner.Y = (f32)DesiredRect.UpperLeftCorner.Y / d.Height;
|
||||
if (AlignBottom == EGUIA_SCALE)
|
||||
ScaleRect.LowerRightCorner.Y = (f32)DesiredRect.LowerRightCorner.Y / d.Height;
|
||||
|
@ -238,13 +224,11 @@ public:
|
|||
recalculateAbsolutePosition(false);
|
||||
|
||||
// update all children
|
||||
for (auto child : Children)
|
||||
{
|
||||
for (auto child : Children) {
|
||||
child->updateAbsolutePosition();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//! Returns the topmost GUI element at the specific position.
|
||||
/**
|
||||
This will check this GUI element and all of its descendants, so it
|
||||
|
@ -257,18 +241,16 @@ public:
|
|||
\return The topmost GUI element at that point, or 0 if there are
|
||||
no candidate elements at this point.
|
||||
*/
|
||||
virtual IGUIElement* getElementFromPoint(const core::position2d<s32>& point)
|
||||
virtual IGUIElement *getElementFromPoint(const core::position2d<s32> &point)
|
||||
{
|
||||
IGUIElement* target = 0;
|
||||
IGUIElement *target = 0;
|
||||
|
||||
if (isVisible())
|
||||
{
|
||||
if (isVisible()) {
|
||||
// we have to search from back to front, because later children
|
||||
// might be drawn over the top of earlier ones.
|
||||
auto it = Children.rbegin();
|
||||
auto ie = Children.rend();
|
||||
while (it != ie)
|
||||
{
|
||||
while (it != ie) {
|
||||
target = (*it)->getElementFromPoint(point);
|
||||
if (target)
|
||||
return target;
|
||||
|
@ -283,27 +265,24 @@ public:
|
|||
return target;
|
||||
}
|
||||
|
||||
|
||||
//! Returns true if a point is within this element.
|
||||
/** Elements with a shape other than a rectangle should override this method */
|
||||
virtual bool isPointInside(const core::position2d<s32>& point) const
|
||||
virtual bool isPointInside(const core::position2d<s32> &point) const
|
||||
{
|
||||
return AbsoluteClippingRect.isPointInside(point);
|
||||
}
|
||||
|
||||
|
||||
//! Adds a GUI element as new child of this element.
|
||||
virtual void addChild(IGUIElement* child)
|
||||
virtual void addChild(IGUIElement *child)
|
||||
{
|
||||
if ( child && child != this )
|
||||
{
|
||||
if (child && child != this) {
|
||||
addChildToEnd(child);
|
||||
child->updateAbsolutePosition();
|
||||
}
|
||||
}
|
||||
|
||||
//! Removes a child.
|
||||
virtual void removeChild(IGUIElement* child)
|
||||
virtual void removeChild(IGUIElement *child)
|
||||
{
|
||||
assert(child->Parent == this);
|
||||
Children.erase(child->ParentPos);
|
||||
|
@ -312,7 +291,8 @@ public:
|
|||
}
|
||||
|
||||
//! Removes all children.
|
||||
virtual void removeAllChildren() {
|
||||
virtual void removeAllChildren()
|
||||
{
|
||||
while (!Children.empty()) {
|
||||
auto child = Children.back();
|
||||
child->remove();
|
||||
|
@ -326,36 +306,30 @@ public:
|
|||
Parent->removeChild(this);
|
||||
}
|
||||
|
||||
|
||||
//! Draws the element and its children.
|
||||
virtual void draw()
|
||||
{
|
||||
if ( isVisible() )
|
||||
{
|
||||
if (isVisible()) {
|
||||
for (auto child : Children)
|
||||
child->draw();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//! animate the element and its children.
|
||||
virtual void OnPostRender(u32 timeMs)
|
||||
{
|
||||
if ( isVisible() )
|
||||
{
|
||||
if (isVisible()) {
|
||||
for (auto child : Children)
|
||||
child->OnPostRender( timeMs );
|
||||
child->OnPostRender(timeMs);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//! Moves this element.
|
||||
virtual void move(core::position2d<s32> absoluteMovement)
|
||||
{
|
||||
setRelativePosition(DesiredRect + absoluteMovement);
|
||||
}
|
||||
|
||||
|
||||
//! Returns true if element is visible.
|
||||
virtual bool isVisible() const
|
||||
{
|
||||
|
@ -367,10 +341,10 @@ public:
|
|||
false if this or any parent element is invisible. */
|
||||
virtual bool isTrulyVisible() const
|
||||
{
|
||||
if(!IsVisible)
|
||||
if (!IsVisible)
|
||||
return false;
|
||||
|
||||
if(!Parent)
|
||||
if (!Parent)
|
||||
return true;
|
||||
|
||||
return Parent->isTrulyVisible();
|
||||
|
@ -382,14 +356,12 @@ public:
|
|||
IsVisible = visible;
|
||||
}
|
||||
|
||||
|
||||
//! Returns true if this element was created as part of its parent control
|
||||
virtual bool isSubElement() const
|
||||
{
|
||||
return IsSubElement;
|
||||
}
|
||||
|
||||
|
||||
//! Sets whether this control was created as part of its parent.
|
||||
/** For example, it is true when a scrollbar is part of a listbox.
|
||||
SubElements are not saved to disk when calling guiEnvironment->saveGUI() */
|
||||
|
@ -398,7 +370,6 @@ public:
|
|||
IsSubElement = subElement;
|
||||
}
|
||||
|
||||
|
||||
//! If set to true, the focus will visit this element when using the tab key to cycle through elements.
|
||||
/** If this element is a tab group (see isTabGroup/setTabGroup) then
|
||||
ctrl+tab will be used instead. */
|
||||
|
@ -407,51 +378,43 @@ public:
|
|||
IsTabStop = enable;
|
||||
}
|
||||
|
||||
|
||||
//! Returns true if this element can be focused by navigating with the tab key
|
||||
bool isTabStop() const
|
||||
{
|
||||
return IsTabStop;
|
||||
}
|
||||
|
||||
|
||||
//! Sets the priority of focus when using the tab key to navigate between a group of elements.
|
||||
/** See setTabGroup, isTabGroup and getTabGroup for information on tab groups.
|
||||
Elements with a lower number are focused first */
|
||||
void setTabOrder(s32 index)
|
||||
{
|
||||
// negative = autonumber
|
||||
if (index < 0)
|
||||
{
|
||||
if (index < 0) {
|
||||
TabOrder = 0;
|
||||
IGUIElement *el = getTabGroup();
|
||||
while (IsTabGroup && el && el->Parent)
|
||||
el = el->Parent;
|
||||
|
||||
IGUIElement *first=0, *closest=0;
|
||||
if (el)
|
||||
{
|
||||
IGUIElement *first = 0, *closest = 0;
|
||||
if (el) {
|
||||
// find the highest element number
|
||||
el->getNextElement(-1, true, IsTabGroup, first, closest, true, true);
|
||||
if (first)
|
||||
{
|
||||
if (first) {
|
||||
TabOrder = first->getTabOrder() + 1;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
} else
|
||||
TabOrder = index;
|
||||
}
|
||||
|
||||
|
||||
//! Returns the number in the tab order sequence
|
||||
s32 getTabOrder() const
|
||||
{
|
||||
return TabOrder;
|
||||
}
|
||||
|
||||
|
||||
//! Sets whether this element is a container for a group of elements which can be navigated using the tab key.
|
||||
/** For example, windows are tab groups.
|
||||
Groups can be navigated using ctrl+tab, providing isTabStop is true. */
|
||||
|
@ -460,18 +423,16 @@ public:
|
|||
IsTabGroup = isGroup;
|
||||
}
|
||||
|
||||
|
||||
//! Returns true if this element is a tab group.
|
||||
bool isTabGroup() const
|
||||
{
|
||||
return IsTabGroup;
|
||||
}
|
||||
|
||||
|
||||
//! Returns the container element which holds all elements in this element's tab group.
|
||||
IGUIElement* getTabGroup()
|
||||
IGUIElement *getTabGroup()
|
||||
{
|
||||
IGUIElement *ret=this;
|
||||
IGUIElement *ret = this;
|
||||
|
||||
while (ret && !ret->isTabGroup())
|
||||
ret = ret->getParent();
|
||||
|
@ -479,7 +440,6 @@ public:
|
|||
return ret;
|
||||
}
|
||||
|
||||
|
||||
//! Returns true if element is enabled
|
||||
/** Currently elements do _not_ care about parent-states.
|
||||
So if you want to affect children you have to enable/disable them all.
|
||||
|
@ -487,72 +447,63 @@ public:
|
|||
*/
|
||||
virtual bool isEnabled() const
|
||||
{
|
||||
if ( isSubElement() && IsEnabled && getParent() )
|
||||
if (isSubElement() && IsEnabled && getParent())
|
||||
return getParent()->isEnabled();
|
||||
|
||||
return IsEnabled;
|
||||
}
|
||||
|
||||
|
||||
//! Sets the enabled state of this element.
|
||||
virtual void setEnabled(bool enabled)
|
||||
{
|
||||
IsEnabled = enabled;
|
||||
}
|
||||
|
||||
|
||||
//! Sets the new caption of this element.
|
||||
virtual void setText(const wchar_t* text)
|
||||
virtual void setText(const wchar_t *text)
|
||||
{
|
||||
Text = text;
|
||||
}
|
||||
|
||||
|
||||
//! Returns caption of this element.
|
||||
virtual const wchar_t* getText() const
|
||||
virtual const wchar_t *getText() const
|
||||
{
|
||||
return Text.c_str();
|
||||
}
|
||||
|
||||
|
||||
//! Sets the new caption of this element.
|
||||
virtual void setToolTipText(const wchar_t* text)
|
||||
virtual void setToolTipText(const wchar_t *text)
|
||||
{
|
||||
ToolTipText = text;
|
||||
}
|
||||
|
||||
|
||||
//! Returns caption of this element.
|
||||
virtual const core::stringw& getToolTipText() const
|
||||
virtual const core::stringw &getToolTipText() const
|
||||
{
|
||||
return ToolTipText;
|
||||
}
|
||||
|
||||
|
||||
//! Returns id. Can be used to identify the element.
|
||||
virtual s32 getID() const
|
||||
{
|
||||
return ID;
|
||||
}
|
||||
|
||||
|
||||
//! Sets the id of this element
|
||||
virtual void setID(s32 id)
|
||||
{
|
||||
ID = id;
|
||||
}
|
||||
|
||||
|
||||
//! Called if an event happened.
|
||||
bool OnEvent(const SEvent& event) override
|
||||
bool OnEvent(const SEvent &event) override
|
||||
{
|
||||
return Parent ? Parent->OnEvent(event) : false;
|
||||
}
|
||||
|
||||
|
||||
//! Brings a child to front
|
||||
/** \return True if successful, false if not. */
|
||||
virtual bool bringToFront(IGUIElement* child)
|
||||
virtual bool bringToFront(IGUIElement *child)
|
||||
{
|
||||
if (child->Parent != this)
|
||||
return false;
|
||||
|
@ -563,10 +514,9 @@ public:
|
|||
return true;
|
||||
}
|
||||
|
||||
|
||||
//! Moves a child to the back, so it's siblings are drawn on top of it
|
||||
/** \return True if successful, false if not. */
|
||||
virtual bool sendToBack(IGUIElement* child)
|
||||
virtual bool sendToBack(IGUIElement *child)
|
||||
{
|
||||
if (child->Parent != this)
|
||||
return false;
|
||||
|
@ -578,12 +528,11 @@ public:
|
|||
}
|
||||
|
||||
//! Returns list with children of this element
|
||||
virtual const std::list<IGUIElement*>& getChildren() const
|
||||
virtual const std::list<IGUIElement *> &getChildren() const
|
||||
{
|
||||
return Children;
|
||||
}
|
||||
|
||||
|
||||
//! Finds the first element with the given id.
|
||||
/** \param id: Id to search for.
|
||||
\param searchchildren: Set this to true, if also children of this
|
||||
|
@ -591,12 +540,11 @@ public:
|
|||
should be searched too.
|
||||
\return Returns the first element with the given id. If no element
|
||||
with this id was found, 0 is returned. */
|
||||
virtual IGUIElement* getElementFromId(s32 id, bool searchchildren=false) const
|
||||
virtual IGUIElement *getElementFromId(s32 id, bool searchchildren = false) const
|
||||
{
|
||||
IGUIElement* e = 0;
|
||||
IGUIElement *e = 0;
|
||||
|
||||
for (auto child : Children)
|
||||
{
|
||||
for (auto child : Children) {
|
||||
if (child->getID() == id)
|
||||
return child;
|
||||
|
||||
|
@ -610,25 +558,21 @@ public:
|
|||
return e;
|
||||
}
|
||||
|
||||
|
||||
//! returns true if the given element is a child of this one.
|
||||
//! \param child: The child element to check
|
||||
bool isMyChild(IGUIElement* child) const
|
||||
bool isMyChild(IGUIElement *child) const
|
||||
{
|
||||
if (!child)
|
||||
return false;
|
||||
do
|
||||
{
|
||||
do {
|
||||
if (child->Parent)
|
||||
child = child->Parent;
|
||||
|
||||
} while (child->Parent && child != this);
|
||||
|
||||
|
||||
return child == this;
|
||||
}
|
||||
|
||||
|
||||
//! searches elements to find the closest next element to tab to
|
||||
/** \param startOrder: The TabOrder of the current element, -1 if none
|
||||
\param reverse: true if searching for a lower number
|
||||
|
@ -639,74 +583,58 @@ public:
|
|||
\param includeDisabled: includes disabled elements in the search (default=false)
|
||||
\return true if successfully found an element, false to continue searching/fail */
|
||||
bool getNextElement(s32 startOrder, bool reverse, bool group,
|
||||
IGUIElement*& first, IGUIElement*& closest, bool includeInvisible=false,
|
||||
bool includeDisabled=false) const
|
||||
IGUIElement *&first, IGUIElement *&closest, bool includeInvisible = false,
|
||||
bool includeDisabled = false) const
|
||||
{
|
||||
// we'll stop searching if we find this number
|
||||
s32 wanted = startOrder + ( reverse ? -1 : 1 );
|
||||
if (wanted==-2)
|
||||
s32 wanted = startOrder + (reverse ? -1 : 1);
|
||||
if (wanted == -2)
|
||||
wanted = 1073741824; // maximum s32
|
||||
|
||||
auto it = Children.begin();
|
||||
|
||||
s32 closestOrder, currentOrder;
|
||||
|
||||
while(it != Children.end())
|
||||
{
|
||||
while (it != Children.end()) {
|
||||
// ignore invisible elements and their children
|
||||
if ( ( (*it)->isVisible() || includeInvisible ) &&
|
||||
(group == true || (*it)->isTabGroup() == false) )
|
||||
{
|
||||
if (((*it)->isVisible() || includeInvisible) &&
|
||||
(group == true || (*it)->isTabGroup() == false)) {
|
||||
// ignore disabled, but children are checked (disabled is currently per element ignoring parent states)
|
||||
if ( (*it)->isEnabled() || includeDisabled )
|
||||
{
|
||||
if ((*it)->isEnabled() || includeDisabled) {
|
||||
// only check tab stops and those with the same group status
|
||||
if ((*it)->isTabStop() && ((*it)->isTabGroup() == group))
|
||||
{
|
||||
if ((*it)->isTabStop() && ((*it)->isTabGroup() == group)) {
|
||||
currentOrder = (*it)->getTabOrder();
|
||||
|
||||
// is this what we're looking for?
|
||||
if (currentOrder == wanted)
|
||||
{
|
||||
if (currentOrder == wanted) {
|
||||
closest = *it;
|
||||
return true;
|
||||
}
|
||||
|
||||
// is it closer than the current closest?
|
||||
if (closest)
|
||||
{
|
||||
if (closest) {
|
||||
closestOrder = closest->getTabOrder();
|
||||
if ( ( reverse && currentOrder > closestOrder && currentOrder < startOrder)
|
||||
||(!reverse && currentOrder < closestOrder && currentOrder > startOrder))
|
||||
{
|
||||
if ((reverse && currentOrder > closestOrder && currentOrder < startOrder) || (!reverse && currentOrder < closestOrder && currentOrder > startOrder)) {
|
||||
closest = *it;
|
||||
}
|
||||
}
|
||||
else
|
||||
if ( (reverse && currentOrder < startOrder) || (!reverse && currentOrder > startOrder) )
|
||||
{
|
||||
} else if ((reverse && currentOrder < startOrder) || (!reverse && currentOrder > startOrder)) {
|
||||
closest = *it;
|
||||
}
|
||||
|
||||
// is it before the current first?
|
||||
if (first)
|
||||
{
|
||||
if (first) {
|
||||
closestOrder = first->getTabOrder();
|
||||
|
||||
if ( (reverse && closestOrder < currentOrder) || (!reverse && closestOrder > currentOrder) )
|
||||
{
|
||||
if ((reverse && closestOrder < currentOrder) || (!reverse && closestOrder > currentOrder)) {
|
||||
first = *it;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
first = *it;
|
||||
}
|
||||
}
|
||||
}
|
||||
// search within children
|
||||
if ((*it)->getNextElement(startOrder, reverse, group, first, closest, includeInvisible, includeDisabled))
|
||||
{
|
||||
if ((*it)->getNextElement(startOrder, reverse, group, first, closest, includeInvisible, includeDisabled)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
@ -715,7 +643,6 @@ public:
|
|||
return false;
|
||||
}
|
||||
|
||||
|
||||
//! Returns the type of the gui element.
|
||||
/** This is needed for the .NET wrapper but will be used
|
||||
later for serializing and deserializing.
|
||||
|
@ -740,52 +667,46 @@ public:
|
|||
return type == Type;
|
||||
}
|
||||
|
||||
|
||||
//! Returns the type name of the gui element.
|
||||
/** This is needed serializing elements. */
|
||||
virtual const c8* getTypeName() const
|
||||
virtual const c8 *getTypeName() const
|
||||
{
|
||||
return GUIElementTypeNames[Type];
|
||||
}
|
||||
|
||||
//! Returns the name of the element.
|
||||
/** \return Name as character string. */
|
||||
virtual const c8* getName() const
|
||||
virtual const c8 *getName() const
|
||||
{
|
||||
return Name.c_str();
|
||||
}
|
||||
|
||||
|
||||
//! Sets the name of the element.
|
||||
/** \param name New name of the gui element. */
|
||||
virtual void setName(const c8* name)
|
||||
virtual void setName(const c8 *name)
|
||||
{
|
||||
Name = name;
|
||||
}
|
||||
|
||||
|
||||
//! Sets the name of the element.
|
||||
/** \param name New name of the gui element. */
|
||||
virtual void setName(const core::stringc& name)
|
||||
virtual void setName(const core::stringc &name)
|
||||
{
|
||||
Name = name;
|
||||
}
|
||||
|
||||
|
||||
//! Returns whether the element takes input from the IME
|
||||
virtual bool acceptsIME()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
protected:
|
||||
// not virtual because needed in constructor
|
||||
void addChildToEnd(IGUIElement* child)
|
||||
void addChildToEnd(IGUIElement *child)
|
||||
{
|
||||
if (child)
|
||||
{
|
||||
child->grab(); // prevent destruction when removed
|
||||
if (child) {
|
||||
child->grab(); // prevent destruction when removed
|
||||
child->remove(); // remove from old parent
|
||||
child->LastParentRect = getAbsolutePosition();
|
||||
child->Parent = this;
|
||||
|
@ -794,8 +715,9 @@ protected:
|
|||
}
|
||||
|
||||
#ifndef NDEBUG
|
||||
template<typename Iterator>
|
||||
static size_t _fastSetChecksum(Iterator begin, Iterator end) {
|
||||
template <typename Iterator>
|
||||
static size_t _fastSetChecksum(Iterator begin, Iterator end)
|
||||
{
|
||||
std::hash<typename Iterator::value_type> hasher;
|
||||
size_t checksum = 0;
|
||||
for (Iterator it = begin; it != end; ++it) {
|
||||
|
@ -808,13 +730,12 @@ protected:
|
|||
|
||||
// Reorder children [from, to) to the order given by `neworder`
|
||||
void reorderChildren(
|
||||
std::list<IGUIElement*>::iterator from,
|
||||
std::list<IGUIElement*>::iterator to,
|
||||
const std::vector<IGUIElement*> &neworder)
|
||||
std::list<IGUIElement *>::iterator from,
|
||||
std::list<IGUIElement *>::iterator to,
|
||||
const std::vector<IGUIElement *> &neworder)
|
||||
{
|
||||
assert(_fastSetChecksum(from, to) == _fastSetChecksum(neworder.begin(), neworder.end()));
|
||||
for (auto e : neworder)
|
||||
{
|
||||
for (auto e : neworder) {
|
||||
*from = e;
|
||||
e->ParentPos = from;
|
||||
++from;
|
||||
|
@ -822,26 +743,22 @@ protected:
|
|||
assert(from == to);
|
||||
}
|
||||
|
||||
|
||||
// not virtual because needed in constructor
|
||||
void recalculateAbsolutePosition(bool recursive)
|
||||
{
|
||||
core::rect<s32> parentAbsolute(0,0,0,0);
|
||||
core::rect<s32> parentAbsolute(0, 0, 0, 0);
|
||||
core::rect<s32> parentAbsoluteClip;
|
||||
f32 fw=0.f, fh=0.f;
|
||||
f32 fw = 0.f, fh = 0.f;
|
||||
|
||||
if (Parent)
|
||||
{
|
||||
if (Parent) {
|
||||
parentAbsolute = Parent->AbsoluteRect;
|
||||
|
||||
if (NoClip)
|
||||
{
|
||||
IGUIElement* p=this;
|
||||
if (NoClip) {
|
||||
IGUIElement *p = this;
|
||||
while (p->Parent)
|
||||
p = p->Parent;
|
||||
parentAbsoluteClip = p->AbsoluteClippingRect;
|
||||
}
|
||||
else
|
||||
} else
|
||||
parentAbsoluteClip = Parent->AbsoluteClippingRect;
|
||||
}
|
||||
|
||||
|
@ -854,64 +771,60 @@ protected:
|
|||
if (AlignTop == EGUIA_SCALE || AlignBottom == EGUIA_SCALE)
|
||||
fh = (f32)parentAbsolute.getHeight();
|
||||
|
||||
switch (AlignLeft)
|
||||
{
|
||||
case EGUIA_UPPERLEFT:
|
||||
break;
|
||||
case EGUIA_LOWERRIGHT:
|
||||
DesiredRect.UpperLeftCorner.X += diffx;
|
||||
break;
|
||||
case EGUIA_CENTER:
|
||||
DesiredRect.UpperLeftCorner.X += diffx/2;
|
||||
break;
|
||||
case EGUIA_SCALE:
|
||||
DesiredRect.UpperLeftCorner.X = core::round32(ScaleRect.UpperLeftCorner.X * fw);
|
||||
break;
|
||||
switch (AlignLeft) {
|
||||
case EGUIA_UPPERLEFT:
|
||||
break;
|
||||
case EGUIA_LOWERRIGHT:
|
||||
DesiredRect.UpperLeftCorner.X += diffx;
|
||||
break;
|
||||
case EGUIA_CENTER:
|
||||
DesiredRect.UpperLeftCorner.X += diffx / 2;
|
||||
break;
|
||||
case EGUIA_SCALE:
|
||||
DesiredRect.UpperLeftCorner.X = core::round32(ScaleRect.UpperLeftCorner.X * fw);
|
||||
break;
|
||||
}
|
||||
|
||||
switch (AlignRight)
|
||||
{
|
||||
case EGUIA_UPPERLEFT:
|
||||
break;
|
||||
case EGUIA_LOWERRIGHT:
|
||||
DesiredRect.LowerRightCorner.X += diffx;
|
||||
break;
|
||||
case EGUIA_CENTER:
|
||||
DesiredRect.LowerRightCorner.X += diffx/2;
|
||||
break;
|
||||
case EGUIA_SCALE:
|
||||
DesiredRect.LowerRightCorner.X = core::round32(ScaleRect.LowerRightCorner.X * fw);
|
||||
break;
|
||||
switch (AlignRight) {
|
||||
case EGUIA_UPPERLEFT:
|
||||
break;
|
||||
case EGUIA_LOWERRIGHT:
|
||||
DesiredRect.LowerRightCorner.X += diffx;
|
||||
break;
|
||||
case EGUIA_CENTER:
|
||||
DesiredRect.LowerRightCorner.X += diffx / 2;
|
||||
break;
|
||||
case EGUIA_SCALE:
|
||||
DesiredRect.LowerRightCorner.X = core::round32(ScaleRect.LowerRightCorner.X * fw);
|
||||
break;
|
||||
}
|
||||
|
||||
switch (AlignTop)
|
||||
{
|
||||
case EGUIA_UPPERLEFT:
|
||||
break;
|
||||
case EGUIA_LOWERRIGHT:
|
||||
DesiredRect.UpperLeftCorner.Y += diffy;
|
||||
break;
|
||||
case EGUIA_CENTER:
|
||||
DesiredRect.UpperLeftCorner.Y += diffy/2;
|
||||
break;
|
||||
case EGUIA_SCALE:
|
||||
DesiredRect.UpperLeftCorner.Y = core::round32(ScaleRect.UpperLeftCorner.Y * fh);
|
||||
break;
|
||||
switch (AlignTop) {
|
||||
case EGUIA_UPPERLEFT:
|
||||
break;
|
||||
case EGUIA_LOWERRIGHT:
|
||||
DesiredRect.UpperLeftCorner.Y += diffy;
|
||||
break;
|
||||
case EGUIA_CENTER:
|
||||
DesiredRect.UpperLeftCorner.Y += diffy / 2;
|
||||
break;
|
||||
case EGUIA_SCALE:
|
||||
DesiredRect.UpperLeftCorner.Y = core::round32(ScaleRect.UpperLeftCorner.Y * fh);
|
||||
break;
|
||||
}
|
||||
|
||||
switch (AlignBottom)
|
||||
{
|
||||
case EGUIA_UPPERLEFT:
|
||||
break;
|
||||
case EGUIA_LOWERRIGHT:
|
||||
DesiredRect.LowerRightCorner.Y += diffy;
|
||||
break;
|
||||
case EGUIA_CENTER:
|
||||
DesiredRect.LowerRightCorner.Y += diffy/2;
|
||||
break;
|
||||
case EGUIA_SCALE:
|
||||
DesiredRect.LowerRightCorner.Y = core::round32(ScaleRect.LowerRightCorner.Y * fh);
|
||||
break;
|
||||
switch (AlignBottom) {
|
||||
case EGUIA_UPPERLEFT:
|
||||
break;
|
||||
case EGUIA_LOWERRIGHT:
|
||||
DesiredRect.LowerRightCorner.Y += diffy;
|
||||
break;
|
||||
case EGUIA_CENTER:
|
||||
DesiredRect.LowerRightCorner.Y += diffy / 2;
|
||||
break;
|
||||
case EGUIA_SCALE:
|
||||
DesiredRect.LowerRightCorner.Y = core::round32(ScaleRect.LowerRightCorner.Y * fh);
|
||||
break;
|
||||
}
|
||||
|
||||
RelativeRect = DesiredRect;
|
||||
|
@ -941,26 +854,23 @@ protected:
|
|||
|
||||
LastParentRect = parentAbsolute;
|
||||
|
||||
if ( recursive )
|
||||
{
|
||||
if (recursive) {
|
||||
// update all children
|
||||
for (auto child : Children)
|
||||
{
|
||||
for (auto child : Children) {
|
||||
child->recalculateAbsolutePosition(recursive);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected:
|
||||
|
||||
//! List of all children of this element
|
||||
std::list<IGUIElement*> Children;
|
||||
std::list<IGUIElement *> Children;
|
||||
|
||||
//! Pointer to the parent
|
||||
IGUIElement* Parent;
|
||||
IGUIElement *Parent;
|
||||
|
||||
//! Our position in the parent list. Only valid when Parent != nullptr
|
||||
std::list<IGUIElement*>::iterator ParentPos;
|
||||
std::list<IGUIElement *>::iterator ParentPos;
|
||||
|
||||
//! relative rect of element
|
||||
core::rect<s32> RelativeRect;
|
||||
|
@ -1021,12 +931,11 @@ protected:
|
|||
EGUI_ALIGNMENT AlignLeft, AlignRight, AlignTop, AlignBottom;
|
||||
|
||||
//! GUI Environment
|
||||
IGUIEnvironment* Environment;
|
||||
IGUIEnvironment *Environment;
|
||||
|
||||
//! type of element
|
||||
EGUI_ELEMENT_TYPE Type;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
|
|
@ -13,20 +13,20 @@
|
|||
|
||||
namespace irr
|
||||
{
|
||||
class IOSOperator;
|
||||
class IEventReceiver;
|
||||
class IOSOperator;
|
||||
class IEventReceiver;
|
||||
|
||||
namespace io
|
||||
{
|
||||
class IReadFile;
|
||||
class IWriteFile;
|
||||
class IFileSystem;
|
||||
} // end namespace io
|
||||
namespace video
|
||||
{
|
||||
class IVideoDriver;
|
||||
class ITexture;
|
||||
} // end namespace video
|
||||
namespace io
|
||||
{
|
||||
class IReadFile;
|
||||
class IWriteFile;
|
||||
class IFileSystem;
|
||||
} // end namespace io
|
||||
namespace video
|
||||
{
|
||||
class IVideoDriver;
|
||||
class ITexture;
|
||||
} // end namespace video
|
||||
|
||||
namespace gui
|
||||
{
|
||||
|
@ -58,11 +58,10 @@ class IGUIWindow;
|
|||
class IGUIEnvironment : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Draws all gui elements by traversing the GUI environment starting at the root node.
|
||||
/** \param When true ensure the GuiEnvironment (aka the RootGUIElement) has the same size as the current driver screensize.
|
||||
Can be set to false to control that size yourself, p.E when not the full size should be used for UI. */
|
||||
virtual void drawAll(bool useScreenSize=true) = 0;
|
||||
Can be set to false to control that size yourself, p.E when not the full size should be used for UI. */
|
||||
virtual void drawAll(bool useScreenSize = true) = 0;
|
||||
|
||||
//! Sets the focus to an element.
|
||||
/** Causes a EGET_ELEMENT_FOCUS_LOST event followed by a
|
||||
|
@ -70,11 +69,11 @@ public:
|
|||
then the focus will not be changed.
|
||||
\param element Pointer to the element which shall get the focus.
|
||||
\return True on success, false on failure */
|
||||
virtual bool setFocus(IGUIElement* element) = 0;
|
||||
virtual bool setFocus(IGUIElement *element) = 0;
|
||||
|
||||
//! Returns the element which holds the focus.
|
||||
/** \return Pointer to the element with focus. */
|
||||
virtual IGUIElement* getFocus() const = 0;
|
||||
virtual IGUIElement *getFocus() const = 0;
|
||||
|
||||
//! Returns the element which was last under the mouse cursor
|
||||
/** NOTE: This information is updated _after_ the user-eventreceiver
|
||||
|
@ -82,32 +81,32 @@ public:
|
|||
mouse events you have to use instead:
|
||||
IGUIEnvironment::getRootGUIElement()->getElementFromPoint(mousePos);
|
||||
\return Pointer to the element under the mouse. */
|
||||
virtual IGUIElement* getHovered() const = 0;
|
||||
virtual IGUIElement *getHovered() const = 0;
|
||||
|
||||
//! Removes the focus from an element.
|
||||
/** Causes a EGET_ELEMENT_FOCUS_LOST event. If the event is absorbed
|
||||
then the focus will not be changed.
|
||||
\param element Pointer to the element which shall lose the focus.
|
||||
\return True on success, false on failure */
|
||||
virtual bool removeFocus(IGUIElement* element) = 0;
|
||||
virtual bool removeFocus(IGUIElement *element) = 0;
|
||||
|
||||
//! Returns whether the element has focus
|
||||
/** \param element Pointer to the element which is tested.
|
||||
\param checkSubElements When true and focus is on a sub-element of element then it will still count as focused and return true
|
||||
\return True if the element has focus, else false. */
|
||||
virtual bool hasFocus(const IGUIElement* element, bool checkSubElements=false) const = 0;
|
||||
virtual bool hasFocus(const IGUIElement *element, bool checkSubElements = false) const = 0;
|
||||
|
||||
//! Returns the current video driver.
|
||||
/** \return Pointer to the video driver. */
|
||||
virtual video::IVideoDriver* getVideoDriver() const = 0;
|
||||
virtual video::IVideoDriver *getVideoDriver() const = 0;
|
||||
|
||||
//! Returns the file system.
|
||||
/** \return Pointer to the file system. */
|
||||
virtual io::IFileSystem* getFileSystem() const = 0;
|
||||
virtual io::IFileSystem *getFileSystem() const = 0;
|
||||
|
||||
//! returns a pointer to the OS operator
|
||||
/** \return Pointer to the OS operator. */
|
||||
virtual IOSOperator* getOSOperator() const = 0;
|
||||
virtual IOSOperator *getOSOperator() const = 0;
|
||||
|
||||
//! Removes all elements from the environment.
|
||||
virtual void clear() = 0;
|
||||
|
@ -117,17 +116,17 @@ public:
|
|||
use this method, it is used by the engine internally.
|
||||
\param event The event to post.
|
||||
\return True if succeeded, else false. */
|
||||
virtual bool postEventFromUser(const SEvent& event) = 0;
|
||||
virtual bool postEventFromUser(const SEvent &event) = 0;
|
||||
|
||||
//! This sets a new event receiver for gui events.
|
||||
/** Usually you do not have to
|
||||
use this method, it is used by the engine internally.
|
||||
\param evr Pointer to the new receiver. */
|
||||
virtual void setUserEventReceiver(IEventReceiver* evr) = 0;
|
||||
virtual void setUserEventReceiver(IEventReceiver *evr) = 0;
|
||||
|
||||
//! Returns pointer to the current gui skin.
|
||||
/** \return Pointer to the GUI skin. */
|
||||
virtual IGUISkin* getSkin() const = 0;
|
||||
virtual IGUISkin *getSkin() const = 0;
|
||||
|
||||
//! Sets a new GUI Skin
|
||||
/** You can use this to change the appearance of the whole GUI
|
||||
|
@ -142,7 +141,7 @@ public:
|
|||
\endcode
|
||||
\param skin New skin to use.
|
||||
*/
|
||||
virtual void setSkin(IGUISkin* skin) = 0;
|
||||
virtual void setSkin(IGUISkin *skin) = 0;
|
||||
|
||||
//! Creates a new GUI Skin based on a template.
|
||||
/** Use setSkin() to set the created skin.
|
||||
|
@ -150,8 +149,7 @@ public:
|
|||
\return Pointer to the created skin.
|
||||
If you no longer need it, you should call IGUISkin::drop().
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
virtual IGUISkin* createSkin(EGUI_SKIN_TYPE type) = 0;
|
||||
|
||||
virtual IGUISkin *createSkin(EGUI_SKIN_TYPE type) = 0;
|
||||
|
||||
//! Creates the image list from the given texture.
|
||||
/** \param texture Texture to split into images
|
||||
|
@ -160,9 +158,9 @@ public:
|
|||
\return Pointer to the font. Returns 0 if the font could not be loaded.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for
|
||||
more information. */
|
||||
virtual IGUIImageList* createImageList( video::ITexture* texture,
|
||||
core::dimension2d<s32> imageSize,
|
||||
bool useAlphaChannel ) = 0;
|
||||
virtual IGUIImageList *createImageList(video::ITexture *texture,
|
||||
core::dimension2d<s32> imageSize,
|
||||
bool useAlphaChannel) = 0;
|
||||
|
||||
//! Returns pointer to the font with the specified filename.
|
||||
/** Loads the font if it was not loaded before.
|
||||
|
@ -170,7 +168,7 @@ public:
|
|||
\return Pointer to the font. Returns 0 if the font could not be loaded.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for
|
||||
more information. */
|
||||
virtual IGUIFont* getFont(const io::path& filename) = 0;
|
||||
virtual IGUIFont *getFont(const io::path &filename) = 0;
|
||||
|
||||
//! Adds an externally loaded font to the font list.
|
||||
/** This method allows to attach an already loaded font to the list of
|
||||
|
@ -178,29 +176,29 @@ public:
|
|||
\param name Name the font should be stored as.
|
||||
\param font Pointer to font to add.
|
||||
\return Pointer to the font stored. This can differ from given parameter if the name previously existed. */
|
||||
virtual IGUIFont* addFont(const io::path& name, IGUIFont* font) = 0;
|
||||
virtual IGUIFont *addFont(const io::path &name, IGUIFont *font) = 0;
|
||||
|
||||
//! remove loaded font
|
||||
virtual void removeFont(IGUIFont* font) = 0;
|
||||
virtual void removeFont(IGUIFont *font) = 0;
|
||||
|
||||
//! Returns the default built-in font.
|
||||
/** \return Pointer to the default built-in font.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for
|
||||
more information. */
|
||||
virtual IGUIFont* getBuiltInFont() const = 0;
|
||||
virtual IGUIFont *getBuiltInFont() const = 0;
|
||||
|
||||
//! Returns pointer to the sprite bank which was added with addEmptySpriteBank
|
||||
/** TODO: This should load files in the future, but not implemented so far.
|
||||
\param filename Name of a spritebank added with addEmptySpriteBank
|
||||
\return Pointer to the sprite bank. Returns 0 if it could not be loaded.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
||||
virtual IGUISpriteBank* getSpriteBank(const io::path& filename) = 0;
|
||||
virtual IGUISpriteBank *getSpriteBank(const io::path &filename) = 0;
|
||||
|
||||
//! Adds an empty sprite bank to the manager
|
||||
/** \param name Name of the new sprite bank.
|
||||
\return Pointer to the sprite bank.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
||||
virtual IGUISpriteBank* addEmptySpriteBank(const io::path& name) = 0;
|
||||
virtual IGUISpriteBank *addEmptySpriteBank(const io::path &name) = 0;
|
||||
|
||||
//! Returns the root gui element.
|
||||
/** This is the first gui element, the (direct or indirect) parent of all
|
||||
|
@ -209,7 +207,7 @@ public:
|
|||
\return Pointer to the root element of the GUI. The returned pointer
|
||||
should not be dropped. See IReferenceCounted::drop() for more
|
||||
information. */
|
||||
virtual IGUIElement* getRootGUIElement() = 0;
|
||||
virtual IGUIElement *getRootGUIElement() = 0;
|
||||
|
||||
//! Adds a button element.
|
||||
/** \param rectangle Rectangle specifying the borders of the button.
|
||||
|
@ -220,8 +218,8 @@ public:
|
|||
\return Pointer to the created button. Returns 0 if an error occurred.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for
|
||||
more information. */
|
||||
virtual IGUIButton* addButton(const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0, const wchar_t* tooltiptext = 0) = 0;
|
||||
virtual IGUIButton *addButton(const core::rect<s32> &rectangle,
|
||||
IGUIElement *parent = 0, s32 id = -1, const wchar_t *text = 0, const wchar_t *tooltiptext = 0) = 0;
|
||||
|
||||
//! Adds a scrollbar.
|
||||
/** \param horizontal Specifies if the scroll bar is drawn horizontal
|
||||
|
@ -232,8 +230,8 @@ public:
|
|||
\return Pointer to the created scrollbar. Returns 0 if an error
|
||||
occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUIScrollBar* addScrollBar(bool horizontal, const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent=0, s32 id=-1) = 0;
|
||||
virtual IGUIScrollBar *addScrollBar(bool horizontal, const core::rect<s32> &rectangle,
|
||||
IGUIElement *parent = 0, s32 id = -1) = 0;
|
||||
|
||||
//! Adds an image element.
|
||||
/** \param image Image to be displayed.
|
||||
|
@ -247,8 +245,8 @@ public:
|
|||
\return Pointer to the created image element. Returns 0 if an error
|
||||
occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUIImage* addImage(video::ITexture* image, core::position2d<s32> pos,
|
||||
bool useAlphaChannel=true, IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0) = 0;
|
||||
virtual IGUIImage *addImage(video::ITexture *image, core::position2d<s32> pos,
|
||||
bool useAlphaChannel = true, IGUIElement *parent = 0, s32 id = -1, const wchar_t *text = 0) = 0;
|
||||
|
||||
//! Adds an image element.
|
||||
/** Use IGUIImage::setImage later to set the image to be displayed.
|
||||
|
@ -261,8 +259,8 @@ public:
|
|||
\return Pointer to the created image element. Returns 0 if an error
|
||||
occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUIImage* addImage(const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0, bool useAlphaChannel=true) = 0;
|
||||
virtual IGUIImage *addImage(const core::rect<s32> &rectangle,
|
||||
IGUIElement *parent = 0, s32 id = -1, const wchar_t *text = 0, bool useAlphaChannel = true) = 0;
|
||||
|
||||
//! Adds a checkbox element.
|
||||
/** \param checked Define the initial state of the check box.
|
||||
|
@ -273,8 +271,8 @@ public:
|
|||
\return Pointer to the created check box. Returns 0 if an error
|
||||
occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUICheckBox* addCheckBox(bool checked, const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0) = 0;
|
||||
virtual IGUICheckBox *addCheckBox(bool checked, const core::rect<s32> &rectangle,
|
||||
IGUIElement *parent = 0, s32 id = -1, const wchar_t *text = 0) = 0;
|
||||
|
||||
//! Adds a list box element.
|
||||
/** \param rectangle Rectangle specifying the borders of the list box.
|
||||
|
@ -284,8 +282,8 @@ public:
|
|||
\return Pointer to the created list box. Returns 0 if an error occurred.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for
|
||||
more information. */
|
||||
virtual IGUIListBox* addListBox(const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent=0, s32 id=-1, bool drawBackground=false) = 0;
|
||||
virtual IGUIListBox *addListBox(const core::rect<s32> &rectangle,
|
||||
IGUIElement *parent = 0, s32 id = -1, bool drawBackground = false) = 0;
|
||||
|
||||
//! Adds a file open dialog.
|
||||
/** \param title Text to be displayed as the title of the dialog.
|
||||
|
@ -301,9 +299,9 @@ public:
|
|||
\return Pointer to the created file open dialog. Returns 0 if an error
|
||||
occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUIFileOpenDialog* addFileOpenDialog(const wchar_t* title=0,
|
||||
bool modal=true, IGUIElement* parent=0, s32 id=-1,
|
||||
bool restoreCWD=false, io::path::char_type* startDir=0) = 0;
|
||||
virtual IGUIFileOpenDialog *addFileOpenDialog(const wchar_t *title = 0,
|
||||
bool modal = true, IGUIElement *parent = 0, s32 id = -1,
|
||||
bool restoreCWD = false, io::path::char_type *startDir = 0) = 0;
|
||||
|
||||
//! Adds a static text.
|
||||
/** \param text Text to be displayed. Can be altered after creation by SetText().
|
||||
|
@ -317,9 +315,9 @@ public:
|
|||
\return Pointer to the created static text. Returns 0 if an error
|
||||
occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUIStaticText* addStaticText(const wchar_t* text, const core::rect<s32>& rectangle,
|
||||
bool border=false, bool wordWrap=true, IGUIElement* parent=0, s32 id=-1,
|
||||
bool fillBackground = false) = 0;
|
||||
virtual IGUIStaticText *addStaticText(const wchar_t *text, const core::rect<s32> &rectangle,
|
||||
bool border = false, bool wordWrap = true, IGUIElement *parent = 0, s32 id = -1,
|
||||
bool fillBackground = false) = 0;
|
||||
|
||||
//! Adds an edit box.
|
||||
/** Supports Unicode input from every keyboard around the world,
|
||||
|
@ -336,8 +334,8 @@ public:
|
|||
\return Pointer to the created edit box. Returns 0 if an error occurred.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for
|
||||
more information. */
|
||||
virtual IGUIEditBox* addEditBox(const wchar_t* text, const core::rect<s32>& rectangle,
|
||||
bool border=true, IGUIElement* parent=0, s32 id=-1) = 0;
|
||||
virtual IGUIEditBox *addEditBox(const wchar_t *text, const core::rect<s32> &rectangle,
|
||||
bool border = true, IGUIElement *parent = 0, s32 id = -1) = 0;
|
||||
|
||||
//! Adds a tab control to the environment.
|
||||
/** \param rectangle Rectangle specifying the borders of the tab control.
|
||||
|
@ -352,9 +350,9 @@ public:
|
|||
\return Pointer to the created tab control element. Returns 0 if an
|
||||
error occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUITabControl* addTabControl(const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent=0, bool fillbackground=false,
|
||||
bool border=true, s32 id=-1) = 0;
|
||||
virtual IGUITabControl *addTabControl(const core::rect<s32> &rectangle,
|
||||
IGUIElement *parent = 0, bool fillbackground = false,
|
||||
bool border = true, s32 id = -1) = 0;
|
||||
|
||||
//! Adds tab to the environment.
|
||||
/** You can use this element to group other elements. This is not used
|
||||
|
@ -367,8 +365,8 @@ public:
|
|||
\return Pointer to the created tab. Returns 0 if an
|
||||
error occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUITab* addTab(const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent=0, s32 id=-1) = 0;
|
||||
virtual IGUITab *addTab(const core::rect<s32> &rectangle,
|
||||
IGUIElement *parent = 0, s32 id = -1) = 0;
|
||||
|
||||
//! Adds a combo box to the environment.
|
||||
/** \param rectangle Rectangle specifying the borders of the combo box.
|
||||
|
@ -378,8 +376,8 @@ public:
|
|||
\return Pointer to the created combo box. Returns 0 if an
|
||||
error occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUIComboBox* addComboBox(const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent=0, s32 id=-1) = 0;
|
||||
virtual IGUIComboBox *addComboBox(const core::rect<s32> &rectangle,
|
||||
IGUIElement *parent = 0, s32 id = -1) = 0;
|
||||
|
||||
//! Find the next element which would be selected when pressing the tab-key
|
||||
/** If you set the focus for the result you can manually force focus-changes like they
|
||||
|
@ -387,7 +385,7 @@ public:
|
|||
\param reverse When true it will search backward (toward lower TabOrder numbers, like shift+tab)
|
||||
\param group When true it will search for the next tab-group (like ctrl+tab)
|
||||
*/
|
||||
virtual IGUIElement* getNextElement(bool reverse=false, bool group=false) = 0;
|
||||
virtual IGUIElement *getNextElement(bool reverse = false, bool group = false) = 0;
|
||||
|
||||
//! Set the way the gui will handle automatic focus changes
|
||||
/** The default is (EFF_SET_ON_LMOUSE_DOWN | EFF_SET_ON_TAB).
|
||||
|
@ -409,9 +407,8 @@ public:
|
|||
Note that in general just calling IGUIElement::remove() is enough.
|
||||
Unless you create your own GUI elements removing themselves you won't need it.
|
||||
\param element: Element to remove */
|
||||
virtual void addToDeletionQueue(IGUIElement* element) = 0;
|
||||
virtual void addToDeletionQueue(IGUIElement *element) = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
|
|
@ -12,35 +12,33 @@ namespace irr
|
|||
namespace gui
|
||||
{
|
||||
|
||||
//! Standard file chooser dialog.
|
||||
/** \warning When the user selects a folder this does change the current working directory
|
||||
//! Standard file chooser dialog.
|
||||
/** \warning When the user selects a folder this does change the current working directory
|
||||
|
||||
\par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_DIRECTORY_SELECTED
|
||||
\li EGET_FILE_SELECTED
|
||||
\li EGET_FILE_CHOOSE_DIALOG_CANCELLED
|
||||
*/
|
||||
class IGUIFileOpenDialog : public IGUIElement
|
||||
{
|
||||
public:
|
||||
\par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_DIRECTORY_SELECTED
|
||||
\li EGET_FILE_SELECTED
|
||||
\li EGET_FILE_CHOOSE_DIALOG_CANCELLED
|
||||
*/
|
||||
class IGUIFileOpenDialog : public IGUIElement
|
||||
{
|
||||
public:
|
||||
//! constructor
|
||||
IGUIFileOpenDialog(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) :
|
||||
IGUIElement(EGUIET_FILE_OPEN_DIALOG, environment, parent, id, rectangle) {}
|
||||
|
||||
//! constructor
|
||||
IGUIFileOpenDialog(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_FILE_OPEN_DIALOG, environment, parent, id, rectangle) {}
|
||||
//! Returns the filename of the selected file converted to wide characters. Returns NULL if no file was selected.
|
||||
virtual const wchar_t *getFileName() const = 0;
|
||||
|
||||
//! Returns the filename of the selected file converted to wide characters. Returns NULL if no file was selected.
|
||||
virtual const wchar_t* getFileName() const = 0;
|
||||
//! Returns the filename of the selected file. Is empty if no file was selected.
|
||||
virtual const io::path &getFileNameP() const = 0;
|
||||
|
||||
//! Returns the filename of the selected file. Is empty if no file was selected.
|
||||
virtual const io::path& getFileNameP() const = 0;
|
||||
|
||||
//! Returns the directory of the selected file. Empty if no directory was selected.
|
||||
virtual const io::path& getDirectoryName() const = 0;
|
||||
|
||||
//! Returns the directory of the selected file converted to wide characters. Returns NULL if no directory was selected.
|
||||
virtual const wchar_t* getDirectoryNameW() const = 0;
|
||||
};
|
||||
//! Returns the directory of the selected file. Empty if no directory was selected.
|
||||
virtual const io::path &getDirectoryName() const = 0;
|
||||
|
||||
//! Returns the directory of the selected file converted to wide characters. Returns NULL if no directory was selected.
|
||||
virtual const wchar_t *getDirectoryNameW() const = 0;
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
|
|
@ -38,7 +38,6 @@ enum EGUI_FONT_TYPE
|
|||
class IGUIFont : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Draws some text and clips it to the specified rectangle if wanted.
|
||||
/** \param text: Text to draw
|
||||
\param position: Rectangle specifying position where to draw the text.
|
||||
|
@ -47,30 +46,30 @@ public:
|
|||
\param vcenter: Specifies if the text should be centered vertically into the rectangle.
|
||||
\param clip: Optional pointer to a rectangle against which the text will be clipped.
|
||||
If the pointer is null, no clipping will be done. */
|
||||
virtual void draw(const core::stringw& text, const core::rect<s32>& position,
|
||||
video::SColor color, bool hcenter=false, bool vcenter=false,
|
||||
const core::rect<s32>* clip=0) = 0;
|
||||
virtual void draw(const core::stringw &text, const core::rect<s32> &position,
|
||||
video::SColor color, bool hcenter = false, bool vcenter = false,
|
||||
const core::rect<s32> *clip = 0) = 0;
|
||||
|
||||
//! Calculates the width and height of a given string of text.
|
||||
/** \return Returns width and height of the area covered by the text if
|
||||
it would be drawn. */
|
||||
virtual core::dimension2d<u32> getDimension(const wchar_t* text) const = 0;
|
||||
virtual core::dimension2d<u32> getDimension(const wchar_t *text) const = 0;
|
||||
|
||||
//! Calculates the index of the character in the text which is on a specific position.
|
||||
/** \param text: Text string.
|
||||
\param pixel_x: X pixel position of which the index of the character will be returned.
|
||||
\return Returns zero based index of the character in the text, and -1 if no no character
|
||||
is on this position. (=the text is too short). */
|
||||
virtual s32 getCharacterFromPos(const wchar_t* text, s32 pixel_x) const = 0;
|
||||
virtual s32 getCharacterFromPos(const wchar_t *text, s32 pixel_x) const = 0;
|
||||
|
||||
//! Returns the type of this font
|
||||
virtual EGUI_FONT_TYPE getType() const { return EGFT_CUSTOM; }
|
||||
|
||||
//! Sets global kerning width for the font.
|
||||
virtual void setKerningWidth (s32 kerning) = 0;
|
||||
virtual void setKerningWidth(s32 kerning) = 0;
|
||||
|
||||
//! Sets global kerning height for the font.
|
||||
virtual void setKerningHeight (s32 kerning) = 0;
|
||||
virtual void setKerningHeight(s32 kerning) = 0;
|
||||
|
||||
//! Gets kerning values (distance between letters) for the font. If no parameters are provided,
|
||||
/** the global kerning distance is returned.
|
||||
|
@ -83,7 +82,7 @@ public:
|
|||
which supports kerning pairs a string such as 'Wo' may have the 'o'
|
||||
tucked neatly under the 'W'.
|
||||
*/
|
||||
virtual s32 getKerningWidth(const wchar_t* thisLetter=0, const wchar_t* previousLetter=0) const = 0;
|
||||
virtual s32 getKerningWidth(const wchar_t *thisLetter = 0, const wchar_t *previousLetter = 0) const = 0;
|
||||
|
||||
//! Returns the distance between letters
|
||||
virtual s32 getKerningHeight() const = 0;
|
||||
|
@ -93,7 +92,7 @@ public:
|
|||
most fonts.
|
||||
\param s String of symbols which are not send down to the videodriver
|
||||
*/
|
||||
virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
|
||||
virtual void setInvisibleCharacters(const wchar_t *s) = 0;
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
|
|
|
@ -10,18 +10,17 @@ namespace irr
|
|||
{
|
||||
namespace gui
|
||||
{
|
||||
class IGUISpriteBank;
|
||||
class IGUISpriteBank;
|
||||
|
||||
//! Font interface.
|
||||
class IGUIFontBitmap : public IGUIFont
|
||||
{
|
||||
public:
|
||||
|
||||
//! Returns the type of this font
|
||||
EGUI_FONT_TYPE getType() const override { return EGFT_BITMAP; }
|
||||
|
||||
//! returns the parsed Symbol Information
|
||||
virtual IGUISpriteBank* getSpriteBank() const = 0;
|
||||
virtual IGUISpriteBank *getSpriteBank() const = 0;
|
||||
|
||||
//! returns the sprite number from a given character
|
||||
virtual u32 getSpriteNoFromChar(const wchar_t *c) const = 0;
|
||||
|
@ -35,7 +34,7 @@ public:
|
|||
kerning value. For example, EGFT_BITMAP will add the right kerning value of previousLetter to the
|
||||
left side kerning value of thisLetter, then add the global value.
|
||||
*/
|
||||
s32 getKerningWidth(const wchar_t* thisLetter=0, const wchar_t* previousLetter=0) const override = 0;
|
||||
s32 getKerningWidth(const wchar_t *thisLetter = 0, const wchar_t *previousLetter = 0) const override = 0;
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
|
|
|
@ -10,75 +10,73 @@ namespace irr
|
|||
{
|
||||
namespace video
|
||||
{
|
||||
class ITexture;
|
||||
class ITexture;
|
||||
}
|
||||
namespace gui
|
||||
{
|
||||
//! GUI element displaying an image.
|
||||
class IGUIImage : public IGUIElement
|
||||
{
|
||||
public:
|
||||
//! GUI element displaying an image.
|
||||
class IGUIImage : public IGUIElement
|
||||
{
|
||||
public:
|
||||
//! constructor
|
||||
IGUIImage(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) :
|
||||
IGUIElement(EGUIET_IMAGE, environment, parent, id, rectangle) {}
|
||||
|
||||
//! constructor
|
||||
IGUIImage(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_IMAGE, environment, parent, id, rectangle) {}
|
||||
//! Sets an image texture
|
||||
virtual void setImage(video::ITexture *image) = 0;
|
||||
|
||||
//! Sets an image texture
|
||||
virtual void setImage(video::ITexture* image) = 0;
|
||||
//! Gets the image texture
|
||||
virtual video::ITexture *getImage() const = 0;
|
||||
|
||||
//! Gets the image texture
|
||||
virtual video::ITexture* getImage() const = 0;
|
||||
//! Sets the color of the image
|
||||
/** \param color Color with which the image is drawn. If the color
|
||||
equals Color(255,255,255,255) it is ignored. */
|
||||
virtual void setColor(video::SColor color) = 0;
|
||||
|
||||
//! Sets the color of the image
|
||||
/** \param color Color with which the image is drawn. If the color
|
||||
equals Color(255,255,255,255) it is ignored. */
|
||||
virtual void setColor(video::SColor color) = 0;
|
||||
//! Sets if the image should scale to fit the element
|
||||
virtual void setScaleImage(bool scale) = 0;
|
||||
|
||||
//! Sets if the image should scale to fit the element
|
||||
virtual void setScaleImage(bool scale) = 0;
|
||||
//! Sets if the image should use its alpha channel to draw itself
|
||||
virtual void setUseAlphaChannel(bool use) = 0;
|
||||
|
||||
//! Sets if the image should use its alpha channel to draw itself
|
||||
virtual void setUseAlphaChannel(bool use) = 0;
|
||||
//! Gets the color of the image
|
||||
virtual video::SColor getColor() const = 0;
|
||||
|
||||
//! Gets the color of the image
|
||||
virtual video::SColor getColor() const = 0;
|
||||
//! Returns true if the image is scaled to fit, false if not
|
||||
virtual bool isImageScaled() const = 0;
|
||||
|
||||
//! Returns true if the image is scaled to fit, false if not
|
||||
virtual bool isImageScaled() const = 0;
|
||||
//! Returns true if the image is using the alpha channel, false if not
|
||||
virtual bool isAlphaChannelUsed() const = 0;
|
||||
|
||||
//! Returns true if the image is using the alpha channel, false if not
|
||||
virtual bool isAlphaChannelUsed() const = 0;
|
||||
//! Sets the source rectangle of the image. By default the full image is used.
|
||||
/** \param sourceRect coordinates inside the image or an area with size 0 for using the full image (default). */
|
||||
virtual void setSourceRect(const core::rect<s32> &sourceRect) = 0;
|
||||
|
||||
//! Sets the source rectangle of the image. By default the full image is used.
|
||||
/** \param sourceRect coordinates inside the image or an area with size 0 for using the full image (default). */
|
||||
virtual void setSourceRect(const core::rect<s32>& sourceRect) = 0;
|
||||
//! Returns the customized source rectangle of the image to be used.
|
||||
/** By default an empty rectangle of width and height 0 is returned which means the full image is used. */
|
||||
virtual core::rect<s32> getSourceRect() const = 0;
|
||||
|
||||
//! Returns the customized source rectangle of the image to be used.
|
||||
/** By default an empty rectangle of width and height 0 is returned which means the full image is used. */
|
||||
virtual core::rect<s32> getSourceRect() const = 0;
|
||||
//! Restrict drawing-area.
|
||||
/** This allows for example to use the image as a progress bar.
|
||||
Base for area is the image, which means:
|
||||
- The original clipping area when the texture is scaled or there is no texture.
|
||||
- The source-rect for an unscaled texture (but still restricted afterward by the clipping area)
|
||||
Unlike normal clipping this does not affect the gui-children.
|
||||
\param drawBoundUVs: Coordinates between 0 and 1 where 0 are for left+top and 1 for right+bottom
|
||||
*/
|
||||
virtual void setDrawBounds(const core::rect<f32> &drawBoundUVs = core::rect<f32>(0.f, 0.f, 1.f, 1.f)) = 0;
|
||||
|
||||
//! Restrict drawing-area.
|
||||
/** This allows for example to use the image as a progress bar.
|
||||
Base for area is the image, which means:
|
||||
- The original clipping area when the texture is scaled or there is no texture.
|
||||
- The source-rect for an unscaled texture (but still restricted afterward by the clipping area)
|
||||
Unlike normal clipping this does not affect the gui-children.
|
||||
\param drawBoundUVs: Coordinates between 0 and 1 where 0 are for left+top and 1 for right+bottom
|
||||
*/
|
||||
virtual void setDrawBounds(const core::rect<f32>& drawBoundUVs = core::rect<f32>(0.f, 0.f, 1.f, 1.f)) = 0;
|
||||
//! Get drawing-area restrictions.
|
||||
virtual core::rect<f32> getDrawBounds() const = 0;
|
||||
|
||||
//! Get drawing-area restrictions.
|
||||
virtual core::rect<f32> getDrawBounds() const = 0;
|
||||
|
||||
//! Sets whether to draw a background color (EGDC_3D_DARK_SHADOW) when no texture is set
|
||||
/** By default it's enabled */
|
||||
virtual void setDrawBackground(bool draw) = 0;
|
||||
|
||||
//! Checks if a background is drawn when no texture is set
|
||||
/** \return true if background drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBackgroundEnabled() const = 0;
|
||||
};
|
||||
//! Sets whether to draw a background color (EGDC_3D_DARK_SHADOW) when no texture is set
|
||||
/** By default it's enabled */
|
||||
virtual void setDrawBackground(bool draw) = 0;
|
||||
|
||||
//! Checks if a background is drawn when no texture is set
|
||||
/** \return true if background drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBackgroundEnabled() const = 0;
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
|
|
@ -16,17 +16,16 @@ namespace gui
|
|||
class IGUIImageList : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Destructor
|
||||
virtual ~IGUIImageList() {};
|
||||
virtual ~IGUIImageList(){};
|
||||
|
||||
//! Draws an image and clips it to the specified rectangle if wanted
|
||||
//! \param index: Index of the image
|
||||
//! \param destPos: Position of the image to draw
|
||||
//! \param clip: Optional pointer to a rectangle against which the text will be clipped.
|
||||
//! If the pointer is null, no clipping will be done.
|
||||
virtual void draw(s32 index, const core::position2d<s32>& destPos,
|
||||
const core::rect<s32>* clip = 0) = 0;
|
||||
virtual void draw(s32 index, const core::position2d<s32> &destPos,
|
||||
const core::rect<s32> *clip = 0) = 0;
|
||||
|
||||
//! Returns the count of Images in the list.
|
||||
//! \return Returns the count of Images in the list.
|
||||
|
|
|
@ -11,128 +11,126 @@ namespace irr
|
|||
{
|
||||
namespace gui
|
||||
{
|
||||
class IGUISpriteBank;
|
||||
class IGUIScrollBar;
|
||||
class IGUISpriteBank;
|
||||
class IGUIScrollBar;
|
||||
|
||||
//! Enumeration for listbox colors
|
||||
enum EGUI_LISTBOX_COLOR
|
||||
{
|
||||
//! Color of text
|
||||
EGUI_LBC_TEXT=0,
|
||||
//! Color of selected text
|
||||
EGUI_LBC_TEXT_HIGHLIGHT,
|
||||
//! Color of icon
|
||||
EGUI_LBC_ICON,
|
||||
//! Color of selected icon
|
||||
EGUI_LBC_ICON_HIGHLIGHT,
|
||||
//! Not used, just counts the number of available colors
|
||||
EGUI_LBC_COUNT
|
||||
};
|
||||
|
||||
|
||||
//! Default list box GUI element.
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_LISTBOX_CHANGED
|
||||
\li EGET_LISTBOX_SELECTED_AGAIN
|
||||
*/
|
||||
class IGUIListBox : public IGUIElement
|
||||
{
|
||||
public:
|
||||
//! constructor
|
||||
IGUIListBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_LIST_BOX, environment, parent, id, rectangle) {}
|
||||
|
||||
//! returns amount of list items
|
||||
virtual u32 getItemCount() const = 0;
|
||||
|
||||
//! returns string of a list item. the may id be a value from 0 to itemCount-1
|
||||
virtual const wchar_t* getListItem(u32 id) const = 0;
|
||||
|
||||
//! adds an list item, returns id of item
|
||||
virtual u32 addItem(const wchar_t* text) = 0;
|
||||
|
||||
//! adds an list item with an icon
|
||||
/** \param text Text of list entry
|
||||
\param icon Sprite index of the Icon within the current sprite bank. Set it to -1 if you want no icon
|
||||
\return The id of the new created item */
|
||||
virtual u32 addItem(const wchar_t* text, s32 icon) = 0;
|
||||
|
||||
//! Removes an item from the list
|
||||
virtual void removeItem(u32 index) = 0;
|
||||
|
||||
//! get the the id of the item at the given absolute coordinates
|
||||
/** \return The id of the list item or -1 when no item is at those coordinates*/
|
||||
virtual s32 getItemAt(s32 xpos, s32 ypos) const = 0;
|
||||
|
||||
//! Returns the icon of an item
|
||||
virtual s32 getIcon(u32 index) const = 0;
|
||||
|
||||
//! Sets the sprite bank which should be used to draw list icons.
|
||||
/** This font is set to the sprite bank of the built-in-font by
|
||||
default. A sprite can be displayed in front of every list item.
|
||||
An icon is an index within the icon sprite bank. Several
|
||||
default icons are available in the skin through getIcon. */
|
||||
virtual void setSpriteBank(IGUISpriteBank* bank) = 0;
|
||||
|
||||
//! clears the list, deletes all items in the listbox
|
||||
virtual void clear() = 0;
|
||||
|
||||
//! returns id of selected item. returns -1 if no item is selected.
|
||||
virtual s32 getSelected() const = 0;
|
||||
|
||||
//! sets the selected item. Set this to -1 if no item should be selected
|
||||
virtual void setSelected(s32 index) = 0;
|
||||
|
||||
//! sets the selected item. Set this to 0 if no item should be selected
|
||||
virtual void setSelected(const wchar_t *item) = 0;
|
||||
|
||||
//! set whether the listbox should scroll to newly selected items
|
||||
virtual void setAutoScrollEnabled(bool scroll) = 0;
|
||||
|
||||
//! returns true if automatic scrolling is enabled, false if not.
|
||||
virtual bool isAutoScrollEnabled() const = 0;
|
||||
|
||||
//! set all item colors at given index to color
|
||||
virtual void setItemOverrideColor(u32 index, video::SColor color) = 0;
|
||||
|
||||
//! set all item colors of specified type at given index to color
|
||||
virtual void setItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType, video::SColor color) = 0;
|
||||
|
||||
//! clear all item colors at index
|
||||
virtual void clearItemOverrideColor(u32 index) = 0;
|
||||
|
||||
//! clear item color at index for given colortype
|
||||
virtual void clearItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) = 0;
|
||||
|
||||
//! has the item at index its color overwritten?
|
||||
virtual bool hasItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) const = 0;
|
||||
|
||||
//! return the overwrite color at given item index.
|
||||
virtual video::SColor getItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) const = 0;
|
||||
|
||||
//! return the default color which is used for the given colorType
|
||||
virtual video::SColor getItemDefaultColor(EGUI_LISTBOX_COLOR colorType) const = 0;
|
||||
|
||||
//! set the item at the given index
|
||||
virtual void setItem(u32 index, const wchar_t* text, s32 icon) = 0;
|
||||
|
||||
//! Insert the item at the given index
|
||||
/** \return The index on success or -1 on failure. */
|
||||
virtual s32 insertItem(u32 index, const wchar_t* text, s32 icon) = 0;
|
||||
|
||||
//! Swap the items at the given indices
|
||||
virtual void swapItems(u32 index1, u32 index2) = 0;
|
||||
|
||||
//! set global itemHeight
|
||||
virtual void setItemHeight( s32 height ) = 0;
|
||||
|
||||
//! Sets whether to draw the background
|
||||
virtual void setDrawBackground(bool draw) = 0;
|
||||
|
||||
//! Access the vertical scrollbar
|
||||
virtual IGUIScrollBar* getVerticalScrollBar() const = 0;
|
||||
//! Enumeration for listbox colors
|
||||
enum EGUI_LISTBOX_COLOR
|
||||
{
|
||||
//! Color of text
|
||||
EGUI_LBC_TEXT = 0,
|
||||
//! Color of selected text
|
||||
EGUI_LBC_TEXT_HIGHLIGHT,
|
||||
//! Color of icon
|
||||
EGUI_LBC_ICON,
|
||||
//! Color of selected icon
|
||||
EGUI_LBC_ICON_HIGHLIGHT,
|
||||
//! Not used, just counts the number of available colors
|
||||
EGUI_LBC_COUNT
|
||||
};
|
||||
|
||||
//! Default list box GUI element.
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_LISTBOX_CHANGED
|
||||
\li EGET_LISTBOX_SELECTED_AGAIN
|
||||
*/
|
||||
class IGUIListBox : public IGUIElement
|
||||
{
|
||||
public:
|
||||
//! constructor
|
||||
IGUIListBox(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) :
|
||||
IGUIElement(EGUIET_LIST_BOX, environment, parent, id, rectangle) {}
|
||||
|
||||
//! returns amount of list items
|
||||
virtual u32 getItemCount() const = 0;
|
||||
|
||||
//! returns string of a list item. the may id be a value from 0 to itemCount-1
|
||||
virtual const wchar_t *getListItem(u32 id) const = 0;
|
||||
|
||||
//! adds an list item, returns id of item
|
||||
virtual u32 addItem(const wchar_t *text) = 0;
|
||||
|
||||
//! adds an list item with an icon
|
||||
/** \param text Text of list entry
|
||||
\param icon Sprite index of the Icon within the current sprite bank. Set it to -1 if you want no icon
|
||||
\return The id of the new created item */
|
||||
virtual u32 addItem(const wchar_t *text, s32 icon) = 0;
|
||||
|
||||
//! Removes an item from the list
|
||||
virtual void removeItem(u32 index) = 0;
|
||||
|
||||
//! get the the id of the item at the given absolute coordinates
|
||||
/** \return The id of the list item or -1 when no item is at those coordinates*/
|
||||
virtual s32 getItemAt(s32 xpos, s32 ypos) const = 0;
|
||||
|
||||
//! Returns the icon of an item
|
||||
virtual s32 getIcon(u32 index) const = 0;
|
||||
|
||||
//! Sets the sprite bank which should be used to draw list icons.
|
||||
/** This font is set to the sprite bank of the built-in-font by
|
||||
default. A sprite can be displayed in front of every list item.
|
||||
An icon is an index within the icon sprite bank. Several
|
||||
default icons are available in the skin through getIcon. */
|
||||
virtual void setSpriteBank(IGUISpriteBank *bank) = 0;
|
||||
|
||||
//! clears the list, deletes all items in the listbox
|
||||
virtual void clear() = 0;
|
||||
|
||||
//! returns id of selected item. returns -1 if no item is selected.
|
||||
virtual s32 getSelected() const = 0;
|
||||
|
||||
//! sets the selected item. Set this to -1 if no item should be selected
|
||||
virtual void setSelected(s32 index) = 0;
|
||||
|
||||
//! sets the selected item. Set this to 0 if no item should be selected
|
||||
virtual void setSelected(const wchar_t *item) = 0;
|
||||
|
||||
//! set whether the listbox should scroll to newly selected items
|
||||
virtual void setAutoScrollEnabled(bool scroll) = 0;
|
||||
|
||||
//! returns true if automatic scrolling is enabled, false if not.
|
||||
virtual bool isAutoScrollEnabled() const = 0;
|
||||
|
||||
//! set all item colors at given index to color
|
||||
virtual void setItemOverrideColor(u32 index, video::SColor color) = 0;
|
||||
|
||||
//! set all item colors of specified type at given index to color
|
||||
virtual void setItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType, video::SColor color) = 0;
|
||||
|
||||
//! clear all item colors at index
|
||||
virtual void clearItemOverrideColor(u32 index) = 0;
|
||||
|
||||
//! clear item color at index for given colortype
|
||||
virtual void clearItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) = 0;
|
||||
|
||||
//! has the item at index its color overwritten?
|
||||
virtual bool hasItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) const = 0;
|
||||
|
||||
//! return the overwrite color at given item index.
|
||||
virtual video::SColor getItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) const = 0;
|
||||
|
||||
//! return the default color which is used for the given colorType
|
||||
virtual video::SColor getItemDefaultColor(EGUI_LISTBOX_COLOR colorType) const = 0;
|
||||
|
||||
//! set the item at the given index
|
||||
virtual void setItem(u32 index, const wchar_t *text, s32 icon) = 0;
|
||||
|
||||
//! Insert the item at the given index
|
||||
/** \return The index on success or -1 on failure. */
|
||||
virtual s32 insertItem(u32 index, const wchar_t *text, s32 icon) = 0;
|
||||
|
||||
//! Swap the items at the given indices
|
||||
virtual void swapItems(u32 index1, u32 index2) = 0;
|
||||
|
||||
//! set global itemHeight
|
||||
virtual void setItemHeight(s32 height) = 0;
|
||||
|
||||
//! Sets whether to draw the background
|
||||
virtual void setDrawBackground(bool draw) = 0;
|
||||
|
||||
//! Access the vertical scrollbar
|
||||
virtual IGUIScrollBar *getVerticalScrollBar() const = 0;
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
|
|
@ -11,51 +11,49 @@ namespace irr
|
|||
namespace gui
|
||||
{
|
||||
|
||||
//! Default scroll bar GUI element.
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_SCROLL_BAR_CHANGED
|
||||
*/
|
||||
class IGUIScrollBar : public IGUIElement
|
||||
{
|
||||
public:
|
||||
//! Default scroll bar GUI element.
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_SCROLL_BAR_CHANGED
|
||||
*/
|
||||
class IGUIScrollBar : public IGUIElement
|
||||
{
|
||||
public:
|
||||
//! constructor
|
||||
IGUIScrollBar(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) :
|
||||
IGUIElement(EGUIET_SCROLL_BAR, environment, parent, id, rectangle) {}
|
||||
|
||||
//! constructor
|
||||
IGUIScrollBar(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_SCROLL_BAR, environment, parent, id, rectangle) {}
|
||||
//! sets the maximum value of the scrollbar.
|
||||
virtual void setMax(s32 max) = 0;
|
||||
//! gets the maximum value of the scrollbar.
|
||||
virtual s32 getMax() const = 0;
|
||||
|
||||
//! sets the maximum value of the scrollbar.
|
||||
virtual void setMax(s32 max) = 0;
|
||||
//! gets the maximum value of the scrollbar.
|
||||
virtual s32 getMax() const = 0;
|
||||
//! sets the minimum value of the scrollbar.
|
||||
virtual void setMin(s32 min) = 0;
|
||||
//! gets the minimum value of the scrollbar.
|
||||
virtual s32 getMin() const = 0;
|
||||
|
||||
//! sets the minimum value of the scrollbar.
|
||||
virtual void setMin(s32 min) = 0;
|
||||
//! gets the minimum value of the scrollbar.
|
||||
virtual s32 getMin() const = 0;
|
||||
//! gets the small step value
|
||||
virtual s32 getSmallStep() const = 0;
|
||||
|
||||
//! gets the small step value
|
||||
virtual s32 getSmallStep() const = 0;
|
||||
//! Sets the small step
|
||||
/** That is the amount that the value changes by when clicking
|
||||
on the buttons or using the cursor keys. */
|
||||
virtual void setSmallStep(s32 step) = 0;
|
||||
|
||||
//! Sets the small step
|
||||
/** That is the amount that the value changes by when clicking
|
||||
on the buttons or using the cursor keys. */
|
||||
virtual void setSmallStep(s32 step) = 0;
|
||||
//! gets the large step value
|
||||
virtual s32 getLargeStep() const = 0;
|
||||
|
||||
//! gets the large step value
|
||||
virtual s32 getLargeStep() const = 0;
|
||||
//! Sets the large step
|
||||
/** That is the amount that the value changes by when clicking
|
||||
in the tray, or using the page up and page down keys. */
|
||||
virtual void setLargeStep(s32 step) = 0;
|
||||
|
||||
//! Sets the large step
|
||||
/** That is the amount that the value changes by when clicking
|
||||
in the tray, or using the page up and page down keys. */
|
||||
virtual void setLargeStep(s32 step) = 0;
|
||||
|
||||
//! gets the current position of the scrollbar
|
||||
virtual s32 getPos() const = 0;
|
||||
|
||||
//! sets the current position of the scrollbar
|
||||
virtual void setPos(s32 pos) = 0;
|
||||
};
|
||||
//! gets the current position of the scrollbar
|
||||
virtual s32 getPos() const = 0;
|
||||
|
||||
//! sets the current position of the scrollbar
|
||||
virtual void setPos(s32 pos) = 0;
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
|
1015
include/IGUISkin.h
1015
include/IGUISkin.h
File diff suppressed because it is too large
Load Diff
|
@ -14,7 +14,7 @@ namespace irr
|
|||
|
||||
namespace video
|
||||
{
|
||||
class ITexture;
|
||||
class ITexture;
|
||||
} // end namespace video
|
||||
|
||||
namespace gui
|
||||
|
@ -24,12 +24,13 @@ namespace gui
|
|||
// Note for implementer: Can't fix variable names to uppercase as this is a public interface used since a while
|
||||
struct SGUISpriteFrame
|
||||
{
|
||||
SGUISpriteFrame() : textureNumber(0), rectNumber(0)
|
||||
SGUISpriteFrame() :
|
||||
textureNumber(0), rectNumber(0)
|
||||
{
|
||||
}
|
||||
|
||||
SGUISpriteFrame(u32 textureIndex, u32 positionIndex)
|
||||
: textureNumber(textureIndex), rectNumber(positionIndex)
|
||||
SGUISpriteFrame(u32 textureIndex, u32 positionIndex) :
|
||||
textureNumber(textureIndex), rectNumber(positionIndex)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -44,8 +45,10 @@ struct SGUISpriteFrame
|
|||
// Note for implementer: Can't fix variable names to uppercase as this is a public interface used since a while
|
||||
struct SGUISprite
|
||||
{
|
||||
SGUISprite() : frameTime(0) {}
|
||||
SGUISprite(const SGUISpriteFrame& firstFrame) : frameTime(0)
|
||||
SGUISprite() :
|
||||
frameTime(0) {}
|
||||
SGUISprite(const SGUISpriteFrame &firstFrame) :
|
||||
frameTime(0)
|
||||
{
|
||||
Frames.push_back(firstFrame);
|
||||
}
|
||||
|
@ -54,37 +57,35 @@ struct SGUISprite
|
|||
u32 frameTime;
|
||||
};
|
||||
|
||||
|
||||
//! Sprite bank interface.
|
||||
/** See http://http://irrlicht.sourceforge.net/forum//viewtopic.php?f=9&t=25742
|
||||
* for more information how to use the spritebank.
|
||||
*/
|
||||
* for more information how to use the spritebank.
|
||||
*/
|
||||
class IGUISpriteBank : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Returns the list of rectangles held by the sprite bank
|
||||
virtual core::array< core::rect<s32> >& getPositions() = 0;
|
||||
virtual core::array<core::rect<s32>> &getPositions() = 0;
|
||||
|
||||
//! Returns the array of animated sprites within the sprite bank
|
||||
virtual core::array< SGUISprite >& getSprites() = 0;
|
||||
virtual core::array<SGUISprite> &getSprites() = 0;
|
||||
|
||||
//! Returns the number of textures held by the sprite bank
|
||||
virtual u32 getTextureCount() const = 0;
|
||||
|
||||
//! Gets the texture with the specified index
|
||||
virtual video::ITexture* getTexture(u32 index) const = 0;
|
||||
virtual video::ITexture *getTexture(u32 index) const = 0;
|
||||
|
||||
//! Adds a texture to the sprite bank
|
||||
virtual void addTexture(video::ITexture* texture) = 0;
|
||||
virtual void addTexture(video::ITexture *texture) = 0;
|
||||
|
||||
//! Changes one of the textures in the sprite bank
|
||||
virtual void setTexture(u32 index, video::ITexture* texture) = 0;
|
||||
virtual void setTexture(u32 index, video::ITexture *texture) = 0;
|
||||
|
||||
//! Add the texture and use it for a single non-animated sprite.
|
||||
/** The texture and the corresponding rectangle and sprite will all be added to the end of each array.
|
||||
\returns The index of the sprite or -1 on failure */
|
||||
virtual s32 addTextureAsSprite(video::ITexture* texture) = 0;
|
||||
virtual s32 addTextureAsSprite(video::ITexture *texture) = 0;
|
||||
|
||||
//! Clears sprites, rectangles and textures
|
||||
virtual void clear() = 0;
|
||||
|
@ -102,11 +103,11 @@ public:
|
|||
\param loop When true animations are looped
|
||||
\param center When true pivot is set to the sprite-center. So it affects pos.
|
||||
*/
|
||||
virtual void draw2DSprite(u32 index, const core::position2di& pos,
|
||||
const core::rect<s32>* clip=0,
|
||||
const video::SColor& color= video::SColor(255,255,255,255),
|
||||
u32 starttime=0, u32 currenttime=0,
|
||||
bool loop=true, bool center=false) = 0;
|
||||
virtual void draw2DSprite(u32 index, const core::position2di &pos,
|
||||
const core::rect<s32> *clip = 0,
|
||||
const video::SColor &color = video::SColor(255, 255, 255, 255),
|
||||
u32 starttime = 0, u32 currenttime = 0,
|
||||
bool loop = true, bool center = false) = 0;
|
||||
|
||||
//! Draws a sprite in 2d with destination rectangle and colors
|
||||
/**
|
||||
|
@ -119,20 +120,19 @@ public:
|
|||
(same as currenttime-starttime in other draw2DSprite function)
|
||||
\param loop When true animations are looped
|
||||
*/
|
||||
virtual void draw2DSprite(u32 index, const core::rect<s32>& destRect,
|
||||
const core::rect<s32>* clip=0,
|
||||
const video::SColor * const colors=0,
|
||||
virtual void draw2DSprite(u32 index, const core::rect<s32> &destRect,
|
||||
const core::rect<s32> *clip = 0,
|
||||
const video::SColor *const colors = 0,
|
||||
u32 timeTicks = 0,
|
||||
bool loop=true) = 0;
|
||||
bool loop = true) = 0;
|
||||
|
||||
//! Draws a sprite batch in 2d using an array of positions and a color
|
||||
virtual void draw2DSpriteBatch(const core::array<u32>& indices, const core::array<core::position2di>& pos,
|
||||
const core::rect<s32>* clip=0,
|
||||
const video::SColor& color= video::SColor(255,255,255,255),
|
||||
u32 starttime=0, u32 currenttime=0,
|
||||
bool loop=true, bool center=false) = 0;
|
||||
virtual void draw2DSpriteBatch(const core::array<u32> &indices, const core::array<core::position2di> &pos,
|
||||
const core::rect<s32> *clip = 0,
|
||||
const video::SColor &color = video::SColor(255, 255, 255, 255),
|
||||
u32 starttime = 0, u32 currenttime = 0,
|
||||
bool loop = true, bool center = false) = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
|
|
@ -11,125 +11,123 @@ namespace irr
|
|||
{
|
||||
namespace gui
|
||||
{
|
||||
class IGUIFont;
|
||||
class IGUIFont;
|
||||
|
||||
//! Multi or single line text label.
|
||||
class IGUIStaticText : public IGUIElement
|
||||
{
|
||||
public:
|
||||
//! Multi or single line text label.
|
||||
class IGUIStaticText : public IGUIElement
|
||||
{
|
||||
public:
|
||||
//! constructor
|
||||
IGUIStaticText(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) :
|
||||
IGUIElement(EGUIET_STATIC_TEXT, environment, parent, id, rectangle) {}
|
||||
|
||||
//! constructor
|
||||
IGUIStaticText(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_STATIC_TEXT, environment, parent, id, rectangle) {}
|
||||
//! Sets another skin independent font.
|
||||
/** If this is set to zero, the button uses the font of the skin.
|
||||
\param font: New font to set. */
|
||||
virtual void setOverrideFont(IGUIFont *font = 0) = 0;
|
||||
|
||||
//! Sets another skin independent font.
|
||||
/** If this is set to zero, the button uses the font of the skin.
|
||||
\param font: New font to set. */
|
||||
virtual void setOverrideFont(IGUIFont* font=0) = 0;
|
||||
//! Gets the override font (if any)
|
||||
/** \return The override font (may be 0) */
|
||||
virtual IGUIFont *getOverrideFont(void) const = 0;
|
||||
|
||||
//! Gets the override font (if any)
|
||||
/** \return The override font (may be 0) */
|
||||
virtual IGUIFont* getOverrideFont(void) const = 0;
|
||||
//! Get the font which is used right now for drawing
|
||||
/** Currently this is the override font when one is set and the
|
||||
font of the active skin otherwise */
|
||||
virtual IGUIFont *getActiveFont() const = 0;
|
||||
|
||||
//! Get the font which is used right now for drawing
|
||||
/** Currently this is the override font when one is set and the
|
||||
font of the active skin otherwise */
|
||||
virtual IGUIFont* getActiveFont() const = 0;
|
||||
//! Sets another color for the text.
|
||||
/** If set, the static text does not use the EGDC_BUTTON_TEXT color defined
|
||||
in the skin, but the set color instead. You don't need to call
|
||||
IGUIStaticText::enableOverrrideColor(true) after this, this is done
|
||||
by this function.
|
||||
If you set a color, and you want the text displayed with the color
|
||||
of the skin again, call IGUIStaticText::enableOverrideColor(false);
|
||||
\param color: New color of the text. */
|
||||
virtual void setOverrideColor(video::SColor color) = 0;
|
||||
|
||||
//! Sets another color for the text.
|
||||
/** If set, the static text does not use the EGDC_BUTTON_TEXT color defined
|
||||
in the skin, but the set color instead. You don't need to call
|
||||
IGUIStaticText::enableOverrrideColor(true) after this, this is done
|
||||
by this function.
|
||||
If you set a color, and you want the text displayed with the color
|
||||
of the skin again, call IGUIStaticText::enableOverrideColor(false);
|
||||
\param color: New color of the text. */
|
||||
virtual void setOverrideColor(video::SColor color) = 0;
|
||||
//! Gets the override color
|
||||
/** \return: The override color */
|
||||
virtual video::SColor getOverrideColor(void) const = 0;
|
||||
|
||||
//! Gets the override color
|
||||
/** \return: The override color */
|
||||
virtual video::SColor getOverrideColor(void) const = 0;
|
||||
//! Gets the currently used text color
|
||||
/** Either a skin-color for the current state or the override color */
|
||||
virtual video::SColor getActiveColor() const = 0;
|
||||
|
||||
//! Gets the currently used text color
|
||||
/** Either a skin-color for the current state or the override color */
|
||||
virtual video::SColor getActiveColor() const = 0;
|
||||
//! Sets if the static text should use the override color or the color in the gui skin.
|
||||
/** \param enable: If set to true, the override color, which can be set
|
||||
with IGUIStaticText::setOverrideColor is used, otherwise the
|
||||
EGDC_BUTTON_TEXT color of the skin. */
|
||||
virtual void enableOverrideColor(bool enable) = 0;
|
||||
|
||||
//! Sets if the static text should use the override color or the color in the gui skin.
|
||||
/** \param enable: If set to true, the override color, which can be set
|
||||
with IGUIStaticText::setOverrideColor is used, otherwise the
|
||||
EGDC_BUTTON_TEXT color of the skin. */
|
||||
virtual void enableOverrideColor(bool enable) = 0;
|
||||
//! Checks if an override color is enabled
|
||||
/** \return true if the override color is enabled, false otherwise */
|
||||
virtual bool isOverrideColorEnabled(void) const = 0;
|
||||
|
||||
//! Checks if an override color is enabled
|
||||
/** \return true if the override color is enabled, false otherwise */
|
||||
virtual bool isOverrideColorEnabled(void) const = 0;
|
||||
//! Sets another color for the background.
|
||||
virtual void setBackgroundColor(video::SColor color) = 0;
|
||||
|
||||
//! Sets another color for the background.
|
||||
virtual void setBackgroundColor(video::SColor color) = 0;
|
||||
//! Sets whether to draw the background
|
||||
virtual void setDrawBackground(bool draw) = 0;
|
||||
|
||||
//! Sets whether to draw the background
|
||||
virtual void setDrawBackground(bool draw) = 0;
|
||||
//! Checks if background drawing is enabled
|
||||
/** \return true if background drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBackgroundEnabled() const = 0;
|
||||
|
||||
//! Checks if background drawing is enabled
|
||||
/** \return true if background drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBackgroundEnabled() const = 0;
|
||||
//! Gets the background color
|
||||
/** \return: The background color */
|
||||
virtual video::SColor getBackgroundColor() const = 0;
|
||||
|
||||
//! Gets the background color
|
||||
/** \return: The background color */
|
||||
virtual video::SColor getBackgroundColor() const = 0;
|
||||
//! Sets whether to draw the border
|
||||
virtual void setDrawBorder(bool draw) = 0;
|
||||
|
||||
//! Sets whether to draw the border
|
||||
virtual void setDrawBorder(bool draw) = 0;
|
||||
//! Checks if border drawing is enabled
|
||||
/** \return true if border drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBorderEnabled() const = 0;
|
||||
|
||||
//! Checks if border drawing is enabled
|
||||
/** \return true if border drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBorderEnabled() const = 0;
|
||||
//! Sets text justification mode
|
||||
/** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
|
||||
EGUIA_LOWERRIGHT for right justified, or EGUIA_CENTER for centered text.
|
||||
\param vertical: EGUIA_UPPERLEFT to align with top edge (default),
|
||||
EGUIA_LOWERRIGHT for bottom edge, or EGUIA_CENTER for centered text. */
|
||||
virtual void setTextAlignment(EGUI_ALIGNMENT horizontal, EGUI_ALIGNMENT vertical) = 0;
|
||||
|
||||
//! Sets text justification mode
|
||||
/** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
|
||||
EGUIA_LOWERRIGHT for right justified, or EGUIA_CENTER for centered text.
|
||||
\param vertical: EGUIA_UPPERLEFT to align with top edge (default),
|
||||
EGUIA_LOWERRIGHT for bottom edge, or EGUIA_CENTER for centered text. */
|
||||
virtual void setTextAlignment(EGUI_ALIGNMENT horizontal, EGUI_ALIGNMENT vertical) = 0;
|
||||
//! Enables or disables word wrap for using the static text as multiline text control.
|
||||
/** \param enable: If set to true, words going over one line are
|
||||
broken on to the next line. */
|
||||
virtual void setWordWrap(bool enable) = 0;
|
||||
|
||||
//! Enables or disables word wrap for using the static text as multiline text control.
|
||||
/** \param enable: If set to true, words going over one line are
|
||||
broken on to the next line. */
|
||||
virtual void setWordWrap(bool enable) = 0;
|
||||
//! Checks if word wrap is enabled
|
||||
/** \return true if word wrap is enabled, false otherwise */
|
||||
virtual bool isWordWrapEnabled(void) const = 0;
|
||||
|
||||
//! Checks if word wrap is enabled
|
||||
/** \return true if word wrap is enabled, false otherwise */
|
||||
virtual bool isWordWrapEnabled(void) const = 0;
|
||||
//! Returns the height of the text in pixels when it is drawn.
|
||||
/** This is useful for adjusting the layout of gui elements based on the height
|
||||
of the multiline text in this element.
|
||||
\return Height of text in pixels. */
|
||||
virtual s32 getTextHeight() const = 0;
|
||||
|
||||
//! Returns the height of the text in pixels when it is drawn.
|
||||
/** This is useful for adjusting the layout of gui elements based on the height
|
||||
of the multiline text in this element.
|
||||
\return Height of text in pixels. */
|
||||
virtual s32 getTextHeight() const = 0;
|
||||
//! Returns the width of the current text, in the current font
|
||||
/** If the text is broken, this returns the width of the widest line
|
||||
\return The width of the text, or the widest broken line. */
|
||||
virtual s32 getTextWidth(void) const = 0;
|
||||
|
||||
//! Returns the width of the current text, in the current font
|
||||
/** If the text is broken, this returns the width of the widest line
|
||||
\return The width of the text, or the widest broken line. */
|
||||
virtual s32 getTextWidth(void) const = 0;
|
||||
//! Set whether the text in this label should be clipped if it goes outside bounds
|
||||
virtual void setTextRestrainedInside(bool restrainedInside) = 0;
|
||||
|
||||
//! Set whether the text in this label should be clipped if it goes outside bounds
|
||||
virtual void setTextRestrainedInside(bool restrainedInside) = 0;
|
||||
//! Checks if the text in this label should be clipped if it goes outside bounds
|
||||
virtual bool isTextRestrainedInside() const = 0;
|
||||
|
||||
//! Checks if the text in this label should be clipped if it goes outside bounds
|
||||
virtual bool isTextRestrainedInside() const = 0;
|
||||
|
||||
//! Set whether the string should be interpreted as right-to-left (RTL) text
|
||||
/** \note This component does not implement the Unicode bidi standard, the
|
||||
text of the component should be already RTL if you call this. The
|
||||
main difference when RTL is enabled is that the linebreaks for multiline
|
||||
elements are performed starting from the end.
|
||||
*/
|
||||
virtual void setRightToLeft(bool rtl) = 0;
|
||||
|
||||
//! Checks whether the text in this element should be interpreted as right-to-left
|
||||
virtual bool isRightToLeft() const = 0;
|
||||
};
|
||||
//! Set whether the string should be interpreted as right-to-left (RTL) text
|
||||
/** \note This component does not implement the Unicode bidi standard, the
|
||||
text of the component should be already RTL if you call this. The
|
||||
main difference when RTL is enabled is that the linebreaks for multiline
|
||||
elements are performed starting from the end.
|
||||
*/
|
||||
virtual void setRightToLeft(bool rtl) = 0;
|
||||
|
||||
//! Checks whether the text in this element should be interpreted as right-to-left
|
||||
virtual bool isRightToLeft() const = 0;
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
|
|
@ -12,140 +12,138 @@ namespace irr
|
|||
{
|
||||
namespace gui
|
||||
{
|
||||
class IGUITab;
|
||||
class IGUITab;
|
||||
|
||||
//! A standard tab control
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_TAB_CHANGED
|
||||
*/
|
||||
class IGUITabControl : public IGUIElement
|
||||
{
|
||||
public:
|
||||
//! A standard tab control
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_TAB_CHANGED
|
||||
*/
|
||||
class IGUITabControl : public IGUIElement
|
||||
{
|
||||
public:
|
||||
//! constructor
|
||||
IGUITabControl(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) :
|
||||
IGUIElement(EGUIET_TAB_CONTROL, environment, parent, id, rectangle) {}
|
||||
|
||||
//! constructor
|
||||
IGUITabControl(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_TAB_CONTROL, environment, parent, id, rectangle) {}
|
||||
//! Adds a tab
|
||||
virtual IGUITab *addTab(const wchar_t *caption, s32 id = -1) = 0;
|
||||
|
||||
//! Adds a tab
|
||||
virtual IGUITab* addTab(const wchar_t* caption, s32 id=-1) = 0;
|
||||
//! Adds an existing tab
|
||||
/** Note that it will also add the tab as a child of this TabControl.
|
||||
\return Index of added tab or -1 for failure*/
|
||||
virtual s32 addTab(IGUITab *tab) = 0;
|
||||
|
||||
//! Adds an existing tab
|
||||
/** Note that it will also add the tab as a child of this TabControl.
|
||||
\return Index of added tab or -1 for failure*/
|
||||
virtual s32 addTab(IGUITab* tab) = 0;
|
||||
//! Insert the tab at the given index
|
||||
/** \return The tab on success or NULL on failure. */
|
||||
virtual IGUITab *insertTab(s32 idx, const wchar_t *caption, s32 id = -1) = 0;
|
||||
|
||||
//! Insert the tab at the given index
|
||||
/** \return The tab on success or NULL on failure. */
|
||||
virtual IGUITab* insertTab(s32 idx, const wchar_t* caption, s32 id=-1) = 0;
|
||||
//! Insert an existing tab
|
||||
/** Note that it will also add the tab as a child of this TabControl.
|
||||
\param idx Index at which tab will be inserted. Later tabs will be moved.
|
||||
Previous active tab will stay active unless this is the first
|
||||
element to be inserted in which case it becomes active.
|
||||
\param tab New tab to insert.
|
||||
\param serializationMode Internally used for serialization. You should not need this.
|
||||
When true it reserves space for the index, doesn't move but replaces tabs
|
||||
and it doesn't change the active tab.
|
||||
\return Index of added tab (should be same as the one passed) or -1 for failure*/
|
||||
virtual s32 insertTab(s32 idx, IGUITab *tab, bool serializationMode = false) = 0;
|
||||
|
||||
//! Insert an existing tab
|
||||
/** Note that it will also add the tab as a child of this TabControl.
|
||||
\param idx Index at which tab will be inserted. Later tabs will be moved.
|
||||
Previous active tab will stay active unless this is the first
|
||||
element to be inserted in which case it becomes active.
|
||||
\param tab New tab to insert.
|
||||
\param serializationMode Internally used for serialization. You should not need this.
|
||||
When true it reserves space for the index, doesn't move but replaces tabs
|
||||
and it doesn't change the active tab.
|
||||
\return Index of added tab (should be same as the one passed) or -1 for failure*/
|
||||
virtual s32 insertTab(s32 idx, IGUITab* tab, bool serializationMode=false) = 0;
|
||||
//! Removes a tab from the tabcontrol
|
||||
virtual void removeTab(s32 idx) = 0;
|
||||
|
||||
//! Removes a tab from the tabcontrol
|
||||
virtual void removeTab(s32 idx) = 0;
|
||||
//! Clears the tabcontrol removing all tabs
|
||||
virtual void clear() = 0;
|
||||
|
||||
//! Clears the tabcontrol removing all tabs
|
||||
virtual void clear() = 0;
|
||||
//! Returns amount of tabs in the tabcontrol
|
||||
virtual s32 getTabCount() const = 0;
|
||||
|
||||
//! Returns amount of tabs in the tabcontrol
|
||||
virtual s32 getTabCount() const = 0;
|
||||
//! Returns a tab based on zero based index
|
||||
/** \param idx: zero based index of tab. Is a value between 0 and getTabcount()-1;
|
||||
\return Returns pointer to the Tab. Returns 0 if no tab
|
||||
is corresponding to this tab. */
|
||||
virtual IGUITab *getTab(s32 idx) const = 0;
|
||||
|
||||
//! Returns a tab based on zero based index
|
||||
/** \param idx: zero based index of tab. Is a value between 0 and getTabcount()-1;
|
||||
\return Returns pointer to the Tab. Returns 0 if no tab
|
||||
is corresponding to this tab. */
|
||||
virtual IGUITab* getTab(s32 idx) const = 0;
|
||||
//! For given element find if it's a tab and return it's zero-based index (or -1 for not found)
|
||||
/** \param tab Tab for which we are looking (usually you will look for an IGUITab* type as only
|
||||
those can be tabs, but we allow looking for any kind of IGUIElement* as there are some
|
||||
use-cases for that even if it just returns 0. For example this way you can check for
|
||||
all children of this gui-element if they are tabs or some non-tab children.*/
|
||||
virtual s32 getTabIndex(const IGUIElement *tab) const = 0;
|
||||
|
||||
//! For given element find if it's a tab and return it's zero-based index (or -1 for not found)
|
||||
/** \param tab Tab for which we are looking (usually you will look for an IGUITab* type as only
|
||||
those can be tabs, but we allow looking for any kind of IGUIElement* as there are some
|
||||
use-cases for that even if it just returns 0. For example this way you can check for
|
||||
all children of this gui-element if they are tabs or some non-tab children.*/
|
||||
virtual s32 getTabIndex(const IGUIElement *tab) const = 0;
|
||||
//! Brings a tab to front.
|
||||
/** \param idx: number of the tab.
|
||||
\return Returns true if successful. */
|
||||
virtual bool setActiveTab(s32 idx) = 0;
|
||||
|
||||
//! Brings a tab to front.
|
||||
/** \param idx: number of the tab.
|
||||
\return Returns true if successful. */
|
||||
virtual bool setActiveTab(s32 idx) = 0;
|
||||
//! Brings a tab to front.
|
||||
/** \param tab: pointer to the tab.
|
||||
\return Returns true if successful. */
|
||||
virtual bool setActiveTab(IGUITab *tab) = 0;
|
||||
|
||||
//! Brings a tab to front.
|
||||
/** \param tab: pointer to the tab.
|
||||
\return Returns true if successful. */
|
||||
virtual bool setActiveTab(IGUITab *tab) = 0;
|
||||
//! Returns which tab is currently active
|
||||
virtual s32 getActiveTab() const = 0;
|
||||
|
||||
//! Returns which tab is currently active
|
||||
virtual s32 getActiveTab() const = 0;
|
||||
//! get the the id of the tab at the given absolute coordinates
|
||||
/** \return The id of the tab or -1 when no tab is at those coordinates*/
|
||||
virtual s32 getTabAt(s32 xpos, s32 ypos) const = 0;
|
||||
|
||||
//! get the the id of the tab at the given absolute coordinates
|
||||
/** \return The id of the tab or -1 when no tab is at those coordinates*/
|
||||
virtual s32 getTabAt(s32 xpos, s32 ypos) const = 0;
|
||||
//! Set the height of the tabs
|
||||
virtual void setTabHeight(s32 height) = 0;
|
||||
|
||||
//! Set the height of the tabs
|
||||
virtual void setTabHeight( s32 height ) = 0;
|
||||
//! Get the height of the tabs
|
||||
/** return Returns the height of the tabs */
|
||||
virtual s32 getTabHeight() const = 0;
|
||||
|
||||
//! Get the height of the tabs
|
||||
/** return Returns the height of the tabs */
|
||||
virtual s32 getTabHeight() const = 0;
|
||||
//! set the maximal width of a tab. Per default width is 0 which means "no width restriction".
|
||||
virtual void setTabMaxWidth(s32 width) = 0;
|
||||
|
||||
//! set the maximal width of a tab. Per default width is 0 which means "no width restriction".
|
||||
virtual void setTabMaxWidth(s32 width ) = 0;
|
||||
//! get the maximal width of a tab
|
||||
virtual s32 getTabMaxWidth() const = 0;
|
||||
|
||||
//! get the maximal width of a tab
|
||||
virtual s32 getTabMaxWidth() const = 0;
|
||||
//! Set the alignment of the tabs
|
||||
/** Use EGUIA_UPPERLEFT or EGUIA_LOWERRIGHT */
|
||||
virtual void setTabVerticalAlignment(gui::EGUI_ALIGNMENT alignment) = 0;
|
||||
|
||||
//! Set the alignment of the tabs
|
||||
/** Use EGUIA_UPPERLEFT or EGUIA_LOWERRIGHT */
|
||||
virtual void setTabVerticalAlignment( gui::EGUI_ALIGNMENT alignment ) = 0;
|
||||
//! Get the alignment of the tabs
|
||||
/** return Returns the alignment of the tabs */
|
||||
virtual gui::EGUI_ALIGNMENT getTabVerticalAlignment() const = 0;
|
||||
|
||||
//! Get the alignment of the tabs
|
||||
/** return Returns the alignment of the tabs */
|
||||
virtual gui::EGUI_ALIGNMENT getTabVerticalAlignment() const = 0;
|
||||
//! Set the extra width added to tabs on each side of the text
|
||||
virtual void setTabExtraWidth(s32 extraWidth) = 0;
|
||||
|
||||
//! Set the extra width added to tabs on each side of the text
|
||||
virtual void setTabExtraWidth( s32 extraWidth ) = 0;
|
||||
//! Get the extra width added to tabs on each side of the text
|
||||
/** return Returns the extra width of the tabs */
|
||||
virtual s32 getTabExtraWidth() const = 0;
|
||||
};
|
||||
|
||||
//! Get the extra width added to tabs on each side of the text
|
||||
/** return Returns the extra width of the tabs */
|
||||
virtual s32 getTabExtraWidth() const = 0;
|
||||
};
|
||||
//! A tab-page, onto which other gui elements could be added.
|
||||
/** IGUITab refers mostly to the page itself, but also carries some data about the tab in the tabbar of an IGUITabControl. */
|
||||
class IGUITab : public IGUIElement
|
||||
{
|
||||
public:
|
||||
//! constructor
|
||||
IGUITab(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) :
|
||||
IGUIElement(EGUIET_TAB, environment, parent, id, rectangle) {}
|
||||
|
||||
//! A tab-page, onto which other gui elements could be added.
|
||||
/** IGUITab refers mostly to the page itself, but also carries some data about the tab in the tabbar of an IGUITabControl. */
|
||||
class IGUITab : public IGUIElement
|
||||
{
|
||||
public:
|
||||
//! sets if the tab should draw its background
|
||||
virtual void setDrawBackground(bool draw = true) = 0;
|
||||
|
||||
//! constructor
|
||||
IGUITab(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_TAB, environment, parent, id, rectangle) {}
|
||||
//! sets the color of the background, if it should be drawn.
|
||||
virtual void setBackgroundColor(video::SColor c) = 0;
|
||||
|
||||
//! sets if the tab should draw its background
|
||||
virtual void setDrawBackground(bool draw=true) = 0;
|
||||
//! returns true if the tab is drawing its background, false if not
|
||||
virtual bool isDrawingBackground() const = 0;
|
||||
|
||||
//! sets the color of the background, if it should be drawn.
|
||||
virtual void setBackgroundColor(video::SColor c) = 0;
|
||||
//! returns the color of the background
|
||||
virtual video::SColor getBackgroundColor() const = 0;
|
||||
|
||||
//! returns true if the tab is drawing its background, false if not
|
||||
virtual bool isDrawingBackground() const = 0;
|
||||
//! sets the color of it's text in the tab-bar
|
||||
virtual void setTextColor(video::SColor c) = 0;
|
||||
|
||||
//! returns the color of the background
|
||||
virtual video::SColor getBackgroundColor() const = 0;
|
||||
|
||||
//! sets the color of it's text in the tab-bar
|
||||
virtual void setTextColor(video::SColor c) = 0;
|
||||
|
||||
//! gets the color of the text
|
||||
virtual video::SColor getTextColor() const = 0;
|
||||
};
|
||||
//! gets the color of the text
|
||||
virtual video::SColor getTextColor() const = 0;
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
|
|
@ -10,27 +10,25 @@ namespace irr
|
|||
{
|
||||
namespace video
|
||||
{
|
||||
class ITexture;
|
||||
class ITexture;
|
||||
} // end namespace video
|
||||
namespace gui
|
||||
{
|
||||
class IGUIButton;
|
||||
class IGUIButton;
|
||||
|
||||
//! Stays at the top of its parent like the menu bar and contains tool buttons
|
||||
class IGUIToolBar : public IGUIElement
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IGUIToolBar(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_TOOL_BAR, environment, parent, id, rectangle) {}
|
||||
|
||||
//! Adds a button to the tool bar
|
||||
virtual IGUIButton* addButton(s32 id=-1, const wchar_t* text=0,const wchar_t* tooltiptext=0,
|
||||
video::ITexture* img=0, video::ITexture* pressedimg=0,
|
||||
bool isPushButton=false, bool useAlphaChannel=false) = 0;
|
||||
};
|
||||
//! Stays at the top of its parent like the menu bar and contains tool buttons
|
||||
class IGUIToolBar : public IGUIElement
|
||||
{
|
||||
public:
|
||||
//! constructor
|
||||
IGUIToolBar(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) :
|
||||
IGUIElement(EGUIET_TOOL_BAR, environment, parent, id, rectangle) {}
|
||||
|
||||
//! Adds a button to the tool bar
|
||||
virtual IGUIButton *addButton(s32 id = -1, const wchar_t *text = 0, const wchar_t *tooltiptext = 0,
|
||||
video::ITexture *img = 0, video::ITexture *pressedimg = 0,
|
||||
bool isPushButton = false, bool useAlphaChannel = false) = 0;
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
|
129
include/IImage.h
129
include/IImage.h
|
@ -23,10 +23,9 @@ NOTE: Floating point formats are not well supported yet. Basically only getData(
|
|||
class IImage : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IImage(ECOLOR_FORMAT format, const core::dimension2d<u32>& size, bool deleteMemory) :
|
||||
Format(format), Size(size), Data(0), MipMapsData(0), BytesPerPixel(0), Pitch(0), DeleteMemory(deleteMemory), DeleteMipMapsMemory(false)
|
||||
IImage(ECOLOR_FORMAT format, const core::dimension2d<u32> &size, bool deleteMemory) :
|
||||
Format(format), Size(size), Data(0), MipMapsData(0), BytesPerPixel(0), Pitch(0), DeleteMemory(deleteMemory), DeleteMipMapsMemory(false)
|
||||
{
|
||||
BytesPerPixel = getBitsPerPixelFromFormat(Format) / 8;
|
||||
Pitch = BytesPerPixel * Size.Width;
|
||||
|
@ -49,7 +48,7 @@ public:
|
|||
}
|
||||
|
||||
//! Returns width and height of image data.
|
||||
const core::dimension2d<u32>& getDimension() const
|
||||
const core::dimension2d<u32> &getDimension() const
|
||||
{
|
||||
return Size;
|
||||
}
|
||||
|
@ -88,8 +87,7 @@ public:
|
|||
//! Returns mask for red value of a pixel
|
||||
u32 getRedMask() const
|
||||
{
|
||||
switch (Format)
|
||||
{
|
||||
switch (Format) {
|
||||
case ECF_A1R5G5B5:
|
||||
return 0x1F << 10;
|
||||
case ECF_R5G6B5:
|
||||
|
@ -106,8 +104,7 @@ public:
|
|||
//! Returns mask for green value of a pixel
|
||||
u32 getGreenMask() const
|
||||
{
|
||||
switch (Format)
|
||||
{
|
||||
switch (Format) {
|
||||
case ECF_A1R5G5B5:
|
||||
return 0x1F << 5;
|
||||
case ECF_R5G6B5:
|
||||
|
@ -124,8 +121,7 @@ public:
|
|||
//! Returns mask for blue value of a pixel
|
||||
u32 getBlueMask() const
|
||||
{
|
||||
switch (Format)
|
||||
{
|
||||
switch (Format) {
|
||||
case ECF_A1R5G5B5:
|
||||
return 0x1F;
|
||||
case ECF_R5G6B5:
|
||||
|
@ -142,8 +138,7 @@ public:
|
|||
//! Returns mask for alpha value of a pixel
|
||||
u32 getAlphaMask() const
|
||||
{
|
||||
switch (Format)
|
||||
{
|
||||
switch (Format) {
|
||||
case ECF_A1R5G5B5:
|
||||
return 0x1 << 15;
|
||||
case ECF_R5G6B5:
|
||||
|
@ -162,7 +157,7 @@ public:
|
|||
\return Pointer to the image data. What type of data is pointed to
|
||||
depends on the color format of the image. For example if the color
|
||||
format is ECF_A8R8G8B8, it is of u32. */
|
||||
void* getData() const
|
||||
void *getData() const
|
||||
{
|
||||
return Data;
|
||||
}
|
||||
|
@ -175,43 +170,38 @@ public:
|
|||
return getMipMapsSize(Size, mipmapLevel);
|
||||
}
|
||||
|
||||
|
||||
//! Calculate mipmap size for a certain level
|
||||
/** level 0 will be full image size. Every further level is half the size. */
|
||||
static core::dimension2du getMipMapsSize(const core::dimension2du& sizeLevel0, u32 mipmapLevel)
|
||||
static core::dimension2du getMipMapsSize(const core::dimension2du &sizeLevel0, u32 mipmapLevel)
|
||||
{
|
||||
core::dimension2du result(sizeLevel0);
|
||||
u32 i=0;
|
||||
while (i != mipmapLevel)
|
||||
{
|
||||
if (result.Width>1)
|
||||
u32 i = 0;
|
||||
while (i != mipmapLevel) {
|
||||
if (result.Width > 1)
|
||||
result.Width >>= 1;
|
||||
if (result.Height>1)
|
||||
result.Height>>=1;
|
||||
if (result.Height > 1)
|
||||
result.Height >>= 1;
|
||||
++i;
|
||||
|
||||
if ( result.Width == 1 && result.Height == 1 && i < mipmapLevel )
|
||||
return core::dimension2du(0,0);
|
||||
if (result.Width == 1 && result.Height == 1 && i < mipmapLevel)
|
||||
return core::dimension2du(0, 0);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
//! Get mipmaps data.
|
||||
/** Note that different mip levels are just behind each other in memory block.
|
||||
So if you just get level 1 you also have the data for all other levels.
|
||||
There is no level 0 - use getData to get the original image data.
|
||||
*/
|
||||
void* getMipMapsData(irr::u32 mipLevel=1) const
|
||||
void *getMipMapsData(irr::u32 mipLevel = 1) const
|
||||
{
|
||||
if ( MipMapsData && mipLevel > 0)
|
||||
{
|
||||
if (MipMapsData && mipLevel > 0) {
|
||||
size_t dataSize = 0;
|
||||
core::dimension2du mipSize(Size);
|
||||
u32 i = 1; // We want the start of data for this level, not end.
|
||||
u32 i = 1; // We want the start of data for this level, not end.
|
||||
|
||||
while (i != mipLevel)
|
||||
{
|
||||
while (i != mipLevel) {
|
||||
if (mipSize.Width > 1)
|
||||
mipSize.Width >>= 1;
|
||||
|
||||
|
@ -221,7 +211,7 @@ public:
|
|||
dataSize += getDataSizeFromFormat(Format, mipSize.Width, mipSize.Height);
|
||||
|
||||
++i;
|
||||
if ( mipSize.Width == 1 && mipSize.Height == 1 && i < mipLevel)
|
||||
if (mipSize.Width == 1 && mipSize.Height == 1 && i < mipLevel)
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -240,33 +230,26 @@ public:
|
|||
will by copied internally.
|
||||
\param deleteMemory Whether the memory is deallocated upon
|
||||
destruction. */
|
||||
void setMipMapsData(void* data, bool ownForeignMemory)
|
||||
void setMipMapsData(void *data, bool ownForeignMemory)
|
||||
{
|
||||
if (data != MipMapsData)
|
||||
{
|
||||
if (DeleteMipMapsMemory)
|
||||
{
|
||||
if (data != MipMapsData) {
|
||||
if (DeleteMipMapsMemory) {
|
||||
delete[] MipMapsData;
|
||||
|
||||
DeleteMipMapsMemory = false;
|
||||
}
|
||||
|
||||
if (data)
|
||||
{
|
||||
if (ownForeignMemory)
|
||||
{
|
||||
MipMapsData = static_cast<u8*>(data);
|
||||
if (data) {
|
||||
if (ownForeignMemory) {
|
||||
MipMapsData = static_cast<u8 *>(data);
|
||||
|
||||
DeleteMipMapsMemory = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
u32 dataSize = 0;
|
||||
u32 width = Size.Width;
|
||||
u32 height = Size.Height;
|
||||
|
||||
do
|
||||
{
|
||||
do {
|
||||
if (width > 1)
|
||||
width >>= 1;
|
||||
|
||||
|
@ -281,9 +264,7 @@ public:
|
|||
|
||||
DeleteMipMapsMemory = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
MipMapsData = 0;
|
||||
}
|
||||
}
|
||||
|
@ -293,51 +274,50 @@ public:
|
|||
virtual SColor getPixel(u32 x, u32 y) const = 0;
|
||||
|
||||
//! Sets a pixel
|
||||
virtual void setPixel(u32 x, u32 y, const SColor &color, bool blend = false ) = 0;
|
||||
virtual void setPixel(u32 x, u32 y, const SColor &color, bool blend = false) = 0;
|
||||
|
||||
//! Copies this surface into another, if it has the exact same size and format.
|
||||
/** NOTE: mipmaps are ignored
|
||||
\return True if it was copied, false otherwise.
|
||||
*/
|
||||
virtual bool copyToNoScaling(void *target, u32 width, u32 height, ECOLOR_FORMAT format=ECF_A8R8G8B8, u32 pitch=0) const = 0;
|
||||
virtual bool copyToNoScaling(void *target, u32 width, u32 height, ECOLOR_FORMAT format = ECF_A8R8G8B8, u32 pitch = 0) const = 0;
|
||||
|
||||
//! Copies the image into the target, scaling the image to fit
|
||||
/** NOTE: mipmaps are ignored */
|
||||
virtual void copyToScaling(void* target, u32 width, u32 height, ECOLOR_FORMAT format=ECF_A8R8G8B8, u32 pitch=0) =0;
|
||||
virtual void copyToScaling(void *target, u32 width, u32 height, ECOLOR_FORMAT format = ECF_A8R8G8B8, u32 pitch = 0) = 0;
|
||||
|
||||
//! Copies the image into the target, scaling the image to fit
|
||||
/** NOTE: mipmaps are ignored */
|
||||
virtual void copyToScaling(IImage* target) =0;
|
||||
virtual void copyToScaling(IImage *target) = 0;
|
||||
|
||||
//! copies this surface into another
|
||||
/** NOTE: mipmaps are ignored */
|
||||
virtual void copyTo(IImage* target, const core::position2d<s32>& pos=core::position2d<s32>(0,0)) =0;
|
||||
virtual void copyTo(IImage *target, const core::position2d<s32> &pos = core::position2d<s32>(0, 0)) = 0;
|
||||
|
||||
//! copies this surface into another
|
||||
/** NOTE: mipmaps are ignored */
|
||||
virtual void copyTo(IImage* target, const core::position2d<s32>& pos, const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect=0) =0;
|
||||
virtual void copyTo(IImage *target, const core::position2d<s32> &pos, const core::rect<s32> &sourceRect, const core::rect<s32> *clipRect = 0) = 0;
|
||||
|
||||
//! copies this surface into another, using the alpha mask and cliprect and a color to add with
|
||||
/** NOTE: mipmaps are ignored
|
||||
\param combineAlpha - When true then combine alpha channels. When false replace target image alpha with source image alpha.
|
||||
*/
|
||||
virtual void copyToWithAlpha(IImage* target, const core::position2d<s32>& pos,
|
||||
const core::rect<s32>& sourceRect, const SColor &color,
|
||||
const core::rect<s32>* clipRect = 0,
|
||||
bool combineAlpha=false) =0;
|
||||
virtual void copyToWithAlpha(IImage *target, const core::position2d<s32> &pos,
|
||||
const core::rect<s32> &sourceRect, const SColor &color,
|
||||
const core::rect<s32> *clipRect = 0,
|
||||
bool combineAlpha = false) = 0;
|
||||
|
||||
//! copies this surface into another, scaling it to fit, applying a box filter
|
||||
/** NOTE: mipmaps are ignored */
|
||||
virtual void copyToScalingBoxFilter(IImage* target, s32 bias = 0, bool blend = false) = 0;
|
||||
virtual void copyToScalingBoxFilter(IImage *target, s32 bias = 0, bool blend = false) = 0;
|
||||
|
||||
//! fills the surface with given color
|
||||
virtual void fill(const SColor &color) =0;
|
||||
virtual void fill(const SColor &color) = 0;
|
||||
|
||||
//! get the amount of Bits per Pixel of the given color format
|
||||
static u32 getBitsPerPixelFromFormat(const ECOLOR_FORMAT format)
|
||||
{
|
||||
switch(format)
|
||||
{
|
||||
switch (format) {
|
||||
case ECF_A1R5G5B5:
|
||||
return 16;
|
||||
case ECF_R5G6B5:
|
||||
|
@ -396,14 +376,13 @@ public:
|
|||
//! check if the color format is only viable for depth/stencil textures
|
||||
static bool isDepthFormat(const ECOLOR_FORMAT format)
|
||||
{
|
||||
switch(format)
|
||||
{
|
||||
case ECF_D16:
|
||||
case ECF_D32:
|
||||
case ECF_D24S8:
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
switch (format) {
|
||||
case ECF_D16:
|
||||
case ECF_D32:
|
||||
case ECF_D24S8:
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -413,8 +392,7 @@ public:
|
|||
if (isCompressedFormat(format))
|
||||
return false;
|
||||
|
||||
switch(format)
|
||||
{
|
||||
switch (format) {
|
||||
case ECF_R16F:
|
||||
case ECF_G16R16F:
|
||||
case ECF_A16B16G16R16F:
|
||||
|
@ -432,8 +410,8 @@ protected:
|
|||
ECOLOR_FORMAT Format;
|
||||
core::dimension2d<u32> Size;
|
||||
|
||||
u8* Data;
|
||||
u8* MipMapsData;
|
||||
u8 *Data;
|
||||
u8 *MipMapsData;
|
||||
|
||||
u32 BytesPerPixel;
|
||||
u32 Pitch;
|
||||
|
@ -442,6 +420,5 @@ protected:
|
|||
bool DeleteMipMapsMemory;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
|
|
@ -14,7 +14,7 @@ namespace irr
|
|||
{
|
||||
namespace io
|
||||
{
|
||||
class IReadFile;
|
||||
class IReadFile;
|
||||
} // end namespace io
|
||||
namespace video
|
||||
{
|
||||
|
@ -27,25 +27,23 @@ IVideoDriver::addExternalImageLoader() to the engine. */
|
|||
class IImageLoader : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Check if the file might be loaded by this class
|
||||
/** Check is based on the file extension (e.g. ".tga")
|
||||
\param filename Name of file to check.
|
||||
\return True if file seems to be loadable. */
|
||||
virtual bool isALoadableFileExtension(const io::path& filename) const = 0;
|
||||
virtual bool isALoadableFileExtension(const io::path &filename) const = 0;
|
||||
|
||||
//! Check if the file might be loaded by this class
|
||||
/** Check might look into the file.
|
||||
\param file File handle to check.
|
||||
\return True if file seems to be loadable. */
|
||||
virtual bool isALoadableFileFormat(io::IReadFile* file) const = 0;
|
||||
virtual bool isALoadableFileFormat(io::IReadFile *file) const = 0;
|
||||
|
||||
//! Creates a surface from the file
|
||||
/** \param file File handle to check.
|
||||
\return Pointer to newly created image, or 0 upon error. */
|
||||
virtual IImage* loadImage(io::IReadFile* file) const = 0;
|
||||
virtual IImage *loadImage(io::IReadFile *file) const = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
|
|
@ -12,13 +12,12 @@ namespace irr
|
|||
{
|
||||
namespace io
|
||||
{
|
||||
class IWriteFile;
|
||||
class IWriteFile;
|
||||
} // end namespace io
|
||||
|
||||
namespace video
|
||||
{
|
||||
class IImage;
|
||||
|
||||
class IImage;
|
||||
|
||||
//! Interface for writing software image data.
|
||||
class IImageWriter : public IReferenceCounted
|
||||
|
@ -27,7 +26,7 @@ public:
|
|||
//! Check if this writer can write a file with the given extension
|
||||
/** \param filename Name of the file to check.
|
||||
\return True if file extension specifies a writable type. */
|
||||
virtual bool isAWriteableFileExtension(const io::path& filename) const = 0;
|
||||
virtual bool isAWriteableFileExtension(const io::path &filename) const = 0;
|
||||
|
||||
//! Write image to file
|
||||
/** \param file File handle to write to.
|
||||
|
|
|
@ -20,42 +20,40 @@ namespace video
|
|||
namespace scene
|
||||
{
|
||||
|
||||
class IIndexBuffer : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
class IIndexBuffer : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
virtual void *getData() = 0;
|
||||
|
||||
virtual void* getData() =0;
|
||||
virtual video::E_INDEX_TYPE getType() const = 0;
|
||||
virtual void setType(video::E_INDEX_TYPE IndexType) = 0;
|
||||
|
||||
virtual video::E_INDEX_TYPE getType() const =0;
|
||||
virtual void setType(video::E_INDEX_TYPE IndexType) =0;
|
||||
virtual u32 stride() const = 0;
|
||||
|
||||
virtual u32 stride() const =0;
|
||||
virtual u32 size() const = 0;
|
||||
virtual void push_back(const u32 &element) = 0;
|
||||
virtual u32 operator[](u32 index) const = 0;
|
||||
virtual u32 getLast() = 0;
|
||||
virtual void setValue(u32 index, u32 value) = 0;
|
||||
virtual void set_used(u32 usedNow) = 0;
|
||||
virtual void reallocate(u32 new_size) = 0;
|
||||
virtual u32 allocated_size() const = 0;
|
||||
|
||||
virtual u32 size() const =0;
|
||||
virtual void push_back (const u32 &element) =0;
|
||||
virtual u32 operator [](u32 index) const =0;
|
||||
virtual u32 getLast() =0;
|
||||
virtual void setValue(u32 index, u32 value) =0;
|
||||
virtual void set_used(u32 usedNow) =0;
|
||||
virtual void reallocate(u32 new_size) =0;
|
||||
virtual u32 allocated_size() const=0;
|
||||
virtual void *pointer() = 0;
|
||||
|
||||
virtual void* pointer() =0;
|
||||
//! get the current hardware mapping hint
|
||||
virtual E_HARDWARE_MAPPING getHardwareMappingHint() const = 0;
|
||||
|
||||
//! get the current hardware mapping hint
|
||||
virtual E_HARDWARE_MAPPING getHardwareMappingHint() const =0;
|
||||
//! set the hardware mapping hint, for driver
|
||||
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING NewMappingHint) = 0;
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
virtual void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint ) =0;
|
||||
|
||||
//! flags the meshbuffer as changed, reloads hardware buffers
|
||||
virtual void setDirty() = 0;
|
||||
|
||||
//! Get the currently used ID for identification of changes.
|
||||
/** This shouldn't be used for anything outside the VideoDriver. */
|
||||
virtual u32 getChangedID() const = 0;
|
||||
};
|
||||
//! flags the meshbuffer as changed, reloads hardware buffers
|
||||
virtual void setDirty() = 0;
|
||||
|
||||
//! Get the currently used ID for identification of changes.
|
||||
/** This shouldn't be used for anything outside the VideoDriver. */
|
||||
virtual u32 getChangedID() const = 0;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
|
|
@ -32,12 +32,10 @@ enum ELOG_LEVEL
|
|||
ELL_NONE
|
||||
};
|
||||
|
||||
|
||||
//! Interface for logging messages, warnings and errors
|
||||
class ILogger : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Destructor
|
||||
virtual ~ILogger() {}
|
||||
|
||||
|
@ -60,7 +58,7 @@ public:
|
|||
is just an informational text, set it to ELL_INFORMATION. Texts are
|
||||
filtered with these levels. If you want to be a text displayed,
|
||||
independent on what level filter is set, use ELL_NONE. */
|
||||
virtual void log(const c8* text, ELOG_LEVEL ll=ELL_INFORMATION) = 0;
|
||||
virtual void log(const c8 *text, ELOG_LEVEL ll = ELL_INFORMATION) = 0;
|
||||
|
||||
//! Prints out a text into the log
|
||||
/** \param text: Text to print out.
|
||||
|
@ -71,7 +69,7 @@ public:
|
|||
is just an informational text, set it to ELL_INFORMATION. Texts are
|
||||
filtered with these levels. If you want to be a text displayed,
|
||||
independent on what level filter is set, use ELL_NONE. */
|
||||
virtual void log(const c8* text, const c8* hint, ELOG_LEVEL ll=ELL_INFORMATION) = 0;
|
||||
virtual void log(const c8 *text, const c8 *hint, ELOG_LEVEL ll = ELL_INFORMATION) = 0;
|
||||
};
|
||||
|
||||
} // end namespace
|
||||
|
|
|
@ -24,7 +24,6 @@ engine with new materials. */
|
|||
class IMaterialRenderer : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Called by the IVideoDriver implementation the let the renderer set its needed render states.
|
||||
/** This is called during the IVideoDriver::setMaterial() call.
|
||||
When overriding this, you can set some renderstates or for example a
|
||||
|
@ -47,8 +46,8 @@ public:
|
|||
fogenable.
|
||||
\param services: Interface providing some methods for changing
|
||||
advanced, internal states of a IVideoDriver. */
|
||||
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
|
||||
bool resetAllRenderstates, IMaterialRendererServices* services) {}
|
||||
virtual void OnSetMaterial(const SMaterial &material, const SMaterial &lastMaterial,
|
||||
bool resetAllRenderstates, IMaterialRendererServices *services) {}
|
||||
|
||||
//! Called every time before a new bunch of geometry is being drawn using this material with for example drawIndexedTriangleList() call.
|
||||
/** OnSetMaterial should normally only be called if the renderer decides
|
||||
|
@ -68,7 +67,7 @@ public:
|
|||
example if he doesn't support the specified vertex type. This is
|
||||
actually done in D3D9 when using a normal mapped material with
|
||||
a vertex type other than EVT_TANGENTS. */
|
||||
virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) { return true; }
|
||||
virtual bool OnRender(IMaterialRendererServices *service, E_VERTEX_TYPE vtxtype) { return true; }
|
||||
|
||||
//! Called by the IVideoDriver to unset this material.
|
||||
/** Called during the IVideoDriver::setMaterial() call before the new
|
||||
|
@ -95,9 +94,8 @@ public:
|
|||
//! Access the callback provided by the users when creating shader materials
|
||||
/** \returns Returns either the users provided callback or 0 when no such
|
||||
callback exists. Non-shader materials will always return 0. */
|
||||
virtual IShaderConstantSetCallBack* getShaderConstantSetCallBack() const { return 0; }
|
||||
virtual IShaderConstantSetCallBack *getShaderConstantSetCallBack() const { return 0; }
|
||||
};
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
|
|
@ -14,12 +14,10 @@ namespace video
|
|||
|
||||
class IVideoDriver;
|
||||
|
||||
|
||||
//! Interface providing some methods for changing advanced, internal states of a IVideoDriver.
|
||||
class IMaterialRendererServices
|
||||
{
|
||||
public:
|
||||
|
||||
//! Destructor
|
||||
virtual ~IMaterialRendererServices() {}
|
||||
|
||||
|
@ -33,12 +31,12 @@ public:
|
|||
\param lastMaterial The material used until now.
|
||||
\param resetAllRenderstates Set to true if all renderstates should be
|
||||
set, regardless of their current state. */
|
||||
virtual void setBasicRenderStates(const SMaterial& material,
|
||||
const SMaterial& lastMaterial,
|
||||
bool resetAllRenderstates) = 0;
|
||||
virtual void setBasicRenderStates(const SMaterial &material,
|
||||
const SMaterial &lastMaterial,
|
||||
bool resetAllRenderstates) = 0;
|
||||
|
||||
//! Return an index constant for the vertex shader based on a uniform variable name.
|
||||
virtual s32 getVertexShaderConstantID(const c8* name) = 0;
|
||||
virtual s32 getVertexShaderConstantID(const c8 *name) = 0;
|
||||
|
||||
//! Sets a value for a vertex shader uniform variable.
|
||||
/** \param index Index of the variable (as received from getVertexShaderConstantID)
|
||||
|
@ -46,16 +44,16 @@ public:
|
|||
\param count Amount of floats in array.
|
||||
\return True if successful.
|
||||
*/
|
||||
virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count) = 0;
|
||||
virtual bool setVertexShaderConstant(s32 index, const f32 *floats, int count) = 0;
|
||||
|
||||
//! Int interface for the above.
|
||||
virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) = 0;
|
||||
virtual bool setVertexShaderConstant(s32 index, const s32 *ints, int count) = 0;
|
||||
|
||||
//! Uint interface for the above.
|
||||
virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) = 0;
|
||||
virtual bool setVertexShaderConstant(s32 index, const u32 *ints, int count) = 0;
|
||||
|
||||
//! Return an index constant for the pixel shader for the given uniform variable name
|
||||
virtual s32 getPixelShaderConstantID(const c8* name) = 0;
|
||||
virtual s32 getPixelShaderConstantID(const c8 *name) = 0;
|
||||
|
||||
//! Sets a value for the given pixel shader uniform variable
|
||||
/** This can be used if you used a high level shader language like GLSL
|
||||
|
@ -65,17 +63,17 @@ public:
|
|||
\param floats Pointer to array of floats
|
||||
\param count Amount of floats in array.
|
||||
\return True if successful. */
|
||||
virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count) = 0;
|
||||
virtual bool setPixelShaderConstant(s32 index, const f32 *floats, int count) = 0;
|
||||
|
||||
//! Int interface for the above.
|
||||
virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) = 0;
|
||||
virtual bool setPixelShaderConstant(s32 index, const s32 *ints, int count) = 0;
|
||||
|
||||
//! Uint interface for the above.
|
||||
virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) = 0;
|
||||
virtual bool setPixelShaderConstant(s32 index, const u32 *ints, int count) = 0;
|
||||
|
||||
//! Get pointer to the IVideoDriver interface
|
||||
/** \return Pointer to the IVideoDriver interface */
|
||||
virtual IVideoDriver* getVideoDriver() = 0;
|
||||
virtual IVideoDriver *getVideoDriver() = 0;
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
|
|
|
@ -11,17 +11,17 @@ namespace irr
|
|||
namespace io
|
||||
{
|
||||
|
||||
//! Interface providing read access to a memory read file.
|
||||
class IMemoryReadFile : public IReadFile
|
||||
{
|
||||
public:
|
||||
//! Get direct access to internal buffer of memory block used as file.
|
||||
/** It's usually better to use the IReadFile functions to access
|
||||
the file content. But as that buffer exist over the full life-time
|
||||
of a CMemoryReadFile, it's sometimes nice to avoid the additional
|
||||
data-copy which read() needs.
|
||||
*/
|
||||
virtual const void *getBuffer() const = 0;
|
||||
};
|
||||
//! Interface providing read access to a memory read file.
|
||||
class IMemoryReadFile : public IReadFile
|
||||
{
|
||||
public:
|
||||
//! Get direct access to internal buffer of memory block used as file.
|
||||
/** It's usually better to use the IReadFile functions to access
|
||||
the file content. But as that buffer exist over the full life-time
|
||||
of a CMemoryReadFile, it's sometimes nice to avoid the additional
|
||||
data-copy which read() needs.
|
||||
*/
|
||||
virtual const void *getBuffer() const = 0;
|
||||
};
|
||||
} // end namespace io
|
||||
} // end namespace irr
|
||||
|
|
212
include/IMesh.h
212
include/IMesh.h
|
@ -12,114 +12,112 @@ namespace irr
|
|||
{
|
||||
namespace scene
|
||||
{
|
||||
//! Possible types of meshes.
|
||||
// Note: Was previously only used in IAnimatedMesh so it still has the "animated" in the name.
|
||||
// But can now be used for all mesh-types as we need those casts as well.
|
||||
enum E_ANIMATED_MESH_TYPE
|
||||
//! Possible types of meshes.
|
||||
// Note: Was previously only used in IAnimatedMesh so it still has the "animated" in the name.
|
||||
// But can now be used for all mesh-types as we need those casts as well.
|
||||
enum E_ANIMATED_MESH_TYPE
|
||||
{
|
||||
//! Unknown animated mesh type.
|
||||
EAMT_UNKNOWN = 0,
|
||||
|
||||
//! Quake 2 MD2 model file
|
||||
EAMT_MD2,
|
||||
|
||||
//! Quake 3 MD3 model file
|
||||
EAMT_MD3,
|
||||
|
||||
//! Maya .obj static model
|
||||
EAMT_OBJ,
|
||||
|
||||
//! Quake 3 .bsp static Map
|
||||
EAMT_BSP,
|
||||
|
||||
//! 3D Studio .3ds file
|
||||
EAMT_3DS,
|
||||
|
||||
//! My3D Mesh, the file format by Zhuck Dimitry
|
||||
EAMT_MY3D,
|
||||
|
||||
//! Pulsar LMTools .lmts file. This Irrlicht loader was written by Jonas Petersen
|
||||
EAMT_LMTS,
|
||||
|
||||
//! Cartography Shop .csm file. This loader was created by Saurav Mohapatra.
|
||||
EAMT_CSM,
|
||||
|
||||
//! .oct file for Paul Nette's FSRad or from Murphy McCauley's Blender .oct exporter.
|
||||
/** The oct file format contains 3D geometry and lightmaps and
|
||||
can be loaded directly by Irrlicht */
|
||||
EAMT_OCT,
|
||||
|
||||
//! Halflife MDL model file
|
||||
EAMT_MDL_HALFLIFE,
|
||||
|
||||
//! generic skinned mesh
|
||||
EAMT_SKINNED,
|
||||
|
||||
//! generic non-animated mesh
|
||||
EAMT_STATIC
|
||||
};
|
||||
|
||||
class IMeshBuffer;
|
||||
|
||||
//! Class which holds the geometry of an object.
|
||||
/** An IMesh is nothing more than a collection of some mesh buffers
|
||||
(IMeshBuffer). SMesh is a simple implementation of an IMesh.
|
||||
A mesh is usually added to an IMeshSceneNode in order to be rendered.
|
||||
*/
|
||||
class IMesh : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Get the amount of mesh buffers.
|
||||
/** \return Amount of mesh buffers (IMeshBuffer) in this mesh. */
|
||||
virtual u32 getMeshBufferCount() const = 0;
|
||||
|
||||
//! Get pointer to a mesh buffer.
|
||||
/** \param nr: Zero based index of the mesh buffer. The maximum value is
|
||||
getMeshBufferCount() - 1;
|
||||
\return Pointer to the mesh buffer or 0 if there is no such
|
||||
mesh buffer. */
|
||||
virtual IMeshBuffer *getMeshBuffer(u32 nr) const = 0;
|
||||
|
||||
//! Get pointer to a mesh buffer which fits a material
|
||||
/** \param material: material to search for
|
||||
\return Pointer to the mesh buffer or 0 if there is no such
|
||||
mesh buffer. */
|
||||
virtual IMeshBuffer *getMeshBuffer(const video::SMaterial &material) const = 0;
|
||||
|
||||
//! Get an axis aligned bounding box of the mesh.
|
||||
/** \return Bounding box of this mesh. */
|
||||
virtual const core::aabbox3d<f32> &getBoundingBox() const = 0;
|
||||
|
||||
//! Set user-defined axis aligned bounding box
|
||||
/** \param box New bounding box to use for the mesh. */
|
||||
virtual void setBoundingBox(const core::aabbox3df &box) = 0;
|
||||
|
||||
//! Set the hardware mapping hint
|
||||
/** This methods allows to define optimization hints for the
|
||||
hardware. This enables, e.g., the use of hardware buffers on
|
||||
platforms that support this feature. This can lead to noticeable
|
||||
performance gains. */
|
||||
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) = 0;
|
||||
|
||||
//! Flag the meshbuffer as changed, reloads hardware buffers
|
||||
/** This method has to be called every time the vertices or
|
||||
indices have changed. Otherwise, changes won't be updated
|
||||
on the GPU in the next render cycle. */
|
||||
virtual void setDirty(E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) = 0;
|
||||
|
||||
//! Returns the type of the meshes.
|
||||
/** This is useful for making a safe downcast. For example,
|
||||
if getMeshType() returns EAMT_MD2 it's safe to cast the
|
||||
IMesh to IAnimatedMeshMD2.
|
||||
Note: It's no longer just about animated meshes, that name has just historical reasons.
|
||||
\returns Type of the mesh */
|
||||
virtual E_ANIMATED_MESH_TYPE getMeshType() const
|
||||
{
|
||||
//! Unknown animated mesh type.
|
||||
EAMT_UNKNOWN = 0,
|
||||
|
||||
//! Quake 2 MD2 model file
|
||||
EAMT_MD2,
|
||||
|
||||
//! Quake 3 MD3 model file
|
||||
EAMT_MD3,
|
||||
|
||||
//! Maya .obj static model
|
||||
EAMT_OBJ,
|
||||
|
||||
//! Quake 3 .bsp static Map
|
||||
EAMT_BSP,
|
||||
|
||||
//! 3D Studio .3ds file
|
||||
EAMT_3DS,
|
||||
|
||||
//! My3D Mesh, the file format by Zhuck Dimitry
|
||||
EAMT_MY3D,
|
||||
|
||||
//! Pulsar LMTools .lmts file. This Irrlicht loader was written by Jonas Petersen
|
||||
EAMT_LMTS,
|
||||
|
||||
//! Cartography Shop .csm file. This loader was created by Saurav Mohapatra.
|
||||
EAMT_CSM,
|
||||
|
||||
//! .oct file for Paul Nette's FSRad or from Murphy McCauley's Blender .oct exporter.
|
||||
/** The oct file format contains 3D geometry and lightmaps and
|
||||
can be loaded directly by Irrlicht */
|
||||
EAMT_OCT,
|
||||
|
||||
//! Halflife MDL model file
|
||||
EAMT_MDL_HALFLIFE,
|
||||
|
||||
//! generic skinned mesh
|
||||
EAMT_SKINNED,
|
||||
|
||||
//! generic non-animated mesh
|
||||
EAMT_STATIC
|
||||
};
|
||||
|
||||
|
||||
class IMeshBuffer;
|
||||
|
||||
//! Class which holds the geometry of an object.
|
||||
/** An IMesh is nothing more than a collection of some mesh buffers
|
||||
(IMeshBuffer). SMesh is a simple implementation of an IMesh.
|
||||
A mesh is usually added to an IMeshSceneNode in order to be rendered.
|
||||
*/
|
||||
class IMesh : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Get the amount of mesh buffers.
|
||||
/** \return Amount of mesh buffers (IMeshBuffer) in this mesh. */
|
||||
virtual u32 getMeshBufferCount() const = 0;
|
||||
|
||||
//! Get pointer to a mesh buffer.
|
||||
/** \param nr: Zero based index of the mesh buffer. The maximum value is
|
||||
getMeshBufferCount() - 1;
|
||||
\return Pointer to the mesh buffer or 0 if there is no such
|
||||
mesh buffer. */
|
||||
virtual IMeshBuffer* getMeshBuffer(u32 nr) const = 0;
|
||||
|
||||
//! Get pointer to a mesh buffer which fits a material
|
||||
/** \param material: material to search for
|
||||
\return Pointer to the mesh buffer or 0 if there is no such
|
||||
mesh buffer. */
|
||||
virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const = 0;
|
||||
|
||||
//! Get an axis aligned bounding box of the mesh.
|
||||
/** \return Bounding box of this mesh. */
|
||||
virtual const core::aabbox3d<f32>& getBoundingBox() const = 0;
|
||||
|
||||
//! Set user-defined axis aligned bounding box
|
||||
/** \param box New bounding box to use for the mesh. */
|
||||
virtual void setBoundingBox( const core::aabbox3df& box) = 0;
|
||||
|
||||
//! Set the hardware mapping hint
|
||||
/** This methods allows to define optimization hints for the
|
||||
hardware. This enables, e.g., the use of hardware buffers on
|
||||
platforms that support this feature. This can lead to noticeable
|
||||
performance gains. */
|
||||
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0;
|
||||
|
||||
//! Flag the meshbuffer as changed, reloads hardware buffers
|
||||
/** This method has to be called every time the vertices or
|
||||
indices have changed. Otherwise, changes won't be updated
|
||||
on the GPU in the next render cycle. */
|
||||
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0;
|
||||
|
||||
//! Returns the type of the meshes.
|
||||
/** This is useful for making a safe downcast. For example,
|
||||
if getMeshType() returns EAMT_MD2 it's safe to cast the
|
||||
IMesh to IAnimatedMeshMD2.
|
||||
Note: It's no longer just about animated meshes, that name has just historical reasons.
|
||||
\returns Type of the mesh */
|
||||
virtual E_ANIMATED_MESH_TYPE getMeshType() const
|
||||
{
|
||||
return EAMT_STATIC;
|
||||
}
|
||||
};
|
||||
return EAMT_STATIC;
|
||||
}
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
|
|
@ -16,162 +16,167 @@ namespace irr
|
|||
{
|
||||
namespace scene
|
||||
{
|
||||
//! Struct for holding a mesh with a single material.
|
||||
/** A part of an IMesh which has the same material on each face of that
|
||||
group. Logical groups of an IMesh need not be put into separate mesh
|
||||
buffers, but can be. Separately animated parts of the mesh must be put
|
||||
into separate mesh buffers.
|
||||
Some mesh buffer implementations have limitations on the number of
|
||||
vertices the buffer can hold. In that case, logical grouping can help.
|
||||
Moreover, the number of vertices should be optimized for the GPU upload,
|
||||
which often depends on the type of gfx card. Typical figures are
|
||||
1000-10000 vertices per buffer.
|
||||
SMeshBuffer is a simple implementation of a MeshBuffer, which supports
|
||||
up to 65535 vertices.
|
||||
//! Struct for holding a mesh with a single material.
|
||||
/** A part of an IMesh which has the same material on each face of that
|
||||
group. Logical groups of an IMesh need not be put into separate mesh
|
||||
buffers, but can be. Separately animated parts of the mesh must be put
|
||||
into separate mesh buffers.
|
||||
Some mesh buffer implementations have limitations on the number of
|
||||
vertices the buffer can hold. In that case, logical grouping can help.
|
||||
Moreover, the number of vertices should be optimized for the GPU upload,
|
||||
which often depends on the type of gfx card. Typical figures are
|
||||
1000-10000 vertices per buffer.
|
||||
SMeshBuffer is a simple implementation of a MeshBuffer, which supports
|
||||
up to 65535 vertices.
|
||||
|
||||
Since meshbuffers are used for drawing, and hence will be exposed
|
||||
to the driver, chances are high that they are grab()'ed from somewhere.
|
||||
It's therefore required to dynamically allocate meshbuffers which are
|
||||
passed to a video driver and only drop the buffer once it's not used in
|
||||
the current code block anymore.
|
||||
*/
|
||||
class IMeshBuffer : public virtual IReferenceCounted
|
||||
Since meshbuffers are used for drawing, and hence will be exposed
|
||||
to the driver, chances are high that they are grab()'ed from somewhere.
|
||||
It's therefore required to dynamically allocate meshbuffers which are
|
||||
passed to a video driver and only drop the buffer once it's not used in
|
||||
the current code block anymore.
|
||||
*/
|
||||
class IMeshBuffer : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Get the material of this meshbuffer
|
||||
/** \return Material of this buffer. */
|
||||
virtual video::SMaterial &getMaterial() = 0;
|
||||
|
||||
//! Get the material of this meshbuffer
|
||||
/** \return Material of this buffer. */
|
||||
virtual const video::SMaterial &getMaterial() const = 0;
|
||||
|
||||
//! Get type of vertex data which is stored in this meshbuffer.
|
||||
/** \return Vertex type of this buffer. */
|
||||
virtual video::E_VERTEX_TYPE getVertexType() const = 0;
|
||||
|
||||
//! Get access to vertex data. The data is an array of vertices.
|
||||
/** Which vertex type is used can be determined by getVertexType().
|
||||
\return Pointer to array of vertices. */
|
||||
virtual const void *getVertices() const = 0;
|
||||
|
||||
//! Get access to vertex data. The data is an array of vertices.
|
||||
/** Which vertex type is used can be determined by getVertexType().
|
||||
\return Pointer to array of vertices. */
|
||||
virtual void *getVertices() = 0;
|
||||
|
||||
//! Get amount of vertices in meshbuffer.
|
||||
/** \return Number of vertices in this buffer. */
|
||||
virtual u32 getVertexCount() const = 0;
|
||||
|
||||
//! Get type of index data which is stored in this meshbuffer.
|
||||
/** \return Index type of this buffer. */
|
||||
virtual video::E_INDEX_TYPE getIndexType() const = 0;
|
||||
|
||||
//! Get access to indices.
|
||||
/** \return Pointer to indices array. */
|
||||
virtual const u16 *getIndices() const = 0;
|
||||
|
||||
//! Get access to indices.
|
||||
/** \return Pointer to indices array. */
|
||||
virtual u16 *getIndices() = 0;
|
||||
|
||||
//! Get amount of indices in this meshbuffer.
|
||||
/** \return Number of indices in this buffer. */
|
||||
virtual u32 getIndexCount() const = 0;
|
||||
|
||||
//! Get the axis aligned bounding box of this meshbuffer.
|
||||
/** \return Axis aligned bounding box of this buffer. */
|
||||
virtual const core::aabbox3df &getBoundingBox() const = 0;
|
||||
|
||||
//! Set axis aligned bounding box
|
||||
/** \param box User defined axis aligned bounding box to use
|
||||
for this buffer. */
|
||||
virtual void setBoundingBox(const core::aabbox3df &box) = 0;
|
||||
|
||||
//! Recalculates the bounding box. Should be called if the mesh changed.
|
||||
virtual void recalculateBoundingBox() = 0;
|
||||
|
||||
//! returns position of vertex i
|
||||
virtual const core::vector3df &getPosition(u32 i) const = 0;
|
||||
|
||||
//! returns position of vertex i
|
||||
virtual core::vector3df &getPosition(u32 i) = 0;
|
||||
|
||||
//! returns normal of vertex i
|
||||
virtual const core::vector3df &getNormal(u32 i) const = 0;
|
||||
|
||||
//! returns normal of vertex i
|
||||
virtual core::vector3df &getNormal(u32 i) = 0;
|
||||
|
||||
//! returns texture coord of vertex i
|
||||
virtual const core::vector2df &getTCoords(u32 i) const = 0;
|
||||
|
||||
//! returns texture coord of vertex i
|
||||
virtual core::vector2df &getTCoords(u32 i) = 0;
|
||||
|
||||
//! Append the vertices and indices to the current buffer
|
||||
/** Only works for compatible vertex types.
|
||||
\param vertices Pointer to a vertex array.
|
||||
\param numVertices Number of vertices in the array.
|
||||
\param indices Pointer to index array.
|
||||
\param numIndices Number of indices in array. */
|
||||
virtual void append(const void *const vertices, u32 numVertices, const u16 *const indices, u32 numIndices) = 0;
|
||||
|
||||
//! get the current hardware mapping hint
|
||||
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const = 0;
|
||||
|
||||
//! get the current hardware mapping hint
|
||||
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Index() const = 0;
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) = 0;
|
||||
|
||||
//! flags the meshbuffer as changed, reloads hardware buffers
|
||||
virtual void setDirty(E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) = 0;
|
||||
|
||||
//! Get the currently used ID for identification of changes.
|
||||
/** This shouldn't be used for anything outside the VideoDriver. */
|
||||
virtual u32 getChangedID_Vertex() const = 0;
|
||||
|
||||
//! Get the currently used ID for identification of changes.
|
||||
/** This shouldn't be used for anything outside the VideoDriver. */
|
||||
virtual u32 getChangedID_Index() const = 0;
|
||||
|
||||
//! Used by the VideoDriver to remember the buffer link.
|
||||
virtual void setHWBuffer(void *ptr) const = 0;
|
||||
virtual void *getHWBuffer() const = 0;
|
||||
|
||||
//! Describe what kind of primitive geometry is used by the meshbuffer
|
||||
/** Note: Default is EPT_TRIANGLES. Using other types is fine for rendering.
|
||||
But meshbuffer manipulation functions might expect type EPT_TRIANGLES
|
||||
to work correctly. Also mesh writers will generally fail (badly!) with other
|
||||
types than EPT_TRIANGLES. */
|
||||
virtual void setPrimitiveType(E_PRIMITIVE_TYPE type) = 0;
|
||||
|
||||
//! Get the kind of primitive geometry which is used by the meshbuffer
|
||||
virtual E_PRIMITIVE_TYPE getPrimitiveType() const = 0;
|
||||
|
||||
//! Calculate how many geometric primitives are used by this meshbuffer
|
||||
virtual u32 getPrimitiveCount() const
|
||||
{
|
||||
public:
|
||||
|
||||
//! Get the material of this meshbuffer
|
||||
/** \return Material of this buffer. */
|
||||
virtual video::SMaterial& getMaterial() = 0;
|
||||
|
||||
//! Get the material of this meshbuffer
|
||||
/** \return Material of this buffer. */
|
||||
virtual const video::SMaterial& getMaterial() const = 0;
|
||||
|
||||
//! Get type of vertex data which is stored in this meshbuffer.
|
||||
/** \return Vertex type of this buffer. */
|
||||
virtual video::E_VERTEX_TYPE getVertexType() const = 0;
|
||||
|
||||
//! Get access to vertex data. The data is an array of vertices.
|
||||
/** Which vertex type is used can be determined by getVertexType().
|
||||
\return Pointer to array of vertices. */
|
||||
virtual const void* getVertices() const = 0;
|
||||
|
||||
//! Get access to vertex data. The data is an array of vertices.
|
||||
/** Which vertex type is used can be determined by getVertexType().
|
||||
\return Pointer to array of vertices. */
|
||||
virtual void* getVertices() = 0;
|
||||
|
||||
//! Get amount of vertices in meshbuffer.
|
||||
/** \return Number of vertices in this buffer. */
|
||||
virtual u32 getVertexCount() const = 0;
|
||||
|
||||
//! Get type of index data which is stored in this meshbuffer.
|
||||
/** \return Index type of this buffer. */
|
||||
virtual video::E_INDEX_TYPE getIndexType() const =0;
|
||||
|
||||
//! Get access to indices.
|
||||
/** \return Pointer to indices array. */
|
||||
virtual const u16* getIndices() const = 0;
|
||||
|
||||
//! Get access to indices.
|
||||
/** \return Pointer to indices array. */
|
||||
virtual u16* getIndices() = 0;
|
||||
|
||||
//! Get amount of indices in this meshbuffer.
|
||||
/** \return Number of indices in this buffer. */
|
||||
virtual u32 getIndexCount() const = 0;
|
||||
|
||||
//! Get the axis aligned bounding box of this meshbuffer.
|
||||
/** \return Axis aligned bounding box of this buffer. */
|
||||
virtual const core::aabbox3df& getBoundingBox() const = 0;
|
||||
|
||||
//! Set axis aligned bounding box
|
||||
/** \param box User defined axis aligned bounding box to use
|
||||
for this buffer. */
|
||||
virtual void setBoundingBox(const core::aabbox3df& box) = 0;
|
||||
|
||||
//! Recalculates the bounding box. Should be called if the mesh changed.
|
||||
virtual void recalculateBoundingBox() = 0;
|
||||
|
||||
//! returns position of vertex i
|
||||
virtual const core::vector3df& getPosition(u32 i) const = 0;
|
||||
|
||||
//! returns position of vertex i
|
||||
virtual core::vector3df& getPosition(u32 i) = 0;
|
||||
|
||||
//! returns normal of vertex i
|
||||
virtual const core::vector3df& getNormal(u32 i) const = 0;
|
||||
|
||||
//! returns normal of vertex i
|
||||
virtual core::vector3df& getNormal(u32 i) = 0;
|
||||
|
||||
//! returns texture coord of vertex i
|
||||
virtual const core::vector2df& getTCoords(u32 i) const = 0;
|
||||
|
||||
//! returns texture coord of vertex i
|
||||
virtual core::vector2df& getTCoords(u32 i) = 0;
|
||||
|
||||
//! Append the vertices and indices to the current buffer
|
||||
/** Only works for compatible vertex types.
|
||||
\param vertices Pointer to a vertex array.
|
||||
\param numVertices Number of vertices in the array.
|
||||
\param indices Pointer to index array.
|
||||
\param numIndices Number of indices in array. */
|
||||
virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) = 0;
|
||||
|
||||
//! get the current hardware mapping hint
|
||||
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const = 0;
|
||||
|
||||
//! get the current hardware mapping hint
|
||||
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Index() const = 0;
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
virtual void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) = 0;
|
||||
|
||||
//! flags the meshbuffer as changed, reloads hardware buffers
|
||||
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0;
|
||||
|
||||
//! Get the currently used ID for identification of changes.
|
||||
/** This shouldn't be used for anything outside the VideoDriver. */
|
||||
virtual u32 getChangedID_Vertex() const = 0;
|
||||
|
||||
//! Get the currently used ID for identification of changes.
|
||||
/** This shouldn't be used for anything outside the VideoDriver. */
|
||||
virtual u32 getChangedID_Index() const = 0;
|
||||
|
||||
//! Used by the VideoDriver to remember the buffer link.
|
||||
virtual void setHWBuffer(void *ptr) const = 0;
|
||||
virtual void *getHWBuffer() const = 0;
|
||||
|
||||
//! Describe what kind of primitive geometry is used by the meshbuffer
|
||||
/** Note: Default is EPT_TRIANGLES. Using other types is fine for rendering.
|
||||
But meshbuffer manipulation functions might expect type EPT_TRIANGLES
|
||||
to work correctly. Also mesh writers will generally fail (badly!) with other
|
||||
types than EPT_TRIANGLES. */
|
||||
virtual void setPrimitiveType(E_PRIMITIVE_TYPE type) = 0;
|
||||
|
||||
//! Get the kind of primitive geometry which is used by the meshbuffer
|
||||
virtual E_PRIMITIVE_TYPE getPrimitiveType() const = 0;
|
||||
|
||||
//! Calculate how many geometric primitives are used by this meshbuffer
|
||||
virtual u32 getPrimitiveCount() const
|
||||
{
|
||||
const u32 indexCount = getIndexCount();
|
||||
switch (getPrimitiveType())
|
||||
{
|
||||
case scene::EPT_POINTS: return indexCount;
|
||||
case scene::EPT_LINE_STRIP: return indexCount-1;
|
||||
case scene::EPT_LINE_LOOP: return indexCount;
|
||||
case scene::EPT_LINES: return indexCount/2;
|
||||
case scene::EPT_TRIANGLE_STRIP: return (indexCount-2);
|
||||
case scene::EPT_TRIANGLE_FAN: return (indexCount-2);
|
||||
case scene::EPT_TRIANGLES: return indexCount/3;
|
||||
case scene::EPT_POINT_SPRITES: return indexCount;
|
||||
}
|
||||
return 0;
|
||||
const u32 indexCount = getIndexCount();
|
||||
switch (getPrimitiveType()) {
|
||||
case scene::EPT_POINTS:
|
||||
return indexCount;
|
||||
case scene::EPT_LINE_STRIP:
|
||||
return indexCount - 1;
|
||||
case scene::EPT_LINE_LOOP:
|
||||
return indexCount;
|
||||
case scene::EPT_LINES:
|
||||
return indexCount / 2;
|
||||
case scene::EPT_TRIANGLE_STRIP:
|
||||
return (indexCount - 2);
|
||||
case scene::EPT_TRIANGLE_FAN:
|
||||
return (indexCount - 2);
|
||||
case scene::EPT_TRIANGLES:
|
||||
return indexCount / 3;
|
||||
case scene::EPT_POINT_SPRITES:
|
||||
return indexCount;
|
||||
}
|
||||
|
||||
};
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
|
|
@ -12,122 +12,120 @@ namespace irr
|
|||
|
||||
namespace scene
|
||||
{
|
||||
class IMesh;
|
||||
class IAnimatedMesh;
|
||||
class IAnimatedMeshSceneNode;
|
||||
class IMeshLoader;
|
||||
class IMesh;
|
||||
class IAnimatedMesh;
|
||||
class IAnimatedMeshSceneNode;
|
||||
class IMeshLoader;
|
||||
|
||||
//! The mesh cache stores already loaded meshes and provides an interface to them.
|
||||
/** You can access it using ISceneManager::getMeshCache(). All existing
|
||||
scene managers will return a pointer to the same mesh cache, because it
|
||||
is shared between them. With this interface, it is possible to manually
|
||||
add new loaded meshes (if ISceneManager::getMesh() is not sufficient),
|
||||
to remove them and to iterate through already loaded meshes. */
|
||||
class IMeshCache : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! The mesh cache stores already loaded meshes and provides an interface to them.
|
||||
/** You can access it using ISceneManager::getMeshCache(). All existing
|
||||
scene managers will return a pointer to the same mesh cache, because it
|
||||
is shared between them. With this interface, it is possible to manually
|
||||
add new loaded meshes (if ISceneManager::getMesh() is not sufficient),
|
||||
to remove them and to iterate through already loaded meshes. */
|
||||
class IMeshCache : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Destructor
|
||||
virtual ~IMeshCache() {}
|
||||
|
||||
//! Destructor
|
||||
virtual ~IMeshCache() {}
|
||||
//! Adds a mesh to the internal list of loaded meshes.
|
||||
/** Usually, ISceneManager::getMesh() is called to load a mesh
|
||||
from a file. That method searches the list of loaded meshes if
|
||||
a mesh has already been loaded and returns a pointer to if it
|
||||
is in that list and already in memory. Otherwise it loads the
|
||||
mesh. With IMeshCache::addMesh(), it is possible to pretend
|
||||
that a mesh already has been loaded. This method can be used
|
||||
for example by mesh loaders who need to load more than one mesh
|
||||
with one call. They can add additional meshes with this method
|
||||
to the scene manager. The COLLADA loader for example uses this
|
||||
method.
|
||||
\param name Name of the mesh. When calling
|
||||
ISceneManager::getMesh() with this name it will return the mesh
|
||||
set by this method.
|
||||
\param mesh Pointer to a mesh which will now be referenced by
|
||||
this name. */
|
||||
virtual void addMesh(const io::path &name, IAnimatedMesh *mesh) = 0;
|
||||
|
||||
//! Adds a mesh to the internal list of loaded meshes.
|
||||
/** Usually, ISceneManager::getMesh() is called to load a mesh
|
||||
from a file. That method searches the list of loaded meshes if
|
||||
a mesh has already been loaded and returns a pointer to if it
|
||||
is in that list and already in memory. Otherwise it loads the
|
||||
mesh. With IMeshCache::addMesh(), it is possible to pretend
|
||||
that a mesh already has been loaded. This method can be used
|
||||
for example by mesh loaders who need to load more than one mesh
|
||||
with one call. They can add additional meshes with this method
|
||||
to the scene manager. The COLLADA loader for example uses this
|
||||
method.
|
||||
\param name Name of the mesh. When calling
|
||||
ISceneManager::getMesh() with this name it will return the mesh
|
||||
set by this method.
|
||||
\param mesh Pointer to a mesh which will now be referenced by
|
||||
this name. */
|
||||
virtual void addMesh(const io::path& name, IAnimatedMesh* mesh) = 0;
|
||||
//! Removes the mesh from the cache.
|
||||
/** After loading a mesh with getMesh(), the mesh can be
|
||||
removed from the cache using this method, freeing a lot of
|
||||
memory.
|
||||
\param mesh Pointer to the mesh which shall be removed. */
|
||||
virtual void removeMesh(const IMesh *const mesh) = 0;
|
||||
|
||||
//! Removes the mesh from the cache.
|
||||
/** After loading a mesh with getMesh(), the mesh can be
|
||||
removed from the cache using this method, freeing a lot of
|
||||
memory.
|
||||
\param mesh Pointer to the mesh which shall be removed. */
|
||||
virtual void removeMesh(const IMesh* const mesh) = 0;
|
||||
//! Returns amount of loaded meshes in the cache.
|
||||
/** You can load new meshes into the cache using getMesh() and
|
||||
addMesh(). If you ever need to access the internal mesh cache,
|
||||
you can do this using removeMesh(), getMeshNumber(),
|
||||
getMeshByIndex() and getMeshName().
|
||||
\return Number of meshes in cache. */
|
||||
virtual u32 getMeshCount() const = 0;
|
||||
|
||||
//! Returns amount of loaded meshes in the cache.
|
||||
/** You can load new meshes into the cache using getMesh() and
|
||||
addMesh(). If you ever need to access the internal mesh cache,
|
||||
you can do this using removeMesh(), getMeshNumber(),
|
||||
getMeshByIndex() and getMeshName().
|
||||
\return Number of meshes in cache. */
|
||||
virtual u32 getMeshCount() const = 0;
|
||||
//! Returns current index number of the mesh or -1 when not found.
|
||||
/** \param mesh Pointer to the mesh to search for.
|
||||
\return Index of the mesh in the cache, or -1 if not found. */
|
||||
virtual s32 getMeshIndex(const IMesh *const mesh) const = 0;
|
||||
|
||||
//! Returns current index number of the mesh or -1 when not found.
|
||||
/** \param mesh Pointer to the mesh to search for.
|
||||
\return Index of the mesh in the cache, or -1 if not found. */
|
||||
virtual s32 getMeshIndex(const IMesh* const mesh) const = 0;
|
||||
//! Returns a mesh based on its index number.
|
||||
/** \param index: Index of the mesh, number between 0 and
|
||||
getMeshCount()-1.
|
||||
Note that this number is only valid until a new mesh is loaded
|
||||
or removed.
|
||||
\return Pointer to the mesh or 0 if there is none with this
|
||||
number. */
|
||||
virtual IAnimatedMesh *getMeshByIndex(u32 index) = 0;
|
||||
|
||||
//! Returns a mesh based on its index number.
|
||||
/** \param index: Index of the mesh, number between 0 and
|
||||
getMeshCount()-1.
|
||||
Note that this number is only valid until a new mesh is loaded
|
||||
or removed.
|
||||
\return Pointer to the mesh or 0 if there is none with this
|
||||
number. */
|
||||
virtual IAnimatedMesh* getMeshByIndex(u32 index) = 0;
|
||||
//! Returns a mesh based on its name.
|
||||
/** \param name Name of the mesh. Usually a filename.
|
||||
\return Pointer to the mesh or 0 if there is none with this number. */
|
||||
virtual IAnimatedMesh *getMeshByName(const io::path &name) = 0;
|
||||
|
||||
//! Returns a mesh based on its name.
|
||||
/** \param name Name of the mesh. Usually a filename.
|
||||
\return Pointer to the mesh or 0 if there is none with this number. */
|
||||
virtual IAnimatedMesh* getMeshByName(const io::path& name) = 0;
|
||||
//! Get the name of a loaded mesh, based on its index.
|
||||
/** \param index: Index of the mesh, number between 0 and getMeshCount()-1.
|
||||
\return The name if mesh was found and has a name, else the path is empty. */
|
||||
virtual const io::SNamedPath &getMeshName(u32 index) const = 0;
|
||||
|
||||
//! Get the name of a loaded mesh, based on its index.
|
||||
/** \param index: Index of the mesh, number between 0 and getMeshCount()-1.
|
||||
\return The name if mesh was found and has a name, else the path is empty. */
|
||||
virtual const io::SNamedPath& getMeshName(u32 index) const = 0;
|
||||
//! Get the name of the loaded mesh if there is any.
|
||||
/** \param mesh Pointer to mesh to query.
|
||||
\return The name if mesh was found and has a name, else the path is empty. */
|
||||
virtual const io::SNamedPath &getMeshName(const IMesh *const mesh) const = 0;
|
||||
|
||||
//! Get the name of the loaded mesh if there is any.
|
||||
/** \param mesh Pointer to mesh to query.
|
||||
\return The name if mesh was found and has a name, else the path is empty. */
|
||||
virtual const io::SNamedPath& getMeshName(const IMesh* const mesh) const = 0;
|
||||
//! Renames a loaded mesh.
|
||||
/** Note that renaming meshes might change the ordering of the
|
||||
meshes, and so the index of the meshes as returned by
|
||||
getMeshIndex() or taken by some methods will change.
|
||||
\param index The index of the mesh in the cache.
|
||||
\param name New name for the mesh.
|
||||
\return True if mesh was renamed. */
|
||||
virtual bool renameMesh(u32 index, const io::path &name) = 0;
|
||||
|
||||
//! Renames a loaded mesh.
|
||||
/** Note that renaming meshes might change the ordering of the
|
||||
meshes, and so the index of the meshes as returned by
|
||||
getMeshIndex() or taken by some methods will change.
|
||||
\param index The index of the mesh in the cache.
|
||||
\param name New name for the mesh.
|
||||
\return True if mesh was renamed. */
|
||||
virtual bool renameMesh(u32 index, const io::path& name) = 0;
|
||||
//! Renames the loaded mesh
|
||||
/** Note that renaming meshes might change the ordering of the
|
||||
meshes, and so the index of the meshes as returned by
|
||||
getMeshIndex() or taken by some methods will change.
|
||||
\param mesh Mesh to be renamed.
|
||||
\param name New name for the mesh.
|
||||
\return True if mesh was renamed. */
|
||||
virtual bool renameMesh(const IMesh *const mesh, const io::path &name) = 0;
|
||||
|
||||
//! Renames the loaded mesh
|
||||
/** Note that renaming meshes might change the ordering of the
|
||||
meshes, and so the index of the meshes as returned by
|
||||
getMeshIndex() or taken by some methods will change.
|
||||
\param mesh Mesh to be renamed.
|
||||
\param name New name for the mesh.
|
||||
\return True if mesh was renamed. */
|
||||
virtual bool renameMesh(const IMesh* const mesh, const io::path& name) = 0;
|
||||
//! Check if a mesh was already loaded.
|
||||
/** \param name Name of the mesh. Usually a filename.
|
||||
\return True if the mesh has been loaded, else false. */
|
||||
virtual bool isMeshLoaded(const io::path &name) = 0;
|
||||
|
||||
//! Check if a mesh was already loaded.
|
||||
/** \param name Name of the mesh. Usually a filename.
|
||||
\return True if the mesh has been loaded, else false. */
|
||||
virtual bool isMeshLoaded(const io::path& name) = 0;
|
||||
|
||||
//! Clears the whole mesh cache, removing all meshes.
|
||||
/** All meshes will be reloaded completely when using ISceneManager::getMesh()
|
||||
after calling this method.
|
||||
Warning: If you have pointers to meshes that were loaded with ISceneManager::getMesh()
|
||||
and you did not grab them, then they may become invalid. */
|
||||
virtual void clear() = 0;
|
||||
|
||||
//! Clears all meshes that are held in the mesh cache but not used anywhere else.
|
||||
/** Warning: If you have pointers to meshes that were loaded with ISceneManager::getMesh()
|
||||
and you did not grab them, then they may become invalid. */
|
||||
virtual void clearUnusedMeshes() = 0;
|
||||
};
|
||||
//! Clears the whole mesh cache, removing all meshes.
|
||||
/** All meshes will be reloaded completely when using ISceneManager::getMesh()
|
||||
after calling this method.
|
||||
Warning: If you have pointers to meshes that were loaded with ISceneManager::getMesh()
|
||||
and you did not grab them, then they may become invalid. */
|
||||
virtual void clear() = 0;
|
||||
|
||||
//! Clears all meshes that are held in the mesh cache but not used anywhere else.
|
||||
/** Warning: If you have pointers to meshes that were loaded with ISceneManager::getMesh()
|
||||
and you did not grab them, then they may become invalid. */
|
||||
virtual void clearUnusedMeshes() = 0;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
|
|
@ -11,11 +11,11 @@ namespace irr
|
|||
{
|
||||
namespace io
|
||||
{
|
||||
class IReadFile;
|
||||
class IReadFile;
|
||||
} // end namespace io
|
||||
namespace scene
|
||||
{
|
||||
class IAnimatedMesh;
|
||||
class IAnimatedMesh;
|
||||
|
||||
//! Class which is able to load an animated mesh from a file.
|
||||
/** If you want Irrlicht be able to load meshes of
|
||||
|
@ -25,7 +25,6 @@ ISceneManager::addExternalMeshLoader() to the engine. */
|
|||
class IMeshLoader : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Constructor
|
||||
IMeshLoader() {}
|
||||
|
||||
|
@ -37,16 +36,15 @@ public:
|
|||
only.
|
||||
\param filename Name of the file to test.
|
||||
\return True if the file might be loaded by this class. */
|
||||
virtual bool isALoadableFileExtension(const io::path& filename) const = 0;
|
||||
virtual bool isALoadableFileExtension(const io::path &filename) const = 0;
|
||||
|
||||
//! Creates/loads an animated mesh from the file.
|
||||
/** \param file File handler to load the file from.
|
||||
\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) = 0;
|
||||
virtual IAnimatedMesh *createMesh(io::IReadFile *file) = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
|
|
@ -17,166 +17,153 @@ namespace irr
|
|||
namespace scene
|
||||
{
|
||||
|
||||
struct SMesh;
|
||||
struct SMesh;
|
||||
|
||||
//! An interface for easy manipulation of meshes.
|
||||
/** Scale, set alpha value, flip surfaces, and so on. This exists for
|
||||
fixing problems with wrong imported or exported meshes quickly after
|
||||
loading. It is not intended for doing mesh modifications and/or
|
||||
animations during runtime.
|
||||
*/
|
||||
class IMeshManipulator : public virtual IReferenceCounted
|
||||
//! An interface for easy manipulation of meshes.
|
||||
/** Scale, set alpha value, flip surfaces, and so on. This exists for
|
||||
fixing problems with wrong imported or exported meshes quickly after
|
||||
loading. It is not intended for doing mesh modifications and/or
|
||||
animations during runtime.
|
||||
*/
|
||||
class IMeshManipulator : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Recalculates all normals of the mesh.
|
||||
/** \param mesh: Mesh on which the operation is performed.
|
||||
\param smooth: If the normals shall be smoothed.
|
||||
\param angleWeighted: If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision. */
|
||||
virtual void recalculateNormals(IMesh *mesh, bool smooth = false,
|
||||
bool angleWeighted = false) const = 0;
|
||||
|
||||
//! Recalculates all normals of the mesh buffer.
|
||||
/** \param buffer: Mesh buffer on which the operation is performed.
|
||||
\param smooth: If the normals shall be smoothed.
|
||||
\param angleWeighted: If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision. */
|
||||
virtual void recalculateNormals(IMeshBuffer *buffer,
|
||||
bool smooth = false, bool angleWeighted = false) const = 0;
|
||||
|
||||
//! Scales the actual mesh, not a scene node.
|
||||
/** \param mesh Mesh on which the operation is performed.
|
||||
\param factor Scale factor for each axis. */
|
||||
void scale(IMesh *mesh, const core::vector3df &factor) const
|
||||
{
|
||||
public:
|
||||
apply(SVertexPositionScaleManipulator(factor), mesh, true);
|
||||
}
|
||||
|
||||
//! Recalculates all normals of the mesh.
|
||||
/** \param mesh: Mesh on which the operation is performed.
|
||||
\param smooth: If the normals shall be smoothed.
|
||||
\param angleWeighted: If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision. */
|
||||
virtual void recalculateNormals(IMesh* mesh, bool smooth = false,
|
||||
bool angleWeighted = false) const=0;
|
||||
//! Scales the actual meshbuffer, not a scene node.
|
||||
/** \param buffer Meshbuffer on which the operation is performed.
|
||||
\param factor Scale factor for each axis. */
|
||||
void scale(IMeshBuffer *buffer, const core::vector3df &factor) const
|
||||
{
|
||||
apply(SVertexPositionScaleManipulator(factor), buffer, true);
|
||||
}
|
||||
|
||||
//! Recalculates all normals of the mesh buffer.
|
||||
/** \param buffer: Mesh buffer on which the operation is performed.
|
||||
\param smooth: If the normals shall be smoothed.
|
||||
\param angleWeighted: If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision. */
|
||||
virtual void recalculateNormals(IMeshBuffer* buffer,
|
||||
bool smooth = false, bool angleWeighted = false) const=0;
|
||||
//! Clones a static IMesh into a modifiable SMesh.
|
||||
/** All meshbuffers in the returned SMesh
|
||||
are of type SMeshBuffer or SMeshBufferLightMap.
|
||||
\param mesh Mesh to copy.
|
||||
\return Cloned mesh. If you no longer need the
|
||||
cloned mesh, you should call SMesh::drop(). See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual SMesh *createMeshCopy(IMesh *mesh) const = 0;
|
||||
|
||||
//! Scales the actual mesh, not a scene node.
|
||||
/** \param mesh Mesh on which the operation is performed.
|
||||
\param factor Scale factor for each axis. */
|
||||
void scale(IMesh* mesh, const core::vector3df& factor) const
|
||||
{
|
||||
apply(SVertexPositionScaleManipulator(factor), mesh, true);
|
||||
}
|
||||
//! Get amount of polygons in mesh.
|
||||
/** \param mesh Input mesh
|
||||
\return Number of polygons in mesh. */
|
||||
virtual s32 getPolyCount(IMesh *mesh) const = 0;
|
||||
|
||||
//! Scales the actual meshbuffer, not a scene node.
|
||||
/** \param buffer Meshbuffer on which the operation is performed.
|
||||
\param factor Scale factor for each axis. */
|
||||
void scale(IMeshBuffer* buffer, const core::vector3df& factor) const
|
||||
{
|
||||
apply(SVertexPositionScaleManipulator(factor), buffer, true);
|
||||
}
|
||||
//! Get amount of polygons in mesh.
|
||||
/** \param mesh Input mesh
|
||||
\return Number of polygons in mesh. */
|
||||
virtual s32 getPolyCount(IAnimatedMesh *mesh) const = 0;
|
||||
|
||||
//! Clones a static IMesh into a modifiable SMesh.
|
||||
/** All meshbuffers in the returned SMesh
|
||||
are of type SMeshBuffer or SMeshBufferLightMap.
|
||||
\param mesh Mesh to copy.
|
||||
\return Cloned mesh. If you no longer need the
|
||||
cloned mesh, you should call SMesh::drop(). See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual SMesh* createMeshCopy(IMesh* mesh) const = 0;
|
||||
|
||||
//! Get amount of polygons in mesh.
|
||||
/** \param mesh Input mesh
|
||||
\return Number of polygons in mesh. */
|
||||
virtual s32 getPolyCount(IMesh* mesh) const = 0;
|
||||
|
||||
//! Get amount of polygons in mesh.
|
||||
/** \param mesh Input mesh
|
||||
\return Number of polygons in mesh. */
|
||||
virtual s32 getPolyCount(IAnimatedMesh* mesh) const = 0;
|
||||
|
||||
//! Create a new AnimatedMesh and adds the mesh to it
|
||||
/** \param mesh Input mesh
|
||||
\param type The type of the animated mesh to create.
|
||||
\return Newly created animated mesh with mesh as its only
|
||||
content. When you don't need the animated mesh anymore, you
|
||||
should call IAnimatedMesh::drop(). See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IAnimatedMesh * createAnimatedMesh(IMesh* mesh,
|
||||
//! Create a new AnimatedMesh and adds the mesh to it
|
||||
/** \param mesh Input mesh
|
||||
\param type The type of the animated mesh to create.
|
||||
\return Newly created animated mesh with mesh as its only
|
||||
content. When you don't need the animated mesh anymore, you
|
||||
should call IAnimatedMesh::drop(). See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IAnimatedMesh *createAnimatedMesh(IMesh *mesh,
|
||||
scene::E_ANIMATED_MESH_TYPE type = scene::EAMT_UNKNOWN) const = 0;
|
||||
|
||||
//! Apply a manipulator on the Meshbuffer
|
||||
/** \param func A functor defining the mesh manipulation.
|
||||
\param buffer The Meshbuffer to apply the manipulator to.
|
||||
\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
|
||||
\return True if the functor was successfully applied, else false. */
|
||||
template <typename Functor>
|
||||
bool apply(const Functor& func, IMeshBuffer* buffer, bool boundingBoxUpdate=false) const
|
||||
{
|
||||
return apply_(func, buffer, boundingBoxUpdate, func);
|
||||
}
|
||||
//! Apply a manipulator on the Meshbuffer
|
||||
/** \param func A functor defining the mesh manipulation.
|
||||
\param buffer The Meshbuffer to apply the manipulator to.
|
||||
\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
|
||||
\return True if the functor was successfully applied, else false. */
|
||||
template <typename Functor>
|
||||
bool apply(const Functor &func, IMeshBuffer *buffer, bool boundingBoxUpdate = false) const
|
||||
{
|
||||
return apply_(func, buffer, boundingBoxUpdate, func);
|
||||
}
|
||||
|
||||
|
||||
//! Apply a manipulator on the Mesh
|
||||
/** \param func A functor defining the mesh manipulation.
|
||||
\param mesh The Mesh to apply the manipulator to.
|
||||
\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
|
||||
\return True if the functor was successfully applied, else false. */
|
||||
template <typename Functor>
|
||||
bool apply(const Functor& func, IMesh* mesh, bool boundingBoxUpdate=false) const
|
||||
{
|
||||
if (!mesh)
|
||||
return true;
|
||||
bool result = true;
|
||||
core::aabbox3df bufferbox;
|
||||
for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
|
||||
{
|
||||
result &= apply(func, mesh->getMeshBuffer(i), boundingBoxUpdate);
|
||||
if (boundingBoxUpdate)
|
||||
{
|
||||
if (0==i)
|
||||
bufferbox.reset(mesh->getMeshBuffer(i)->getBoundingBox());
|
||||
else
|
||||
bufferbox.addInternalBox(mesh->getMeshBuffer(i)->getBoundingBox());
|
||||
}
|
||||
//! Apply a manipulator on the Mesh
|
||||
/** \param func A functor defining the mesh manipulation.
|
||||
\param mesh The Mesh to apply the manipulator to.
|
||||
\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
|
||||
\return True if the functor was successfully applied, else false. */
|
||||
template <typename Functor>
|
||||
bool apply(const Functor &func, IMesh *mesh, bool boundingBoxUpdate = false) const
|
||||
{
|
||||
if (!mesh)
|
||||
return true;
|
||||
bool result = true;
|
||||
core::aabbox3df bufferbox;
|
||||
for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
|
||||
result &= apply(func, mesh->getMeshBuffer(i), boundingBoxUpdate);
|
||||
if (boundingBoxUpdate) {
|
||||
if (0 == i)
|
||||
bufferbox.reset(mesh->getMeshBuffer(i)->getBoundingBox());
|
||||
else
|
||||
bufferbox.addInternalBox(mesh->getMeshBuffer(i)->getBoundingBox());
|
||||
}
|
||||
if (boundingBoxUpdate)
|
||||
mesh->setBoundingBox(bufferbox);
|
||||
return result;
|
||||
}
|
||||
if (boundingBoxUpdate)
|
||||
mesh->setBoundingBox(bufferbox);
|
||||
return result;
|
||||
}
|
||||
|
||||
protected:
|
||||
//! Apply a manipulator based on the type of the functor
|
||||
/** \param func A functor defining the mesh manipulation.
|
||||
\param buffer The Meshbuffer to apply the manipulator to.
|
||||
\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
|
||||
\param typeTest Unused parameter, which handles the proper call selection based on the type of the Functor which is passed in two times.
|
||||
\return True if the functor was successfully applied, else false. */
|
||||
template <typename Functor>
|
||||
bool apply_(const Functor& func, IMeshBuffer* buffer, bool boundingBoxUpdate, const IVertexManipulator& typeTest) const
|
||||
{
|
||||
if (!buffer)
|
||||
return true;
|
||||
|
||||
core::aabbox3df bufferbox;
|
||||
for (u32 i=0; i<buffer->getVertexCount(); ++i)
|
||||
{
|
||||
switch (buffer->getVertexType())
|
||||
{
|
||||
case video::EVT_STANDARD:
|
||||
{
|
||||
video::S3DVertex* verts = (video::S3DVertex*)buffer->getVertices();
|
||||
func(verts[i]);
|
||||
}
|
||||
break;
|
||||
case video::EVT_2TCOORDS:
|
||||
{
|
||||
video::S3DVertex2TCoords* verts = (video::S3DVertex2TCoords*)buffer->getVertices();
|
||||
func(verts[i]);
|
||||
}
|
||||
break;
|
||||
case video::EVT_TANGENTS:
|
||||
{
|
||||
video::S3DVertexTangents* verts = (video::S3DVertexTangents*)buffer->getVertices();
|
||||
func(verts[i]);
|
||||
}
|
||||
break;
|
||||
}
|
||||
if (boundingBoxUpdate)
|
||||
{
|
||||
if (0==i)
|
||||
bufferbox.reset(buffer->getPosition(0));
|
||||
else
|
||||
bufferbox.addInternalPoint(buffer->getPosition(i));
|
||||
}
|
||||
}
|
||||
if (boundingBoxUpdate)
|
||||
buffer->setBoundingBox(bufferbox);
|
||||
//! Apply a manipulator based on the type of the functor
|
||||
/** \param func A functor defining the mesh manipulation.
|
||||
\param buffer The Meshbuffer to apply the manipulator to.
|
||||
\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
|
||||
\param typeTest Unused parameter, which handles the proper call selection based on the type of the Functor which is passed in two times.
|
||||
\return True if the functor was successfully applied, else false. */
|
||||
template <typename Functor>
|
||||
bool apply_(const Functor &func, IMeshBuffer *buffer, bool boundingBoxUpdate, const IVertexManipulator &typeTest) const
|
||||
{
|
||||
if (!buffer)
|
||||
return true;
|
||||
|
||||
core::aabbox3df bufferbox;
|
||||
for (u32 i = 0; i < buffer->getVertexCount(); ++i) {
|
||||
switch (buffer->getVertexType()) {
|
||||
case video::EVT_STANDARD: {
|
||||
video::S3DVertex *verts = (video::S3DVertex *)buffer->getVertices();
|
||||
func(verts[i]);
|
||||
} break;
|
||||
case video::EVT_2TCOORDS: {
|
||||
video::S3DVertex2TCoords *verts = (video::S3DVertex2TCoords *)buffer->getVertices();
|
||||
func(verts[i]);
|
||||
} break;
|
||||
case video::EVT_TANGENTS: {
|
||||
video::S3DVertexTangents *verts = (video::S3DVertexTangents *)buffer->getVertices();
|
||||
func(verts[i]);
|
||||
} break;
|
||||
}
|
||||
if (boundingBoxUpdate) {
|
||||
if (0 == i)
|
||||
bufferbox.reset(buffer->getPosition(0));
|
||||
else
|
||||
bufferbox.addInternalPoint(buffer->getPosition(i));
|
||||
}
|
||||
}
|
||||
if (boundingBoxUpdate)
|
||||
buffer->setBoundingBox(bufferbox);
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
|
|
|
@ -13,28 +13,26 @@ namespace scene
|
|||
|
||||
class IMesh;
|
||||
|
||||
|
||||
//! A scene node displaying a static mesh
|
||||
class IMeshSceneNode : public ISceneNode
|
||||
{
|
||||
public:
|
||||
|
||||
//! Constructor
|
||||
/** Use setMesh() to set the mesh to display.
|
||||
*/
|
||||
IMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
|
||||
const core::vector3df& position = core::vector3df(0,0,0),
|
||||
const core::vector3df& rotation = core::vector3df(0,0,0),
|
||||
const core::vector3df& scale = core::vector3df(1,1,1))
|
||||
: ISceneNode(parent, mgr, id, position, rotation, scale) {}
|
||||
*/
|
||||
IMeshSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id,
|
||||
const core::vector3df &position = core::vector3df(0, 0, 0),
|
||||
const core::vector3df &rotation = core::vector3df(0, 0, 0),
|
||||
const core::vector3df &scale = core::vector3df(1, 1, 1)) :
|
||||
ISceneNode(parent, mgr, id, position, rotation, scale) {}
|
||||
|
||||
//! Sets a new mesh to display
|
||||
/** \param mesh Mesh to display. */
|
||||
virtual void setMesh(IMesh* mesh) = 0;
|
||||
virtual void setMesh(IMesh *mesh) = 0;
|
||||
|
||||
//! Get the currently defined mesh for display.
|
||||
/** \return Pointer to mesh which is displayed by this node. */
|
||||
virtual IMesh* getMesh(void) = 0;
|
||||
virtual IMesh *getMesh(void) = 0;
|
||||
|
||||
//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
|
||||
/** In this way it is possible to change the materials of a mesh
|
||||
|
|
|
@ -15,32 +15,31 @@ class IOSOperator : public virtual IReferenceCounted
|
|||
{
|
||||
public:
|
||||
//! Get the current OS version as string.
|
||||
virtual const core::stringc& getOperatingSystemVersion() const = 0;
|
||||
virtual const core::stringc &getOperatingSystemVersion() const = 0;
|
||||
|
||||
//! Copies text to the clipboard
|
||||
//! \param text: text in utf-8
|
||||
virtual void copyToClipboard(const c8* text) const = 0;
|
||||
virtual void copyToClipboard(const c8 *text) const = 0;
|
||||
|
||||
//! Copies text to the primary selection
|
||||
//! This is a no-op on some platforms.
|
||||
//! \param text: text in utf-8
|
||||
virtual void copyToPrimarySelection(const c8* text) const = 0;
|
||||
virtual void copyToPrimarySelection(const c8 *text) const = 0;
|
||||
|
||||
//! Get text from the clipboard
|
||||
//! \return Returns 0 if no string is in there, otherwise an utf-8 string.
|
||||
virtual const c8* getTextFromClipboard() const = 0;
|
||||
virtual const c8 *getTextFromClipboard() const = 0;
|
||||
|
||||
//! Get text from the primary selection
|
||||
//! This is a no-op on some platforms.
|
||||
//! \return Returns 0 if no string is in there, otherwise an utf-8 string.
|
||||
virtual const c8* getTextFromPrimarySelection() const = 0;
|
||||
virtual const c8 *getTextFromPrimarySelection() const = 0;
|
||||
|
||||
//! Get the total and available system RAM
|
||||
/** \param totalBytes: will contain the total system memory in Kilobytes (1024 B)
|
||||
\param availableBytes: will contain the available memory in Kilobytes (1024 B)
|
||||
\return True if successful, false if not */
|
||||
virtual bool getSystemMemory(u32* totalBytes, u32* availableBytes) const = 0;
|
||||
|
||||
virtual bool getSystemMemory(u32 *totalBytes, u32 *availableBytes) const = 0;
|
||||
};
|
||||
|
||||
} // end namespace
|
||||
|
|
|
@ -13,45 +13,45 @@ namespace irr
|
|||
namespace io
|
||||
{
|
||||
|
||||
//! Interface providing read access to a file.
|
||||
class IReadFile : public virtual IReferenceCounted
|
||||
//! Interface providing read access to a file.
|
||||
class IReadFile : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Reads an amount of bytes from the file.
|
||||
/** \param buffer Pointer to buffer where read bytes are written to.
|
||||
\param sizeToRead Amount of bytes to read from the file.
|
||||
\return How many bytes were read. */
|
||||
virtual size_t read(void *buffer, size_t sizeToRead) = 0;
|
||||
|
||||
//! Changes position in file
|
||||
/** \param finalPos Destination position in the file.
|
||||
\param relativeMovement If set to true, the position in the file is
|
||||
changed relative to current position. Otherwise the position is changed
|
||||
from beginning of file.
|
||||
\return True if successful, otherwise false. */
|
||||
virtual bool seek(long finalPos, bool relativeMovement = false) = 0;
|
||||
|
||||
//! Get size of file.
|
||||
/** \return Size of the file in bytes. */
|
||||
virtual long getSize() const = 0;
|
||||
|
||||
//! Get the current position in the file.
|
||||
/** \return Current position in the file in bytes on success or -1L on failure. */
|
||||
virtual long getPos() const = 0;
|
||||
|
||||
//! Get name of file.
|
||||
/** \return File name as zero terminated character string. */
|
||||
virtual const io::path &getFileName() const = 0;
|
||||
|
||||
//! Get the type of the class implementing this interface
|
||||
virtual EREAD_FILE_TYPE getType() const
|
||||
{
|
||||
public:
|
||||
//! Reads an amount of bytes from the file.
|
||||
/** \param buffer Pointer to buffer where read bytes are written to.
|
||||
\param sizeToRead Amount of bytes to read from the file.
|
||||
\return How many bytes were read. */
|
||||
virtual size_t read(void* buffer, size_t sizeToRead) = 0;
|
||||
return EFIT_UNKNOWN;
|
||||
}
|
||||
};
|
||||
|
||||
//! Changes position in file
|
||||
/** \param finalPos Destination position in the file.
|
||||
\param relativeMovement If set to true, the position in the file is
|
||||
changed relative to current position. Otherwise the position is changed
|
||||
from beginning of file.
|
||||
\return True if successful, otherwise false. */
|
||||
virtual bool seek(long finalPos, bool relativeMovement = false) = 0;
|
||||
|
||||
//! Get size of file.
|
||||
/** \return Size of the file in bytes. */
|
||||
virtual long getSize() const = 0;
|
||||
|
||||
//! Get the current position in the file.
|
||||
/** \return Current position in the file in bytes on success or -1L on failure. */
|
||||
virtual long getPos() const = 0;
|
||||
|
||||
//! Get name of file.
|
||||
/** \return File name as zero terminated character string. */
|
||||
virtual const io::path& getFileName() const = 0;
|
||||
|
||||
//! Get the type of the class implementing this interface
|
||||
virtual EREAD_FILE_TYPE getType() const
|
||||
{
|
||||
return EFIT_UNKNOWN;
|
||||
}
|
||||
};
|
||||
|
||||
//! Internal function, please do not use.
|
||||
IReadFile* createLimitReadFile(const io::path& fileName, IReadFile* alreadyOpenedFile, long pos, long areaSize);
|
||||
//! Internal function, please do not use.
|
||||
IReadFile *createLimitReadFile(const io::path &fileName, IReadFile *alreadyOpenedFile, long pos, long areaSize);
|
||||
|
||||
} // end namespace io
|
||||
} // end namespace irr
|
||||
|
|
|
@ -9,158 +9,154 @@
|
|||
namespace irr
|
||||
{
|
||||
|
||||
//! Base class of most objects of the Irrlicht Engine.
|
||||
/** This class provides reference counting through the methods grab() and drop().
|
||||
It also is able to store a debug string for every instance of an object.
|
||||
Most objects of the Irrlicht
|
||||
Engine are derived from IReferenceCounted, and so they are reference counted.
|
||||
//! Base class of most objects of the Irrlicht Engine.
|
||||
/** This class provides reference counting through the methods grab() and drop().
|
||||
It also is able to store a debug string for every instance of an object.
|
||||
Most objects of the Irrlicht
|
||||
Engine are derived from IReferenceCounted, and so they are reference counted.
|
||||
|
||||
When you create an object in the Irrlicht engine, calling a method
|
||||
which starts with 'create', an object is created, and you get a pointer
|
||||
to the new object. If you no longer need the object, you have
|
||||
to call drop(). This will destroy the object, if grab() was not called
|
||||
in another part of you program, because this part still needs the object.
|
||||
Note, that you only need to call drop() to the object, if you created it,
|
||||
and the method had a 'create' in it.
|
||||
When you create an object in the Irrlicht engine, calling a method
|
||||
which starts with 'create', an object is created, and you get a pointer
|
||||
to the new object. If you no longer need the object, you have
|
||||
to call drop(). This will destroy the object, if grab() was not called
|
||||
in another part of you program, because this part still needs the object.
|
||||
Note, that you only need to call drop() to the object, if you created it,
|
||||
and the method had a 'create' in it.
|
||||
|
||||
A simple example:
|
||||
|
||||
If you want to create a texture, you may want to call an imaginable method
|
||||
IDriver::createTexture. You call
|
||||
ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
|
||||
If you no longer need the texture, call texture->drop().
|
||||
|
||||
If you want to load a texture, you may want to call imaginable method
|
||||
IDriver::loadTexture. You do this like
|
||||
ITexture* texture = driver->loadTexture("example.jpg");
|
||||
You will not have to drop the pointer to the loaded texture, because
|
||||
the name of the method does not start with 'create'. The texture
|
||||
is stored somewhere by the driver.
|
||||
*/
|
||||
class IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Constructor.
|
||||
IReferenceCounted() :
|
||||
DebugName(0), ReferenceCounter(1)
|
||||
{
|
||||
}
|
||||
|
||||
//! Destructor.
|
||||
virtual ~IReferenceCounted()
|
||||
{
|
||||
}
|
||||
|
||||
//! Grabs the object. Increments the reference counter by one.
|
||||
/** Someone who calls grab() to an object, should later also
|
||||
call drop() to it. If an object never gets as much drop() as
|
||||
grab() calls, it will never be destroyed. The
|
||||
IReferenceCounted class provides a basic reference counting
|
||||
mechanism with its methods grab() and drop(). Most objects of
|
||||
the Irrlicht Engine are derived from IReferenceCounted, and so
|
||||
they are reference counted.
|
||||
|
||||
When you create an object in the Irrlicht engine, calling a
|
||||
method which starts with 'create', an object is created, and
|
||||
you get a pointer to the new object. If you no longer need the
|
||||
object, you have to call drop(). This will destroy the object,
|
||||
if grab() was not called in another part of you program,
|
||||
because this part still needs the object. Note, that you only
|
||||
need to call drop() to the object, if you created it, and the
|
||||
method had a 'create' in it.
|
||||
|
||||
A simple example:
|
||||
|
||||
If you want to create a texture, you may want to call an imaginable method
|
||||
IDriver::createTexture. You call
|
||||
If you want to create a texture, you may want to call an
|
||||
imaginable method IDriver::createTexture. You call
|
||||
ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
|
||||
If you no longer need the texture, call texture->drop().
|
||||
|
||||
If you want to load a texture, you may want to call imaginable method
|
||||
IDriver::loadTexture. You do this like
|
||||
If you want to load a texture, you may want to call imaginable
|
||||
method IDriver::loadTexture. You do this like
|
||||
ITexture* texture = driver->loadTexture("example.jpg");
|
||||
You will not have to drop the pointer to the loaded texture, because
|
||||
the name of the method does not start with 'create'. The texture
|
||||
is stored somewhere by the driver.
|
||||
*/
|
||||
class IReferenceCounted
|
||||
You will not have to drop the pointer to the loaded texture,
|
||||
because the name of the method does not start with 'create'.
|
||||
The texture is stored somewhere by the driver. */
|
||||
void grab() const { ++ReferenceCounter; }
|
||||
|
||||
//! Drops the object. Decrements the reference counter by one.
|
||||
/** The IReferenceCounted class provides a basic reference
|
||||
counting mechanism with its methods grab() and drop(). Most
|
||||
objects of the Irrlicht Engine are derived from
|
||||
IReferenceCounted, and so they are reference counted.
|
||||
|
||||
When you create an object in the Irrlicht engine, calling a
|
||||
method which starts with 'create', an object is created, and
|
||||
you get a pointer to the new object. If you no longer need the
|
||||
object, you have to call drop(). This will destroy the object,
|
||||
if grab() was not called in another part of you program,
|
||||
because this part still needs the object. Note, that you only
|
||||
need to call drop() to the object, if you created it, and the
|
||||
method had a 'create' in it.
|
||||
|
||||
A simple example:
|
||||
|
||||
If you want to create a texture, you may want to call an
|
||||
imaginable method IDriver::createTexture. You call
|
||||
ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
|
||||
If you no longer need the texture, call texture->drop().
|
||||
If you want to load a texture, you may want to call imaginable
|
||||
method IDriver::loadTexture. You do this like
|
||||
ITexture* texture = driver->loadTexture("example.jpg");
|
||||
You will not have to drop the pointer to the loaded texture,
|
||||
because the name of the method does not start with 'create'.
|
||||
The texture is stored somewhere by the driver.
|
||||
\return True, if the object was deleted. */
|
||||
bool drop() const
|
||||
{
|
||||
public:
|
||||
// someone is doing bad reference counting.
|
||||
_IRR_DEBUG_BREAK_IF(ReferenceCounter <= 0)
|
||||
|
||||
//! Constructor.
|
||||
IReferenceCounted()
|
||||
: DebugName(0), ReferenceCounter(1)
|
||||
{
|
||||
--ReferenceCounter;
|
||||
if (!ReferenceCounter) {
|
||||
delete this;
|
||||
return true;
|
||||
}
|
||||
|
||||
//! Destructor.
|
||||
virtual ~IReferenceCounted()
|
||||
{
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//! Grabs the object. Increments the reference counter by one.
|
||||
/** Someone who calls grab() to an object, should later also
|
||||
call drop() to it. If an object never gets as much drop() as
|
||||
grab() calls, it will never be destroyed. The
|
||||
IReferenceCounted class provides a basic reference counting
|
||||
mechanism with its methods grab() and drop(). Most objects of
|
||||
the Irrlicht Engine are derived from IReferenceCounted, and so
|
||||
they are reference counted.
|
||||
//! Get the reference count.
|
||||
/** \return Current value of the reference counter. */
|
||||
s32 getReferenceCount() const
|
||||
{
|
||||
return ReferenceCounter;
|
||||
}
|
||||
|
||||
When you create an object in the Irrlicht engine, calling a
|
||||
method which starts with 'create', an object is created, and
|
||||
you get a pointer to the new object. If you no longer need the
|
||||
object, you have to call drop(). This will destroy the object,
|
||||
if grab() was not called in another part of you program,
|
||||
because this part still needs the object. Note, that you only
|
||||
need to call drop() to the object, if you created it, and the
|
||||
method had a 'create' in it.
|
||||
//! Returns the debug name of the object.
|
||||
/** The Debugname may only be set and changed by the object
|
||||
itself. This method should only be used in Debug mode.
|
||||
\return Returns a string, previously set by setDebugName(); */
|
||||
const c8 *getDebugName() const
|
||||
{
|
||||
return DebugName;
|
||||
}
|
||||
|
||||
A simple example:
|
||||
protected:
|
||||
//! Sets the debug name of the object.
|
||||
/** The Debugname may only be set and changed by the object
|
||||
itself. This method should only be used in Debug mode.
|
||||
\param newName: New debug name to set. */
|
||||
void setDebugName(const c8 *newName)
|
||||
{
|
||||
DebugName = newName;
|
||||
}
|
||||
|
||||
If you want to create a texture, you may want to call an
|
||||
imaginable method IDriver::createTexture. You call
|
||||
ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
|
||||
If you no longer need the texture, call texture->drop().
|
||||
If you want to load a texture, you may want to call imaginable
|
||||
method IDriver::loadTexture. You do this like
|
||||
ITexture* texture = driver->loadTexture("example.jpg");
|
||||
You will not have to drop the pointer to the loaded texture,
|
||||
because the name of the method does not start with 'create'.
|
||||
The texture is stored somewhere by the driver. */
|
||||
void grab() const { ++ReferenceCounter; }
|
||||
private:
|
||||
//! The debug name.
|
||||
const c8 *DebugName;
|
||||
|
||||
//! Drops the object. Decrements the reference counter by one.
|
||||
/** The IReferenceCounted class provides a basic reference
|
||||
counting mechanism with its methods grab() and drop(). Most
|
||||
objects of the Irrlicht Engine are derived from
|
||||
IReferenceCounted, and so they are reference counted.
|
||||
|
||||
When you create an object in the Irrlicht engine, calling a
|
||||
method which starts with 'create', an object is created, and
|
||||
you get a pointer to the new object. If you no longer need the
|
||||
object, you have to call drop(). This will destroy the object,
|
||||
if grab() was not called in another part of you program,
|
||||
because this part still needs the object. Note, that you only
|
||||
need to call drop() to the object, if you created it, and the
|
||||
method had a 'create' in it.
|
||||
|
||||
A simple example:
|
||||
|
||||
If you want to create a texture, you may want to call an
|
||||
imaginable method IDriver::createTexture. You call
|
||||
ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
|
||||
If you no longer need the texture, call texture->drop().
|
||||
If you want to load a texture, you may want to call imaginable
|
||||
method IDriver::loadTexture. You do this like
|
||||
ITexture* texture = driver->loadTexture("example.jpg");
|
||||
You will not have to drop the pointer to the loaded texture,
|
||||
because the name of the method does not start with 'create'.
|
||||
The texture is stored somewhere by the driver.
|
||||
\return True, if the object was deleted. */
|
||||
bool drop() const
|
||||
{
|
||||
// someone is doing bad reference counting.
|
||||
_IRR_DEBUG_BREAK_IF(ReferenceCounter <= 0)
|
||||
|
||||
--ReferenceCounter;
|
||||
if (!ReferenceCounter)
|
||||
{
|
||||
delete this;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
//! Get the reference count.
|
||||
/** \return Current value of the reference counter. */
|
||||
s32 getReferenceCount() const
|
||||
{
|
||||
return ReferenceCounter;
|
||||
}
|
||||
|
||||
//! Returns the debug name of the object.
|
||||
/** The Debugname may only be set and changed by the object
|
||||
itself. This method should only be used in Debug mode.
|
||||
\return Returns a string, previously set by setDebugName(); */
|
||||
const c8* getDebugName() const
|
||||
{
|
||||
return DebugName;
|
||||
}
|
||||
|
||||
protected:
|
||||
|
||||
//! Sets the debug name of the object.
|
||||
/** The Debugname may only be set and changed by the object
|
||||
itself. This method should only be used in Debug mode.
|
||||
\param newName: New debug name to set. */
|
||||
void setDebugName(const c8* newName)
|
||||
{
|
||||
DebugName = newName;
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
//! The debug name.
|
||||
const c8* DebugName;
|
||||
|
||||
//! The reference counter. Mutable to do reference counting on const objects.
|
||||
mutable s32 ReferenceCounter;
|
||||
};
|
||||
//! The reference counter. Mutable to do reference counting on const objects.
|
||||
mutable s32 ReferenceCounter;
|
||||
};
|
||||
|
||||
} // end namespace irr
|
||||
|
|
|
@ -12,115 +12,108 @@ namespace irr
|
|||
{
|
||||
namespace video
|
||||
{
|
||||
class ITexture;
|
||||
class ITexture;
|
||||
|
||||
//! Enumeration of cube texture surfaces
|
||||
enum E_CUBE_SURFACE
|
||||
//! Enumeration of cube texture surfaces
|
||||
enum E_CUBE_SURFACE
|
||||
{
|
||||
ECS_POSX = 0,
|
||||
ECS_NEGX,
|
||||
ECS_POSY,
|
||||
ECS_NEGY,
|
||||
ECS_POSZ,
|
||||
ECS_NEGZ
|
||||
};
|
||||
|
||||
//! Interface of a Render Target.
|
||||
class IRenderTarget : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! constructor
|
||||
IRenderTarget() :
|
||||
DepthStencil(0), DriverType(EDT_NULL)
|
||||
{
|
||||
ECS_POSX = 0,
|
||||
ECS_NEGX,
|
||||
ECS_POSY,
|
||||
ECS_NEGY,
|
||||
ECS_POSZ,
|
||||
ECS_NEGZ
|
||||
};
|
||||
}
|
||||
|
||||
//! Interface of a Render Target.
|
||||
class IRenderTarget : public virtual IReferenceCounted
|
||||
//! Returns an array of previously set textures.
|
||||
const core::array<ITexture *> &getTexture() const
|
||||
{
|
||||
public:
|
||||
return Textures;
|
||||
}
|
||||
|
||||
//! constructor
|
||||
IRenderTarget() : DepthStencil(0), DriverType(EDT_NULL)
|
||||
{
|
||||
//! Returns a of previously set depth / depth-stencil texture.
|
||||
ITexture *getDepthStencil() const
|
||||
{
|
||||
return DepthStencil;
|
||||
}
|
||||
|
||||
//! Returns an array of active surface for cube textures
|
||||
const core::array<E_CUBE_SURFACE> &getCubeSurfaces() const
|
||||
{
|
||||
return CubeSurfaces;
|
||||
}
|
||||
|
||||
//! Set multiple textures.
|
||||
/** Set multiple textures for the render target.
|
||||
\param texture Array of texture objects. These textures are used for a color outputs.
|
||||
\param depthStencil Depth or packed depth-stencil texture. This texture is used as depth
|
||||
or depth-stencil buffer. You can pass getDepthStencil() if you don't want to change it.
|
||||
\param cubeSurfaces When rendering to cube textures, set the surface to be used for each texture. Can be empty otherwise.
|
||||
*/
|
||||
void setTexture(const core::array<ITexture *> &texture, ITexture *depthStencil, const core::array<E_CUBE_SURFACE> &cubeSurfaces = core::array<E_CUBE_SURFACE>())
|
||||
{
|
||||
setTextures(texture.const_pointer(), texture.size(), depthStencil, cubeSurfaces.const_pointer(), cubeSurfaces.size());
|
||||
}
|
||||
|
||||
//! Sets one texture + depthStencil
|
||||
//! You can pass getDepthStencil() for depthStencil if you don't want to change that one
|
||||
void setTexture(ITexture *texture, ITexture *depthStencil)
|
||||
{
|
||||
if (texture) {
|
||||
setTextures(&texture, 1, depthStencil);
|
||||
} else {
|
||||
setTextures(0, 0, depthStencil);
|
||||
}
|
||||
}
|
||||
|
||||
//! Returns an array of previously set textures.
|
||||
const core::array<ITexture*>& getTexture() const
|
||||
{
|
||||
return Textures;
|
||||
//! Set one cube surface texture.
|
||||
void setTexture(ITexture *texture, ITexture *depthStencil, E_CUBE_SURFACE cubeSurface)
|
||||
{
|
||||
if (texture) {
|
||||
setTextures(&texture, 1, depthStencil, &cubeSurface, 1);
|
||||
} else {
|
||||
setTextures(0, 0, depthStencil, &cubeSurface, 1);
|
||||
}
|
||||
}
|
||||
|
||||
//! Returns a of previously set depth / depth-stencil texture.
|
||||
ITexture* getDepthStencil() const
|
||||
{
|
||||
return DepthStencil;
|
||||
}
|
||||
//! Get driver type of render target.
|
||||
E_DRIVER_TYPE getDriverType() const
|
||||
{
|
||||
return DriverType;
|
||||
}
|
||||
|
||||
//! Returns an array of active surface for cube textures
|
||||
const core::array<E_CUBE_SURFACE>& getCubeSurfaces() const
|
||||
{
|
||||
return CubeSurfaces;
|
||||
}
|
||||
protected:
|
||||
//! Set multiple textures.
|
||||
// NOTE: working with pointers instead of arrays to avoid unnecessary memory allocations for the single textures case
|
||||
virtual void setTextures(ITexture *const *textures, u32 numTextures, ITexture *depthStencil, const E_CUBE_SURFACE *cubeSurfaces = 0, u32 numCubeSurfaces = 0) = 0;
|
||||
|
||||
//! Set multiple textures.
|
||||
/** Set multiple textures for the render target.
|
||||
\param texture Array of texture objects. These textures are used for a color outputs.
|
||||
\param depthStencil Depth or packed depth-stencil texture. This texture is used as depth
|
||||
or depth-stencil buffer. You can pass getDepthStencil() if you don't want to change it.
|
||||
\param cubeSurfaces When rendering to cube textures, set the surface to be used for each texture. Can be empty otherwise.
|
||||
*/
|
||||
void setTexture(const core::array<ITexture*>& texture, ITexture* depthStencil, const core::array<E_CUBE_SURFACE>& cubeSurfaces = core::array<E_CUBE_SURFACE>())
|
||||
{
|
||||
setTextures(texture.const_pointer(), texture.size(), depthStencil, cubeSurfaces.const_pointer(), cubeSurfaces.size());
|
||||
}
|
||||
//! Textures assigned to render target.
|
||||
core::array<ITexture *> Textures;
|
||||
|
||||
//! Sets one texture + depthStencil
|
||||
//! You can pass getDepthStencil() for depthStencil if you don't want to change that one
|
||||
void setTexture(ITexture* texture, ITexture* depthStencil)
|
||||
{
|
||||
if ( texture )
|
||||
{
|
||||
setTextures(&texture, 1, depthStencil);
|
||||
}
|
||||
else
|
||||
{
|
||||
setTextures(0, 0, depthStencil);
|
||||
}
|
||||
}
|
||||
//! Depth or packed depth-stencil texture assigned to render target.
|
||||
ITexture *DepthStencil;
|
||||
|
||||
//! Set one cube surface texture.
|
||||
void setTexture(ITexture* texture, ITexture* depthStencil, E_CUBE_SURFACE cubeSurface)
|
||||
{
|
||||
if ( texture )
|
||||
{
|
||||
setTextures(&texture, 1, depthStencil, &cubeSurface, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
setTextures(0, 0, depthStencil, &cubeSurface, 1);
|
||||
}
|
||||
}
|
||||
//! Active surface of cube textures
|
||||
core::array<E_CUBE_SURFACE> CubeSurfaces;
|
||||
|
||||
//! Get driver type of render target.
|
||||
E_DRIVER_TYPE getDriverType() const
|
||||
{
|
||||
return DriverType;
|
||||
}
|
||||
//! Driver type of render target.
|
||||
E_DRIVER_TYPE DriverType;
|
||||
|
||||
protected:
|
||||
|
||||
//! Set multiple textures.
|
||||
// NOTE: working with pointers instead of arrays to avoid unnecessary memory allocations for the single textures case
|
||||
virtual void setTextures(ITexture* const * textures, u32 numTextures, ITexture* depthStencil, const E_CUBE_SURFACE* cubeSurfaces=0, u32 numCubeSurfaces=0) = 0;
|
||||
|
||||
//! Textures assigned to render target.
|
||||
core::array<ITexture*> Textures;
|
||||
|
||||
//! Depth or packed depth-stencil texture assigned to render target.
|
||||
ITexture* DepthStencil;
|
||||
|
||||
//! Active surface of cube textures
|
||||
core::array<E_CUBE_SURFACE> CubeSurfaces;
|
||||
|
||||
//! Driver type of render target.
|
||||
E_DRIVER_TYPE DriverType;
|
||||
|
||||
private:
|
||||
// no copying (IReferenceCounted still allows that for reasons which take some time to work around)
|
||||
IRenderTarget(const IRenderTarget&);
|
||||
IRenderTarget& operator=(const IRenderTarget&);
|
||||
};
|
||||
private:
|
||||
// no copying (IReferenceCounted still allows that for reasons which take some time to work around)
|
||||
IRenderTarget(const IRenderTarget &);
|
||||
IRenderTarget &operator=(const IRenderTarget &);
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -13,23 +13,21 @@ namespace irr
|
|||
|
||||
namespace scene
|
||||
{
|
||||
class ICameraSceneNode;
|
||||
class ICameraSceneNode;
|
||||
|
||||
class ISceneCollisionManager : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Returns a 3d ray which would go through the 2d screen coordinates.
|
||||
/** \param pos: Screen coordinates in pixels.
|
||||
\param camera: Camera from which the ray starts. If null, the
|
||||
active camera is used.
|
||||
\return Ray starting from the position of the camera and ending
|
||||
at a length of the far value of the camera at a position which
|
||||
would be behind the 2d screen coordinates. */
|
||||
virtual core::line3d<f32> getRayFromScreenCoordinates(
|
||||
const core::position2d<s32>& pos, const ICameraSceneNode* camera = 0) = 0;
|
||||
|
||||
};
|
||||
class ISceneCollisionManager : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Returns a 3d ray which would go through the 2d screen coordinates.
|
||||
/** \param pos: Screen coordinates in pixels.
|
||||
\param camera: Camera from which the ray starts. If null, the
|
||||
active camera is used.
|
||||
\return Ray starting from the position of the camera and ending
|
||||
at a length of the far value of the camera at a position which
|
||||
would be behind the 2d screen coordinates. */
|
||||
virtual core::line3d<f32> getRayFromScreenCoordinates(
|
||||
const core::position2d<s32> &pos, const ICameraSceneNode *camera = 0) = 0;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
|
File diff suppressed because it is too large
Load Diff
1132
include/ISceneNode.h
1132
include/ISceneNode.h
File diff suppressed because it is too large
Load Diff
|
@ -10,8 +10,8 @@ namespace irr
|
|||
{
|
||||
namespace video
|
||||
{
|
||||
class IMaterialRendererServices;
|
||||
class SMaterial;
|
||||
class IMaterialRendererServices;
|
||||
class SMaterial;
|
||||
|
||||
//! Interface making it possible to set constants for gpu programs every frame.
|
||||
/** Implement this interface in an own class and pass a pointer to it to one of
|
||||
|
@ -20,7 +20,6 @@ OnSetConstants method will be called every frame now. */
|
|||
class IShaderConstantSetCallBack : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Called to let the callBack know the used material (optional method)
|
||||
/**
|
||||
\code
|
||||
|
@ -40,7 +39,7 @@ public:
|
|||
}
|
||||
\endcode
|
||||
*/
|
||||
virtual void OnSetMaterial(const SMaterial& material) { }
|
||||
virtual void OnSetMaterial(const SMaterial &material) {}
|
||||
|
||||
//! Called by the engine when the vertex and/or pixel shader constants for an material renderer should be set.
|
||||
/**
|
||||
|
@ -73,9 +72,8 @@ public:
|
|||
\param services: Pointer to an interface providing methods to set the constants for the shader.
|
||||
\param userData: Userdata int which can be specified when creating the shader.
|
||||
*/
|
||||
virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData) = 0;
|
||||
virtual void OnSetConstants(IMaterialRendererServices *services, s32 userData) = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
|
|
@ -16,208 +16,205 @@ namespace irr
|
|||
namespace scene
|
||||
{
|
||||
|
||||
enum E_INTERPOLATION_MODE
|
||||
enum E_INTERPOLATION_MODE
|
||||
{
|
||||
// constant does use the current key-values without interpolation
|
||||
EIM_CONSTANT = 0,
|
||||
|
||||
// linear interpolation
|
||||
EIM_LINEAR,
|
||||
|
||||
//! count of all available interpolation modes
|
||||
EIM_COUNT
|
||||
};
|
||||
|
||||
//! Interface for using some special functions of Skinned meshes
|
||||
class ISkinnedMesh : public IAnimatedMesh
|
||||
{
|
||||
public:
|
||||
//! Gets joint count.
|
||||
/** \return Amount of joints in the skeletal animated mesh. */
|
||||
virtual u32 getJointCount() const = 0;
|
||||
|
||||
//! Gets the name of a joint.
|
||||
/** \param number: Zero based index of joint. The last joint
|
||||
has the number getJointCount()-1;
|
||||
\return Name of joint and null if an error happened. */
|
||||
virtual const std::optional<std::string> &getJointName(u32 number) const = 0;
|
||||
|
||||
//! Gets a joint number from its name
|
||||
/** \param name: Name of the joint.
|
||||
\return Number of the joint or std::nullopt if not found. */
|
||||
virtual std::optional<u32> getJointNumber(const std::string &name) const = 0;
|
||||
|
||||
//! Use animation from another mesh
|
||||
/** The animation is linked (not copied) based on joint names
|
||||
so make sure they are unique.
|
||||
\return True if all joints in this mesh were
|
||||
matched up (empty names will not be matched, and it's case
|
||||
sensitive). Unmatched joints will not be animated. */
|
||||
virtual bool useAnimationFrom(const ISkinnedMesh *mesh) = 0;
|
||||
|
||||
//! Update Normals when Animating
|
||||
/** \param on If false don't animate, which is faster.
|
||||
Else update normals, which allows for proper lighting of
|
||||
animated meshes. */
|
||||
virtual void updateNormalsWhenAnimating(bool on) = 0;
|
||||
|
||||
//! Sets Interpolation Mode
|
||||
virtual void setInterpolationMode(E_INTERPOLATION_MODE mode) = 0;
|
||||
|
||||
//! Animates this mesh's joints based on frame input
|
||||
virtual void animateMesh(f32 frame, f32 blend) = 0;
|
||||
|
||||
//! Preforms a software skin on this mesh based of joint positions
|
||||
virtual void skinMesh() = 0;
|
||||
|
||||
//! converts the vertex type of all meshbuffers to tangents.
|
||||
/** E.g. used for bump mapping. */
|
||||
virtual void convertMeshToTangents() = 0;
|
||||
|
||||
//! Allows to enable hardware skinning.
|
||||
/* This feature is not implemented in Irrlicht yet */
|
||||
virtual bool setHardwareSkinning(bool on) = 0;
|
||||
|
||||
//! Refreshes vertex data cached in joints such as positions and normals
|
||||
virtual void refreshJointCache() = 0;
|
||||
|
||||
//! Moves the mesh into static position.
|
||||
virtual void resetAnimation() = 0;
|
||||
|
||||
//! A vertex weight
|
||||
struct SWeight
|
||||
{
|
||||
// constant does use the current key-values without interpolation
|
||||
EIM_CONSTANT = 0,
|
||||
//! Index of the mesh buffer
|
||||
u16 buffer_id; // I doubt 32bits is needed
|
||||
|
||||
// linear interpolation
|
||||
EIM_LINEAR,
|
||||
//! Index of the vertex
|
||||
u32 vertex_id; // Store global ID here
|
||||
|
||||
//! count of all available interpolation modes
|
||||
EIM_COUNT
|
||||
//! Weight Strength/Percentage (0-1)
|
||||
f32 strength;
|
||||
|
||||
private:
|
||||
//! Internal members used by CSkinnedMesh
|
||||
friend class CSkinnedMesh;
|
||||
char *Moved;
|
||||
core::vector3df StaticPos;
|
||||
core::vector3df StaticNormal;
|
||||
};
|
||||
|
||||
|
||||
//! Interface for using some special functions of Skinned meshes
|
||||
class ISkinnedMesh : public IAnimatedMesh
|
||||
//! Animation keyframe which describes a new position
|
||||
struct SPositionKey
|
||||
{
|
||||
public:
|
||||
|
||||
//! Gets joint count.
|
||||
/** \return Amount of joints in the skeletal animated mesh. */
|
||||
virtual u32 getJointCount() const = 0;
|
||||
|
||||
//! Gets the name of a joint.
|
||||
/** \param number: Zero based index of joint. The last joint
|
||||
has the number getJointCount()-1;
|
||||
\return Name of joint and null if an error happened. */
|
||||
virtual const std::optional<std::string> &getJointName(u32 number) const = 0;
|
||||
|
||||
//! Gets a joint number from its name
|
||||
/** \param name: Name of the joint.
|
||||
\return Number of the joint or std::nullopt if not found. */
|
||||
virtual std::optional<u32> getJointNumber(const std::string &name) const = 0;
|
||||
|
||||
//! Use animation from another mesh
|
||||
/** The animation is linked (not copied) based on joint names
|
||||
so make sure they are unique.
|
||||
\return True if all joints in this mesh were
|
||||
matched up (empty names will not be matched, and it's case
|
||||
sensitive). Unmatched joints will not be animated. */
|
||||
virtual bool useAnimationFrom(const ISkinnedMesh *mesh) = 0;
|
||||
|
||||
//! Update Normals when Animating
|
||||
/** \param on If false don't animate, which is faster.
|
||||
Else update normals, which allows for proper lighting of
|
||||
animated meshes. */
|
||||
virtual void updateNormalsWhenAnimating(bool on) = 0;
|
||||
|
||||
//! Sets Interpolation Mode
|
||||
virtual void setInterpolationMode(E_INTERPOLATION_MODE mode) = 0;
|
||||
|
||||
//! Animates this mesh's joints based on frame input
|
||||
virtual void animateMesh(f32 frame, f32 blend)=0;
|
||||
|
||||
//! Preforms a software skin on this mesh based of joint positions
|
||||
virtual void skinMesh() = 0;
|
||||
|
||||
//! converts the vertex type of all meshbuffers to tangents.
|
||||
/** E.g. used for bump mapping. */
|
||||
virtual void convertMeshToTangents() = 0;
|
||||
|
||||
//! Allows to enable hardware skinning.
|
||||
/* This feature is not implemented in Irrlicht yet */
|
||||
virtual bool setHardwareSkinning(bool on) = 0;
|
||||
|
||||
//! Refreshes vertex data cached in joints such as positions and normals
|
||||
virtual void refreshJointCache() = 0;
|
||||
|
||||
//! Moves the mesh into static position.
|
||||
virtual void resetAnimation() = 0;
|
||||
|
||||
//! A vertex weight
|
||||
struct SWeight
|
||||
{
|
||||
//! Index of the mesh buffer
|
||||
u16 buffer_id; //I doubt 32bits is needed
|
||||
|
||||
//! Index of the vertex
|
||||
u32 vertex_id; //Store global ID here
|
||||
|
||||
//! Weight Strength/Percentage (0-1)
|
||||
f32 strength;
|
||||
|
||||
private:
|
||||
//! Internal members used by CSkinnedMesh
|
||||
friend class CSkinnedMesh;
|
||||
char *Moved;
|
||||
core::vector3df StaticPos;
|
||||
core::vector3df StaticNormal;
|
||||
};
|
||||
|
||||
|
||||
//! Animation keyframe which describes a new position
|
||||
struct SPositionKey
|
||||
{
|
||||
f32 frame;
|
||||
core::vector3df position;
|
||||
};
|
||||
|
||||
//! Animation keyframe which describes a new scale
|
||||
struct SScaleKey
|
||||
{
|
||||
f32 frame;
|
||||
core::vector3df scale;
|
||||
};
|
||||
|
||||
//! Animation keyframe which describes a new rotation
|
||||
struct SRotationKey
|
||||
{
|
||||
f32 frame;
|
||||
core::quaternion rotation;
|
||||
};
|
||||
|
||||
//! Joints
|
||||
struct SJoint
|
||||
{
|
||||
SJoint() : UseAnimationFrom(0), GlobalSkinningSpace(false),
|
||||
positionHint(-1),scaleHint(-1),rotationHint(-1)
|
||||
{
|
||||
}
|
||||
|
||||
//! The name of this joint
|
||||
std::optional<std::string> Name;
|
||||
|
||||
//! Local matrix of this joint
|
||||
core::matrix4 LocalMatrix;
|
||||
|
||||
//! List of child joints
|
||||
core::array<SJoint*> Children;
|
||||
|
||||
//! List of attached meshes
|
||||
core::array<u32> AttachedMeshes;
|
||||
|
||||
//! Animation keys causing translation change
|
||||
core::array<SPositionKey> PositionKeys;
|
||||
|
||||
//! Animation keys causing scale change
|
||||
core::array<SScaleKey> ScaleKeys;
|
||||
|
||||
//! Animation keys causing rotation change
|
||||
core::array<SRotationKey> RotationKeys;
|
||||
|
||||
//! Skin weights
|
||||
core::array<SWeight> Weights;
|
||||
|
||||
//! Unnecessary for loaders, will be overwritten on finalize
|
||||
core::matrix4 GlobalMatrix;
|
||||
core::matrix4 GlobalAnimatedMatrix;
|
||||
core::matrix4 LocalAnimatedMatrix;
|
||||
core::vector3df Animatedposition;
|
||||
core::vector3df Animatedscale;
|
||||
core::quaternion Animatedrotation;
|
||||
|
||||
core::matrix4 GlobalInversedMatrix; //the x format pre-calculates this
|
||||
|
||||
private:
|
||||
//! Internal members used by CSkinnedMesh
|
||||
friend class CSkinnedMesh;
|
||||
|
||||
SJoint *UseAnimationFrom;
|
||||
bool GlobalSkinningSpace;
|
||||
|
||||
s32 positionHint;
|
||||
s32 scaleHint;
|
||||
s32 rotationHint;
|
||||
};
|
||||
|
||||
|
||||
//Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_
|
||||
|
||||
//these functions will use the needed arrays, set values, etc to help the loaders
|
||||
|
||||
//! exposed for loaders: to add mesh buffers
|
||||
virtual core::array<SSkinMeshBuffer*>& getMeshBuffers() = 0;
|
||||
|
||||
//! exposed for loaders: joints list
|
||||
virtual core::array<SJoint*>& getAllJoints() = 0;
|
||||
|
||||
//! exposed for loaders: joints list
|
||||
virtual const core::array<SJoint*>& getAllJoints() const = 0;
|
||||
|
||||
//! loaders should call this after populating the mesh
|
||||
virtual void finalize() = 0;
|
||||
|
||||
//! Adds a new meshbuffer to the mesh, access it as last one
|
||||
virtual SSkinMeshBuffer* addMeshBuffer() = 0;
|
||||
|
||||
//! Adds a new joint to the mesh, access it as last one
|
||||
virtual SJoint* addJoint(SJoint *parent=0) = 0;
|
||||
|
||||
//! Adds a new weight to the mesh, access it as last one
|
||||
virtual SWeight* addWeight(SJoint *joint) = 0;
|
||||
|
||||
//! Adds a new position key to the mesh, access it as last one
|
||||
virtual SPositionKey* addPositionKey(SJoint *joint) = 0;
|
||||
//! Adds a new scale key to the mesh, access it as last one
|
||||
virtual SScaleKey* addScaleKey(SJoint *joint) = 0;
|
||||
//! Adds a new rotation key to the mesh, access it as last one
|
||||
virtual SRotationKey* addRotationKey(SJoint *joint) = 0;
|
||||
|
||||
//! Check if the mesh is non-animated
|
||||
virtual bool isStatic()=0;
|
||||
f32 frame;
|
||||
core::vector3df position;
|
||||
};
|
||||
|
||||
//! Animation keyframe which describes a new scale
|
||||
struct SScaleKey
|
||||
{
|
||||
f32 frame;
|
||||
core::vector3df scale;
|
||||
};
|
||||
|
||||
//! Animation keyframe which describes a new rotation
|
||||
struct SRotationKey
|
||||
{
|
||||
f32 frame;
|
||||
core::quaternion rotation;
|
||||
};
|
||||
|
||||
//! Joints
|
||||
struct SJoint
|
||||
{
|
||||
SJoint() :
|
||||
UseAnimationFrom(0), GlobalSkinningSpace(false),
|
||||
positionHint(-1), scaleHint(-1), rotationHint(-1)
|
||||
{
|
||||
}
|
||||
|
||||
//! The name of this joint
|
||||
std::optional<std::string> Name;
|
||||
|
||||
//! Local matrix of this joint
|
||||
core::matrix4 LocalMatrix;
|
||||
|
||||
//! List of child joints
|
||||
core::array<SJoint *> Children;
|
||||
|
||||
//! List of attached meshes
|
||||
core::array<u32> AttachedMeshes;
|
||||
|
||||
//! Animation keys causing translation change
|
||||
core::array<SPositionKey> PositionKeys;
|
||||
|
||||
//! Animation keys causing scale change
|
||||
core::array<SScaleKey> ScaleKeys;
|
||||
|
||||
//! Animation keys causing rotation change
|
||||
core::array<SRotationKey> RotationKeys;
|
||||
|
||||
//! Skin weights
|
||||
core::array<SWeight> Weights;
|
||||
|
||||
//! Unnecessary for loaders, will be overwritten on finalize
|
||||
core::matrix4 GlobalMatrix;
|
||||
core::matrix4 GlobalAnimatedMatrix;
|
||||
core::matrix4 LocalAnimatedMatrix;
|
||||
core::vector3df Animatedposition;
|
||||
core::vector3df Animatedscale;
|
||||
core::quaternion Animatedrotation;
|
||||
|
||||
core::matrix4 GlobalInversedMatrix; // the x format pre-calculates this
|
||||
|
||||
private:
|
||||
//! Internal members used by CSkinnedMesh
|
||||
friend class CSkinnedMesh;
|
||||
|
||||
SJoint *UseAnimationFrom;
|
||||
bool GlobalSkinningSpace;
|
||||
|
||||
s32 positionHint;
|
||||
s32 scaleHint;
|
||||
s32 rotationHint;
|
||||
};
|
||||
|
||||
// Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_
|
||||
|
||||
// these functions will use the needed arrays, set values, etc to help the loaders
|
||||
|
||||
//! exposed for loaders: to add mesh buffers
|
||||
virtual core::array<SSkinMeshBuffer *> &getMeshBuffers() = 0;
|
||||
|
||||
//! exposed for loaders: joints list
|
||||
virtual core::array<SJoint *> &getAllJoints() = 0;
|
||||
|
||||
//! exposed for loaders: joints list
|
||||
virtual const core::array<SJoint *> &getAllJoints() const = 0;
|
||||
|
||||
//! loaders should call this after populating the mesh
|
||||
virtual void finalize() = 0;
|
||||
|
||||
//! Adds a new meshbuffer to the mesh, access it as last one
|
||||
virtual SSkinMeshBuffer *addMeshBuffer() = 0;
|
||||
|
||||
//! Adds a new joint to the mesh, access it as last one
|
||||
virtual SJoint *addJoint(SJoint *parent = 0) = 0;
|
||||
|
||||
//! Adds a new weight to the mesh, access it as last one
|
||||
virtual SWeight *addWeight(SJoint *joint) = 0;
|
||||
|
||||
//! Adds a new position key to the mesh, access it as last one
|
||||
virtual SPositionKey *addPositionKey(SJoint *joint) = 0;
|
||||
//! Adds a new scale key to the mesh, access it as last one
|
||||
virtual SScaleKey *addScaleKey(SJoint *joint) = 0;
|
||||
//! Adds a new rotation key to the mesh, access it as last one
|
||||
virtual SRotationKey *addRotationKey(SJoint *joint) = 0;
|
||||
|
||||
//! Check if the mesh is non-animated
|
||||
virtual bool isStatic() = 0;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
|
|
@ -16,7 +16,6 @@ namespace irr
|
|||
namespace video
|
||||
{
|
||||
|
||||
|
||||
//! Enumeration flags used to tell the video driver with setTextureCreationFlag in which format textures should be created.
|
||||
enum E_TEXTURE_CREATION_FLAG
|
||||
{
|
||||
|
@ -66,7 +65,7 @@ enum E_TEXTURE_CREATION_FLAG
|
|||
|
||||
/** Discard any alpha layer and use non-alpha color format.
|
||||
Warning: This may lead to getting 24-bit texture formats which
|
||||
are often badly supported by drivers. So it's generally
|
||||
are often badly supported by drivers. So it's generally
|
||||
not recommended to enable this flag. */
|
||||
ETCF_NO_ALPHA_CHANNEL = 0x00000020,
|
||||
|
||||
|
@ -176,10 +175,10 @@ and write a warning or an error message to the output buffer.
|
|||
class ITexture : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
ITexture(const io::path& name, E_TEXTURE_TYPE type) : NamedPath(name), DriverType(EDT_NULL), OriginalColorFormat(ECF_UNKNOWN),
|
||||
ColorFormat(ECF_UNKNOWN), Pitch(0), HasMipMaps(false), IsRenderTarget(false), Source(ETS_UNKNOWN), Type(type)
|
||||
ITexture(const io::path &name, E_TEXTURE_TYPE type) :
|
||||
NamedPath(name), DriverType(EDT_NULL), OriginalColorFormat(ECF_UNKNOWN),
|
||||
ColorFormat(ECF_UNKNOWN), Pitch(0), HasMipMaps(false), IsRenderTarget(false), Source(ETS_UNKNOWN), Type(type)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -206,7 +205,7 @@ public:
|
|||
\return Returns a pointer to the pixel data. The format of the pixel can
|
||||
be determined by using getColorFormat(). 0 is returned, if
|
||||
the texture cannot be locked. */
|
||||
virtual void* lock(E_TEXTURE_LOCK_MODE mode = ETLM_READ_WRITE, u32 mipmapLevel=0, u32 layer = 0, E_TEXTURE_LOCK_FLAGS lockFlags = ETLF_FLIP_Y_UP_RTT) = 0;
|
||||
virtual void *lock(E_TEXTURE_LOCK_MODE mode = ETLM_READ_WRITE, u32 mipmapLevel = 0, u32 layer = 0, E_TEXTURE_LOCK_FLAGS lockFlags = ETLF_FLIP_Y_UP_RTT) = 0;
|
||||
|
||||
//! Unlock function. Must be called after a lock() to the texture.
|
||||
/** One should avoid to call unlock more than once before another lock.
|
||||
|
@ -223,7 +222,7 @@ public:
|
|||
level. At least one pixel will be always kept.
|
||||
\param layer It informs a texture about which cubemap or texture array layer
|
||||
needs mipmap regeneration. */
|
||||
virtual void regenerateMipMapLevels(void* data = 0, u32 layer = 0) = 0;
|
||||
virtual void regenerateMipMapLevels(void *data = 0, u32 layer = 0) = 0;
|
||||
|
||||
//! Get original size of the texture.
|
||||
/** The texture is usually scaled, if it was created with an unoptimal
|
||||
|
@ -233,11 +232,11 @@ public:
|
|||
exact size of the original texture. Use ITexture::getSize() if you want
|
||||
to know the real size it has now stored in the system.
|
||||
\return The original size of the texture. */
|
||||
const core::dimension2d<u32>& getOriginalSize() const { return OriginalSize; };
|
||||
const core::dimension2d<u32> &getOriginalSize() const { return OriginalSize; };
|
||||
|
||||
//! Get dimension (=size) of the texture.
|
||||
/** \return The size of the texture. */
|
||||
const core::dimension2d<u32>& getSize() const { return Size; };
|
||||
const core::dimension2d<u32> &getSize() const { return Size; };
|
||||
|
||||
//! Get driver type of texture.
|
||||
/** This is the driver, which created the texture. This method is used
|
||||
|
@ -274,7 +273,7 @@ public:
|
|||
bool isRenderTarget() const { return IsRenderTarget; }
|
||||
|
||||
//! Get name of texture (in most cases this is the filename)
|
||||
const io::SNamedPath& getName() const { return NamedPath; }
|
||||
const io::SNamedPath &getName() const { return NamedPath; }
|
||||
|
||||
//! Check where the last IVideoDriver::getTexture found this texture
|
||||
E_TEXTURE_SOURCE getSource() const { return Source; }
|
||||
|
@ -287,8 +286,7 @@ public:
|
|||
{
|
||||
bool status = false;
|
||||
|
||||
switch (ColorFormat)
|
||||
{
|
||||
switch (ColorFormat) {
|
||||
case ECF_A8R8G8B8:
|
||||
case ECF_A1R5G5B5:
|
||||
case ECF_A16B16G16R16F:
|
||||
|
@ -306,7 +304,6 @@ public:
|
|||
E_TEXTURE_TYPE getType() const { return Type; }
|
||||
|
||||
protected:
|
||||
|
||||
//! Helper function, helps to get the desired texture creation format from the flags.
|
||||
/** \return Either ETCF_ALWAYS_32_BIT, ETCF_ALWAYS_16_BIT,
|
||||
ETCF_OPTIMIZED_FOR_QUALITY, or ETCF_OPTIMIZED_FOR_SPEED. */
|
||||
|
@ -336,6 +333,5 @@ protected:
|
|||
E_TEXTURE_TYPE Type;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
|
|
@ -14,36 +14,35 @@ namespace irr
|
|||
namespace scene
|
||||
{
|
||||
|
||||
class IVertexBuffer : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
virtual void* getData() =0;
|
||||
virtual video::E_VERTEX_TYPE getType() const =0;
|
||||
virtual void setType(video::E_VERTEX_TYPE vertexType) =0;
|
||||
virtual u32 stride() const =0;
|
||||
virtual u32 size() const =0;
|
||||
virtual void push_back(const video::S3DVertex &element) =0;
|
||||
virtual video::S3DVertex& operator [](const u32 index) const =0;
|
||||
virtual video::S3DVertex& getLast() =0;
|
||||
virtual void set_used(u32 usedNow) =0;
|
||||
virtual void reallocate(u32 new_size) =0;
|
||||
virtual u32 allocated_size() const =0;
|
||||
virtual video::S3DVertex* pointer() =0;
|
||||
class IVertexBuffer : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
virtual void *getData() = 0;
|
||||
virtual video::E_VERTEX_TYPE getType() const = 0;
|
||||
virtual void setType(video::E_VERTEX_TYPE vertexType) = 0;
|
||||
virtual u32 stride() const = 0;
|
||||
virtual u32 size() const = 0;
|
||||
virtual void push_back(const video::S3DVertex &element) = 0;
|
||||
virtual video::S3DVertex &operator[](const u32 index) const = 0;
|
||||
virtual video::S3DVertex &getLast() = 0;
|
||||
virtual void set_used(u32 usedNow) = 0;
|
||||
virtual void reallocate(u32 new_size) = 0;
|
||||
virtual u32 allocated_size() const = 0;
|
||||
virtual video::S3DVertex *pointer() = 0;
|
||||
|
||||
//! get the current hardware mapping hint
|
||||
virtual E_HARDWARE_MAPPING getHardwareMappingHint() const =0;
|
||||
//! get the current hardware mapping hint
|
||||
virtual E_HARDWARE_MAPPING getHardwareMappingHint() const = 0;
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
virtual void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint ) =0;
|
||||
//! set the hardware mapping hint, for driver
|
||||
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING NewMappingHint) = 0;
|
||||
|
||||
//! flags the meshbuffer as changed, reloads hardware buffers
|
||||
virtual void setDirty() =0;
|
||||
|
||||
//! Get the currently used ID for identification of changes.
|
||||
/** This shouldn't be used for anything outside the VideoDriver. */
|
||||
virtual u32 getChangedID() const = 0;
|
||||
};
|
||||
//! flags the meshbuffer as changed, reloads hardware buffers
|
||||
virtual void setDirty() = 0;
|
||||
|
||||
//! Get the currently used ID for identification of changes.
|
||||
/** This shouldn't be used for anything outside the VideoDriver. */
|
||||
virtual u32 getChangedID() const = 0;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -12,36 +12,36 @@ namespace irr
|
|||
namespace io
|
||||
{
|
||||
|
||||
//! Interface providing write access to a file.
|
||||
class IWriteFile : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Writes an amount of bytes to the file.
|
||||
/** \param buffer Pointer to buffer of bytes to write.
|
||||
\param sizeToWrite Amount of bytes to write to the file.
|
||||
\return How much bytes were written. */
|
||||
virtual size_t write(const void* buffer, size_t sizeToWrite) = 0;
|
||||
//! Interface providing write access to a file.
|
||||
class IWriteFile : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Writes an amount of bytes to the file.
|
||||
/** \param buffer Pointer to buffer of bytes to write.
|
||||
\param sizeToWrite Amount of bytes to write to the file.
|
||||
\return How much bytes were written. */
|
||||
virtual size_t write(const void *buffer, size_t sizeToWrite) = 0;
|
||||
|
||||
//! Changes position in file
|
||||
/** \param finalPos Destination position in the file.
|
||||
\param relativeMovement If set to true, the position in the file is
|
||||
changed relative to current position. Otherwise the position is changed
|
||||
from begin of file.
|
||||
\return True if successful, otherwise false. */
|
||||
virtual bool seek(long finalPos, bool relativeMovement = false) = 0;
|
||||
//! Changes position in file
|
||||
/** \param finalPos Destination position in the file.
|
||||
\param relativeMovement If set to true, the position in the file is
|
||||
changed relative to current position. Otherwise the position is changed
|
||||
from begin of file.
|
||||
\return True if successful, otherwise false. */
|
||||
virtual bool seek(long finalPos, bool relativeMovement = false) = 0;
|
||||
|
||||
//! Get the current position in the file.
|
||||
/** \return Current position in the file in bytes on success or -1L on failure */
|
||||
virtual long getPos() const = 0;
|
||||
//! Get the current position in the file.
|
||||
/** \return Current position in the file in bytes on success or -1L on failure */
|
||||
virtual long getPos() const = 0;
|
||||
|
||||
//! Get name of file.
|
||||
/** \return File name as zero terminated character string. */
|
||||
virtual const path& getFileName() const = 0;
|
||||
//! Get name of file.
|
||||
/** \return File name as zero terminated character string. */
|
||||
virtual const path &getFileName() const = 0;
|
||||
|
||||
//! Flush the content of the buffer in the file
|
||||
/** \return True if successful, otherwise false. */
|
||||
virtual bool flush() = 0;
|
||||
};
|
||||
//! Flush the content of the buffer in the file
|
||||
/** \return True if successful, otherwise false. */
|
||||
virtual bool flush() = 0;
|
||||
};
|
||||
|
||||
} // end namespace io
|
||||
} // end namespace irr
|
||||
|
|
|
@ -17,322 +17,325 @@
|
|||
|
||||
namespace irr
|
||||
{
|
||||
class ILogger;
|
||||
class IEventReceiver;
|
||||
class ILogger;
|
||||
class IEventReceiver;
|
||||
|
||||
namespace io {
|
||||
class IFileSystem;
|
||||
} // end namespace io
|
||||
namespace io
|
||||
{
|
||||
class IFileSystem;
|
||||
} // end namespace io
|
||||
|
||||
namespace gui {
|
||||
class IGUIEnvironment;
|
||||
} // end namespace gui
|
||||
namespace gui
|
||||
{
|
||||
class IGUIEnvironment;
|
||||
} // end namespace gui
|
||||
|
||||
namespace scene {
|
||||
class ISceneManager;
|
||||
} // end namespace scene
|
||||
namespace scene
|
||||
{
|
||||
class ISceneManager;
|
||||
} // end namespace scene
|
||||
|
||||
namespace video {
|
||||
class IContextManager;
|
||||
extern "C" IRRLICHT_API bool IRRCALLCONV isDriverSupported(E_DRIVER_TYPE driver);
|
||||
} // end namespace video
|
||||
namespace video
|
||||
{
|
||||
class IContextManager;
|
||||
extern "C" IRRLICHT_API bool IRRCALLCONV isDriverSupported(E_DRIVER_TYPE driver);
|
||||
} // end namespace video
|
||||
|
||||
//! The Irrlicht device. You can create it with createDevice() or createDeviceEx().
|
||||
/** This is the most important class of the Irrlicht Engine. You can
|
||||
access everything in the engine if you have a pointer to an instance of
|
||||
this class. There should be only one instance of this class at any
|
||||
time.
|
||||
*/
|
||||
class IrrlichtDevice : public virtual IReferenceCounted
|
||||
//! The Irrlicht device. You can create it with createDevice() or createDeviceEx().
|
||||
/** This is the most important class of the Irrlicht Engine. You can
|
||||
access everything in the engine if you have a pointer to an instance of
|
||||
this class. There should be only one instance of this class at any
|
||||
time.
|
||||
*/
|
||||
class IrrlichtDevice : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Runs the device.
|
||||
/** Also increments the virtual timer by calling
|
||||
ITimer::tick();. You can prevent this
|
||||
by calling ITimer::stop(); before and ITimer::start() after
|
||||
calling IrrlichtDevice::run(). Returns false if device wants
|
||||
to be deleted. Use it in this way:
|
||||
\code
|
||||
while(device->run())
|
||||
{
|
||||
public:
|
||||
// draw everything here
|
||||
}
|
||||
\endcode
|
||||
If you want the device to do nothing if the window is inactive
|
||||
(recommended), use the slightly enhanced code shown at isWindowActive().
|
||||
|
||||
//! Runs the device.
|
||||
/** Also increments the virtual timer by calling
|
||||
ITimer::tick();. You can prevent this
|
||||
by calling ITimer::stop(); before and ITimer::start() after
|
||||
calling IrrlichtDevice::run(). Returns false if device wants
|
||||
to be deleted. Use it in this way:
|
||||
\code
|
||||
while(device->run())
|
||||
Note if you are running Irrlicht inside an external, custom
|
||||
created window: Calling Device->run() will cause Irrlicht to
|
||||
dispatch windows messages internally.
|
||||
If you are running Irrlicht in your own custom window, you can
|
||||
also simply use your own message loop using GetMessage,
|
||||
DispatchMessage and whatever and simply don't use this method.
|
||||
But note that Irrlicht will not be able to fetch user input
|
||||
then. See irr::SIrrlichtCreationParameters::WindowId for more
|
||||
information and example code.
|
||||
*/
|
||||
virtual bool run() = 0;
|
||||
|
||||
//! Cause the device to temporarily pause execution and let other processes run.
|
||||
/** This should bring down processor usage without major performance loss for Irrlicht.
|
||||
But this is system dependent, so there's a chance your thread won't get control back quickly.
|
||||
*/
|
||||
virtual void yield() = 0;
|
||||
|
||||
//! Pause execution and let other processes to run for a specified amount of time.
|
||||
/** It may not wait the full given time, as sleep may be interrupted and also may wait longer on some OS.
|
||||
\param timeMs: Time to sleep for in milliseconds. Note that the OS can round up this number.
|
||||
On Windows you usually get at least 15ms sleep time minium for any value > 0.
|
||||
So if you call this in your main loop you can't get more than 65 FPS anymore in your game.
|
||||
On most Linux systems it's relatively exact, but also no guarantee.
|
||||
\param pauseTimer: If true, pauses the device timer while sleeping
|
||||
*/
|
||||
virtual void sleep(u32 timeMs, bool pauseTimer = false) = 0;
|
||||
|
||||
//! Provides access to the video driver for drawing 3d and 2d geometry.
|
||||
/** \return Pointer the video driver. */
|
||||
virtual video::IVideoDriver *getVideoDriver() = 0;
|
||||
|
||||
//! Provides access to the virtual file system.
|
||||
/** \return Pointer to the file system. */
|
||||
virtual io::IFileSystem *getFileSystem() = 0;
|
||||
|
||||
//! Provides access to the 2d user interface environment.
|
||||
/** \return Pointer to the gui environment. */
|
||||
virtual gui::IGUIEnvironment *getGUIEnvironment() = 0;
|
||||
|
||||
//! Provides access to the scene manager.
|
||||
/** \return Pointer to the scene manager. */
|
||||
virtual scene::ISceneManager *getSceneManager() = 0;
|
||||
|
||||
//! Provides access to the cursor control.
|
||||
/** \return Pointer to the mouse cursor control interface. */
|
||||
virtual gui::ICursorControl *getCursorControl() = 0;
|
||||
|
||||
//! Provides access to the message logger.
|
||||
/** \return Pointer to the logger. */
|
||||
virtual ILogger *getLogger() = 0;
|
||||
|
||||
//! Get context manager
|
||||
virtual video::IContextManager *getContextManager() = 0;
|
||||
|
||||
//! Provides access to the operation system operator object.
|
||||
/** The OS operator provides methods for
|
||||
getting system specific information and doing system
|
||||
specific operations, such as exchanging data with the clipboard
|
||||
or reading the operation system version.
|
||||
\return Pointer to the OS operator. */
|
||||
virtual IOSOperator *getOSOperator() = 0;
|
||||
|
||||
//! Provides access to the engine's timer.
|
||||
/** The system time can be retrieved by it as
|
||||
well as the virtual time, which also can be manipulated.
|
||||
\return Pointer to the ITimer object. */
|
||||
virtual ITimer *getTimer() = 0;
|
||||
|
||||
//! Sets the caption of the window.
|
||||
/** \param text: New text of the window caption. */
|
||||
virtual void setWindowCaption(const wchar_t *text) = 0;
|
||||
|
||||
//! Sets the window icon.
|
||||
/** \param img The icon texture.
|
||||
\return False if no icon was set. */
|
||||
virtual bool setWindowIcon(const video::IImage *img) = 0;
|
||||
|
||||
//! Returns if the window is active.
|
||||
/** If the window is inactive,
|
||||
nothing needs to be drawn. So if you don't want to draw anything
|
||||
when the window is inactive, create your drawing loop this way:
|
||||
\code
|
||||
while(device->run())
|
||||
{
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
// draw everything here
|
||||
}
|
||||
\endcode
|
||||
If you want the device to do nothing if the window is inactive
|
||||
(recommended), use the slightly enhanced code shown at isWindowActive().
|
||||
else
|
||||
device->yield();
|
||||
}
|
||||
\endcode
|
||||
\return True if window is active. */
|
||||
virtual bool isWindowActive() const = 0;
|
||||
|
||||
Note if you are running Irrlicht inside an external, custom
|
||||
created window: Calling Device->run() will cause Irrlicht to
|
||||
dispatch windows messages internally.
|
||||
If you are running Irrlicht in your own custom window, you can
|
||||
also simply use your own message loop using GetMessage,
|
||||
DispatchMessage and whatever and simply don't use this method.
|
||||
But note that Irrlicht will not be able to fetch user input
|
||||
then. See irr::SIrrlichtCreationParameters::WindowId for more
|
||||
information and example code.
|
||||
*/
|
||||
virtual bool run() = 0;
|
||||
//! Checks if the Irrlicht window has the input focus
|
||||
/** \return True if window has focus. */
|
||||
virtual bool isWindowFocused() const = 0;
|
||||
|
||||
//! Cause the device to temporarily pause execution and let other processes run.
|
||||
/** This should bring down processor usage without major performance loss for Irrlicht.
|
||||
But this is system dependent, so there's a chance your thread won't get control back quickly.
|
||||
*/
|
||||
virtual void yield() = 0;
|
||||
//! Checks if the Irrlicht window is minimized
|
||||
/** \return True if window is minimized. */
|
||||
virtual bool isWindowMinimized() const = 0;
|
||||
|
||||
//! Pause execution and let other processes to run for a specified amount of time.
|
||||
/** It may not wait the full given time, as sleep may be interrupted and also may wait longer on some OS.
|
||||
\param timeMs: Time to sleep for in milliseconds. Note that the OS can round up this number.
|
||||
On Windows you usually get at least 15ms sleep time minium for any value > 0.
|
||||
So if you call this in your main loop you can't get more than 65 FPS anymore in your game.
|
||||
On most Linux systems it's relatively exact, but also no guarantee.
|
||||
\param pauseTimer: If true, pauses the device timer while sleeping
|
||||
*/
|
||||
virtual void sleep(u32 timeMs, bool pauseTimer=false) = 0;
|
||||
//! Checks if the Irrlicht window is maximized
|
||||
//! Only fully works on SDL. Returns false, or the last value set via
|
||||
//! maximizeWindow() and restoreWindow(), on other backends.
|
||||
/** \return True if window is maximized. */
|
||||
virtual bool isWindowMaximized() const = 0;
|
||||
|
||||
//! Provides access to the video driver for drawing 3d and 2d geometry.
|
||||
/** \return Pointer the video driver. */
|
||||
virtual video::IVideoDriver* getVideoDriver() = 0;
|
||||
//! Checks if the Irrlicht window is running in fullscreen mode
|
||||
/** \return True if window is fullscreen. */
|
||||
virtual bool isFullscreen() const = 0;
|
||||
|
||||
//! Provides access to the virtual file system.
|
||||
/** \return Pointer to the file system. */
|
||||
virtual io::IFileSystem* getFileSystem() = 0;
|
||||
//! Checks if the window could possibly be visible.
|
||||
//! Currently, this only returns false when the activity is stopped on
|
||||
//! Android. Note that for Android activities, "stopped" means something
|
||||
//! different than you might expect (and also something different than
|
||||
//! "paused"). Read the Android lifecycle documentation.
|
||||
virtual bool isWindowVisible() const { return true; };
|
||||
|
||||
//! Provides access to the 2d user interface environment.
|
||||
/** \return Pointer to the gui environment. */
|
||||
virtual gui::IGUIEnvironment* getGUIEnvironment() = 0;
|
||||
//! Get the current color format of the window
|
||||
/** \return Color format of the window. */
|
||||
virtual video::ECOLOR_FORMAT getColorFormat() const = 0;
|
||||
|
||||
//! Provides access to the scene manager.
|
||||
/** \return Pointer to the scene manager. */
|
||||
virtual scene::ISceneManager* getSceneManager() = 0;
|
||||
//! Notifies the device that it should close itself.
|
||||
/** IrrlichtDevice::run() will always return false after closeDevice() was called. */
|
||||
virtual void closeDevice() = 0;
|
||||
|
||||
//! Provides access to the cursor control.
|
||||
/** \return Pointer to the mouse cursor control interface. */
|
||||
virtual gui::ICursorControl* getCursorControl() = 0;
|
||||
//! Get the version of the engine.
|
||||
/** The returned string
|
||||
will look like this: "1.2.3" or this: "1.2".
|
||||
\return String which contains the version. */
|
||||
virtual const c8 *getVersion() const = 0;
|
||||
|
||||
//! Provides access to the message logger.
|
||||
/** \return Pointer to the logger. */
|
||||
virtual ILogger* getLogger() = 0;
|
||||
//! Sets a new user event receiver which will receive events from the engine.
|
||||
/** Return true in IEventReceiver::OnEvent to prevent the event from continuing along
|
||||
the chain of event receivers. The path that an event takes through the system depends
|
||||
on its type. See irr::EEVENT_TYPE for details.
|
||||
\param receiver New receiver to be used. */
|
||||
virtual void setEventReceiver(IEventReceiver *receiver) = 0;
|
||||
|
||||
//! Get context manager
|
||||
virtual video::IContextManager* getContextManager() = 0;
|
||||
//! Provides access to the current event receiver.
|
||||
/** \return Pointer to the current event receiver. Returns 0 if there is none. */
|
||||
virtual IEventReceiver *getEventReceiver() = 0;
|
||||
|
||||
//! Provides access to the operation system operator object.
|
||||
/** The OS operator provides methods for
|
||||
getting system specific information and doing system
|
||||
specific operations, such as exchanging data with the clipboard
|
||||
or reading the operation system version.
|
||||
\return Pointer to the OS operator. */
|
||||
virtual IOSOperator* getOSOperator() = 0;
|
||||
//! Sends a user created event to the engine.
|
||||
/** Is is usually not necessary to use this. However, if you
|
||||
are using an own input library for example for doing joystick
|
||||
input, you can use this to post key or mouse input events to
|
||||
the engine. Internally, this method only delegates the events
|
||||
further to the scene manager and the GUI environment. */
|
||||
virtual bool postEventFromUser(const SEvent &event) = 0;
|
||||
|
||||
//! Provides access to the engine's timer.
|
||||
/** The system time can be retrieved by it as
|
||||
well as the virtual time, which also can be manipulated.
|
||||
\return Pointer to the ITimer object. */
|
||||
virtual ITimer* getTimer() = 0;
|
||||
//! Sets the input receiving scene manager.
|
||||
/** If set to null, the main scene manager (returned by
|
||||
GetSceneManager()) will receive the input
|
||||
\param sceneManager New scene manager to be used. */
|
||||
virtual void setInputReceivingSceneManager(scene::ISceneManager *sceneManager) = 0;
|
||||
|
||||
//! Sets the caption of the window.
|
||||
/** \param text: New text of the window caption. */
|
||||
virtual void setWindowCaption(const wchar_t* text) = 0;
|
||||
//! Sets if the window should be resizable in windowed mode.
|
||||
/** The default is false. This method only works in windowed
|
||||
mode.
|
||||
\param resize Flag whether the window should be resizable. */
|
||||
virtual void setResizable(bool resize = false) = 0;
|
||||
|
||||
//! Sets the window icon.
|
||||
/** \param img The icon texture.
|
||||
\return False if no icon was set. */
|
||||
virtual bool setWindowIcon(const video::IImage *img) = 0;
|
||||
//! Resize the render window.
|
||||
/** This will only work in windowed mode and is not yet supported on all systems.
|
||||
It does set the drawing/clientDC size of the window, the window decorations are added to that.
|
||||
You get the current window size with IVideoDriver::getScreenSize() (might be unified in future)
|
||||
*/
|
||||
virtual void setWindowSize(const irr::core::dimension2d<u32> &size) = 0;
|
||||
|
||||
//! Returns if the window is active.
|
||||
/** If the window is inactive,
|
||||
nothing needs to be drawn. So if you don't want to draw anything
|
||||
when the window is inactive, create your drawing loop this way:
|
||||
\code
|
||||
while(device->run())
|
||||
{
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
// draw everything here
|
||||
}
|
||||
else
|
||||
device->yield();
|
||||
}
|
||||
\endcode
|
||||
\return True if window is active. */
|
||||
virtual bool isWindowActive() const = 0;
|
||||
//! Minimizes the window if possible.
|
||||
virtual void minimizeWindow() = 0;
|
||||
|
||||
//! Checks if the Irrlicht window has the input focus
|
||||
/** \return True if window has focus. */
|
||||
virtual bool isWindowFocused() const = 0;
|
||||
//! Maximizes the window if possible.
|
||||
virtual void maximizeWindow() = 0;
|
||||
|
||||
//! Checks if the Irrlicht window is minimized
|
||||
/** \return True if window is minimized. */
|
||||
virtual bool isWindowMinimized() const = 0;
|
||||
//! Restore the window to normal size if possible.
|
||||
virtual void restoreWindow() = 0;
|
||||
|
||||
//! Checks if the Irrlicht window is maximized
|
||||
//! Only fully works on SDL. Returns false, or the last value set via
|
||||
//! maximizeWindow() and restoreWindow(), on other backends.
|
||||
/** \return True if window is maximized. */
|
||||
virtual bool isWindowMaximized() const = 0;
|
||||
//! Get the position of the frame on-screen
|
||||
virtual core::position2di getWindowPosition() = 0;
|
||||
|
||||
//! Checks if the Irrlicht window is running in fullscreen mode
|
||||
/** \return True if window is fullscreen. */
|
||||
virtual bool isFullscreen() const = 0;
|
||||
//! Activate any joysticks, and generate events for them.
|
||||
/** Irrlicht contains support for joysticks, but does not generate joystick events by default,
|
||||
as this would consume joystick info that 3rd party libraries might rely on. Call this method to
|
||||
activate joystick support in Irrlicht and to receive irr::SJoystickEvent events.
|
||||
\param joystickInfo On return, this will contain an array of each joystick that was found and activated.
|
||||
\return true if joysticks are supported on this device, false if joysticks are not
|
||||
supported or support is compiled out.
|
||||
*/
|
||||
virtual bool activateJoysticks(core::array<SJoystickInfo> &joystickInfo) = 0;
|
||||
|
||||
//! Checks if the window could possibly be visible.
|
||||
//! Currently, this only returns false when the activity is stopped on
|
||||
//! Android. Note that for Android activities, "stopped" means something
|
||||
//! different than you might expect (and also something different than
|
||||
//! "paused"). Read the Android lifecycle documentation.
|
||||
virtual bool isWindowVisible() const { return true; };
|
||||
//! Activate accelerometer.
|
||||
virtual bool activateAccelerometer(float updateInterval = 0.016666f) = 0;
|
||||
|
||||
//! Get the current color format of the window
|
||||
/** \return Color format of the window. */
|
||||
virtual video::ECOLOR_FORMAT getColorFormat() const = 0;
|
||||
//! Deactivate accelerometer.
|
||||
virtual bool deactivateAccelerometer() = 0;
|
||||
|
||||
//! Notifies the device that it should close itself.
|
||||
/** IrrlichtDevice::run() will always return false after closeDevice() was called. */
|
||||
virtual void closeDevice() = 0;
|
||||
//! Is accelerometer active.
|
||||
virtual bool isAccelerometerActive() = 0;
|
||||
|
||||
//! Get the version of the engine.
|
||||
/** The returned string
|
||||
will look like this: "1.2.3" or this: "1.2".
|
||||
\return String which contains the version. */
|
||||
virtual const c8* getVersion() const = 0;
|
||||
//! Is accelerometer available.
|
||||
virtual bool isAccelerometerAvailable() = 0;
|
||||
|
||||
//! Sets a new user event receiver which will receive events from the engine.
|
||||
/** Return true in IEventReceiver::OnEvent to prevent the event from continuing along
|
||||
the chain of event receivers. The path that an event takes through the system depends
|
||||
on its type. See irr::EEVENT_TYPE for details.
|
||||
\param receiver New receiver to be used. */
|
||||
virtual void setEventReceiver(IEventReceiver* receiver) = 0;
|
||||
//! Activate gyroscope.
|
||||
virtual bool activateGyroscope(float updateInterval = 0.016666f) = 0;
|
||||
|
||||
//! Provides access to the current event receiver.
|
||||
/** \return Pointer to the current event receiver. Returns 0 if there is none. */
|
||||
virtual IEventReceiver* getEventReceiver() = 0;
|
||||
//! Deactivate gyroscope.
|
||||
virtual bool deactivateGyroscope() = 0;
|
||||
|
||||
//! Sends a user created event to the engine.
|
||||
/** Is is usually not necessary to use this. However, if you
|
||||
are using an own input library for example for doing joystick
|
||||
input, you can use this to post key or mouse input events to
|
||||
the engine. Internally, this method only delegates the events
|
||||
further to the scene manager and the GUI environment. */
|
||||
virtual bool postEventFromUser(const SEvent& event) = 0;
|
||||
//! Is gyroscope active.
|
||||
virtual bool isGyroscopeActive() = 0;
|
||||
|
||||
//! Sets the input receiving scene manager.
|
||||
/** If set to null, the main scene manager (returned by
|
||||
GetSceneManager()) will receive the input
|
||||
\param sceneManager New scene manager to be used. */
|
||||
virtual void setInputReceivingSceneManager(scene::ISceneManager* sceneManager) = 0;
|
||||
//! Is gyroscope available.
|
||||
virtual bool isGyroscopeAvailable() = 0;
|
||||
|
||||
//! Sets if the window should be resizable in windowed mode.
|
||||
/** The default is false. This method only works in windowed
|
||||
mode.
|
||||
\param resize Flag whether the window should be resizable. */
|
||||
virtual void setResizable(bool resize=false) = 0;
|
||||
//! Activate device motion.
|
||||
virtual bool activateDeviceMotion(float updateInterval = 0.016666f) = 0;
|
||||
|
||||
//! Resize the render window.
|
||||
/** This will only work in windowed mode and is not yet supported on all systems.
|
||||
It does set the drawing/clientDC size of the window, the window decorations are added to that.
|
||||
You get the current window size with IVideoDriver::getScreenSize() (might be unified in future)
|
||||
*/
|
||||
virtual void setWindowSize(const irr::core::dimension2d<u32>& size) = 0;
|
||||
//! Deactivate device motion.
|
||||
virtual bool deactivateDeviceMotion() = 0;
|
||||
|
||||
//! Minimizes the window if possible.
|
||||
virtual void minimizeWindow() =0;
|
||||
//! Is device motion active.
|
||||
virtual bool isDeviceMotionActive() = 0;
|
||||
|
||||
//! Maximizes the window if possible.
|
||||
virtual void maximizeWindow() =0;
|
||||
//! Is device motion available.
|
||||
virtual bool isDeviceMotionAvailable() = 0;
|
||||
|
||||
//! Restore the window to normal size if possible.
|
||||
virtual void restoreWindow() =0;
|
||||
//! Set the maximal elapsed time between 2 clicks to generate doubleclicks for the mouse. It also affects tripleclick behavior.
|
||||
/** When set to 0 no double- and tripleclicks will be generated.
|
||||
\param timeMs maximal time in milliseconds for two consecutive clicks to be recognized as double click
|
||||
*/
|
||||
virtual void setDoubleClickTime(u32 timeMs) = 0;
|
||||
|
||||
//! Get the position of the frame on-screen
|
||||
virtual core::position2di getWindowPosition() = 0;
|
||||
//! Get the maximal elapsed time between 2 clicks to generate double- and tripleclicks for the mouse.
|
||||
/** When return value is 0 no double- and tripleclicks will be generated.
|
||||
\return maximal time in milliseconds for two consecutive clicks to be recognized as double click
|
||||
*/
|
||||
virtual u32 getDoubleClickTime() const = 0;
|
||||
|
||||
//! Activate any joysticks, and generate events for them.
|
||||
/** Irrlicht contains support for joysticks, but does not generate joystick events by default,
|
||||
as this would consume joystick info that 3rd party libraries might rely on. Call this method to
|
||||
activate joystick support in Irrlicht and to receive irr::SJoystickEvent events.
|
||||
\param joystickInfo On return, this will contain an array of each joystick that was found and activated.
|
||||
\return true if joysticks are supported on this device, false if joysticks are not
|
||||
supported or support is compiled out.
|
||||
*/
|
||||
virtual bool activateJoysticks(core::array<SJoystickInfo>& joystickInfo) =0;
|
||||
//! Remove messages pending in the system message loop
|
||||
/** This function is usually used after messages have been buffered for a longer time, for example
|
||||
when loading a large scene. Clearing the message loop prevents that mouse- or buttonclicks which users
|
||||
have pressed in the meantime will now trigger unexpected actions in the gui. <br>
|
||||
So far the following messages are cleared:<br>
|
||||
Win32: All keyboard and mouse messages<br>
|
||||
Linux: All keyboard and mouse messages<br>
|
||||
All other devices are not yet supported here.<br>
|
||||
The function is still somewhat experimental, as the kind of messages we clear is based on just a few use-cases.
|
||||
If you think further messages should be cleared, or some messages should not be cleared here, then please tell us. */
|
||||
virtual void clearSystemMessages() = 0;
|
||||
|
||||
//! Activate accelerometer.
|
||||
virtual bool activateAccelerometer(float updateInterval = 0.016666f) = 0;
|
||||
//! Get the type of the device.
|
||||
/** This allows the user to check which windowing system is currently being
|
||||
used. */
|
||||
virtual E_DEVICE_TYPE getType() const = 0;
|
||||
|
||||
//! Deactivate accelerometer.
|
||||
virtual bool deactivateAccelerometer() = 0;
|
||||
//! Get the display density in dots per inch.
|
||||
//! Returns 0.0f on failure.
|
||||
virtual float getDisplayDensity() const = 0;
|
||||
|
||||
//! Is accelerometer active.
|
||||
virtual bool isAccelerometerActive() = 0;
|
||||
|
||||
//! Is accelerometer available.
|
||||
virtual bool isAccelerometerAvailable() = 0;
|
||||
|
||||
//! Activate gyroscope.
|
||||
virtual bool activateGyroscope(float updateInterval = 0.016666f) = 0;
|
||||
|
||||
//! Deactivate gyroscope.
|
||||
virtual bool deactivateGyroscope() = 0;
|
||||
|
||||
//! Is gyroscope active.
|
||||
virtual bool isGyroscopeActive() = 0;
|
||||
|
||||
//! Is gyroscope available.
|
||||
virtual bool isGyroscopeAvailable() = 0;
|
||||
|
||||
//! Activate device motion.
|
||||
virtual bool activateDeviceMotion(float updateInterval = 0.016666f) = 0;
|
||||
|
||||
//! Deactivate device motion.
|
||||
virtual bool deactivateDeviceMotion() = 0;
|
||||
|
||||
//! Is device motion active.
|
||||
virtual bool isDeviceMotionActive() = 0;
|
||||
|
||||
//! Is device motion available.
|
||||
virtual bool isDeviceMotionAvailable() = 0;
|
||||
|
||||
//! Set the maximal elapsed time between 2 clicks to generate doubleclicks for the mouse. It also affects tripleclick behavior.
|
||||
/** When set to 0 no double- and tripleclicks will be generated.
|
||||
\param timeMs maximal time in milliseconds for two consecutive clicks to be recognized as double click
|
||||
*/
|
||||
virtual void setDoubleClickTime(u32 timeMs) =0;
|
||||
|
||||
//! Get the maximal elapsed time between 2 clicks to generate double- and tripleclicks for the mouse.
|
||||
/** When return value is 0 no double- and tripleclicks will be generated.
|
||||
\return maximal time in milliseconds for two consecutive clicks to be recognized as double click
|
||||
*/
|
||||
virtual u32 getDoubleClickTime() const =0;
|
||||
|
||||
//! Remove messages pending in the system message loop
|
||||
/** This function is usually used after messages have been buffered for a longer time, for example
|
||||
when loading a large scene. Clearing the message loop prevents that mouse- or buttonclicks which users
|
||||
have pressed in the meantime will now trigger unexpected actions in the gui. <br>
|
||||
So far the following messages are cleared:<br>
|
||||
Win32: All keyboard and mouse messages<br>
|
||||
Linux: All keyboard and mouse messages<br>
|
||||
All other devices are not yet supported here.<br>
|
||||
The function is still somewhat experimental, as the kind of messages we clear is based on just a few use-cases.
|
||||
If you think further messages should be cleared, or some messages should not be cleared here, then please tell us. */
|
||||
virtual void clearSystemMessages() = 0;
|
||||
|
||||
//! Get the type of the device.
|
||||
/** This allows the user to check which windowing system is currently being
|
||||
used. */
|
||||
virtual E_DEVICE_TYPE getType() const = 0;
|
||||
|
||||
//! Get the display density in dots per inch.
|
||||
//! Returns 0.0f on failure.
|
||||
virtual float getDisplayDensity() const = 0;
|
||||
|
||||
//! Check if a driver type is supported by the engine.
|
||||
/** Even if true is returned the driver may not be available
|
||||
for a configuration requested when creating the device. */
|
||||
static bool isDriverSupported(video::E_DRIVER_TYPE driver)
|
||||
{
|
||||
return video::isDriverSupported(driver);
|
||||
}
|
||||
};
|
||||
//! Check if a driver type is supported by the engine.
|
||||
/** Even if true is returned the driver may not be available
|
||||
for a configuration requested when creating the device. */
|
||||
static bool isDriverSupported(video::E_DRIVER_TYPE driver)
|
||||
{
|
||||
return video::isDriverSupported(driver);
|
||||
}
|
||||
};
|
||||
|
||||
} // end namespace irr
|
||||
|
|
|
@ -7,181 +7,179 @@
|
|||
namespace irr
|
||||
{
|
||||
|
||||
enum EKEY_CODE
|
||||
{
|
||||
KEY_UNKNOWN = 0x0,
|
||||
KEY_LBUTTON = 0x01, // Left mouse button
|
||||
KEY_RBUTTON = 0x02, // Right mouse button
|
||||
KEY_CANCEL = 0x03, // Control-break processing
|
||||
KEY_MBUTTON = 0x04, // Middle mouse button (three-button mouse)
|
||||
KEY_XBUTTON1 = 0x05, // Windows 2000/XP: X1 mouse button
|
||||
KEY_XBUTTON2 = 0x06, // Windows 2000/XP: X2 mouse button
|
||||
KEY_BACK = 0x08, // BACKSPACE key
|
||||
KEY_TAB = 0x09, // TAB key
|
||||
KEY_CLEAR = 0x0C, // CLEAR key
|
||||
KEY_RETURN = 0x0D, // ENTER key
|
||||
KEY_SHIFT = 0x10, // SHIFT key
|
||||
KEY_CONTROL = 0x11, // CTRL key
|
||||
KEY_MENU = 0x12, // ALT key
|
||||
KEY_PAUSE = 0x13, // PAUSE key
|
||||
KEY_CAPITAL = 0x14, // CAPS LOCK key
|
||||
KEY_KANA = 0x15, // IME Kana mode
|
||||
KEY_HANGUEL = 0x15, // IME Hanguel mode (maintained for compatibility use KEY_HANGUL)
|
||||
KEY_HANGUL = 0x15, // IME Hangul mode
|
||||
KEY_JUNJA = 0x17, // IME Junja mode
|
||||
KEY_FINAL = 0x18, // IME final mode
|
||||
KEY_HANJA = 0x19, // IME Hanja mode
|
||||
KEY_KANJI = 0x19, // IME Kanji mode
|
||||
KEY_ESCAPE = 0x1B, // ESC key
|
||||
KEY_CONVERT = 0x1C, // IME convert
|
||||
KEY_NONCONVERT = 0x1D, // IME nonconvert
|
||||
KEY_ACCEPT = 0x1E, // IME accept
|
||||
KEY_MODECHANGE = 0x1F, // IME mode change request
|
||||
KEY_SPACE = 0x20, // SPACEBAR
|
||||
KEY_PRIOR = 0x21, // PAGE UP key
|
||||
KEY_NEXT = 0x22, // PAGE DOWN key
|
||||
KEY_END = 0x23, // END key
|
||||
KEY_HOME = 0x24, // HOME key
|
||||
KEY_LEFT = 0x25, // LEFT ARROW key
|
||||
KEY_UP = 0x26, // UP ARROW key
|
||||
KEY_RIGHT = 0x27, // RIGHT ARROW key
|
||||
KEY_DOWN = 0x28, // DOWN ARROW key
|
||||
KEY_SELECT = 0x29, // SELECT key
|
||||
KEY_PRINT = 0x2A, // PRINT key
|
||||
KEY_EXECUT = 0x2B, // EXECUTE key
|
||||
KEY_SNAPSHOT = 0x2C, // PRINT SCREEN key
|
||||
KEY_INSERT = 0x2D, // INS key
|
||||
KEY_DELETE = 0x2E, // DEL key
|
||||
KEY_HELP = 0x2F, // HELP key
|
||||
KEY_KEY_0 = 0x30, // 0 key
|
||||
KEY_KEY_1 = 0x31, // 1 key
|
||||
KEY_KEY_2 = 0x32, // 2 key
|
||||
KEY_KEY_3 = 0x33, // 3 key
|
||||
KEY_KEY_4 = 0x34, // 4 key
|
||||
KEY_KEY_5 = 0x35, // 5 key
|
||||
KEY_KEY_6 = 0x36, // 6 key
|
||||
KEY_KEY_7 = 0x37, // 7 key
|
||||
KEY_KEY_8 = 0x38, // 8 key
|
||||
KEY_KEY_9 = 0x39, // 9 key
|
||||
KEY_KEY_A = 0x41, // A key
|
||||
KEY_KEY_B = 0x42, // B key
|
||||
KEY_KEY_C = 0x43, // C key
|
||||
KEY_KEY_D = 0x44, // D key
|
||||
KEY_KEY_E = 0x45, // E key
|
||||
KEY_KEY_F = 0x46, // F key
|
||||
KEY_KEY_G = 0x47, // G key
|
||||
KEY_KEY_H = 0x48, // H key
|
||||
KEY_KEY_I = 0x49, // I key
|
||||
KEY_KEY_J = 0x4A, // J key
|
||||
KEY_KEY_K = 0x4B, // K key
|
||||
KEY_KEY_L = 0x4C, // L key
|
||||
KEY_KEY_M = 0x4D, // M key
|
||||
KEY_KEY_N = 0x4E, // N key
|
||||
KEY_KEY_O = 0x4F, // O key
|
||||
KEY_KEY_P = 0x50, // P key
|
||||
KEY_KEY_Q = 0x51, // Q key
|
||||
KEY_KEY_R = 0x52, // R key
|
||||
KEY_KEY_S = 0x53, // S key
|
||||
KEY_KEY_T = 0x54, // T key
|
||||
KEY_KEY_U = 0x55, // U key
|
||||
KEY_KEY_V = 0x56, // V key
|
||||
KEY_KEY_W = 0x57, // W key
|
||||
KEY_KEY_X = 0x58, // X key
|
||||
KEY_KEY_Y = 0x59, // Y key
|
||||
KEY_KEY_Z = 0x5A, // Z key
|
||||
KEY_LWIN = 0x5B, // Left Windows key (Microsoft Natural keyboard)
|
||||
KEY_RWIN = 0x5C, // Right Windows key (Natural keyboard)
|
||||
KEY_APPS = 0x5D, // Applications key (Natural keyboard)
|
||||
KEY_SLEEP = 0x5F, // Computer Sleep key
|
||||
KEY_NUMPAD0 = 0x60, // Numeric keypad 0 key
|
||||
KEY_NUMPAD1 = 0x61, // Numeric keypad 1 key
|
||||
KEY_NUMPAD2 = 0x62, // Numeric keypad 2 key
|
||||
KEY_NUMPAD3 = 0x63, // Numeric keypad 3 key
|
||||
KEY_NUMPAD4 = 0x64, // Numeric keypad 4 key
|
||||
KEY_NUMPAD5 = 0x65, // Numeric keypad 5 key
|
||||
KEY_NUMPAD6 = 0x66, // Numeric keypad 6 key
|
||||
KEY_NUMPAD7 = 0x67, // Numeric keypad 7 key
|
||||
KEY_NUMPAD8 = 0x68, // Numeric keypad 8 key
|
||||
KEY_NUMPAD9 = 0x69, // Numeric keypad 9 key
|
||||
KEY_MULTIPLY = 0x6A, // Multiply key
|
||||
KEY_ADD = 0x6B, // Add key
|
||||
KEY_SEPARATOR = 0x6C, // Separator key
|
||||
KEY_SUBTRACT = 0x6D, // Subtract key
|
||||
KEY_DECIMAL = 0x6E, // Decimal key
|
||||
KEY_DIVIDE = 0x6F, // Divide key
|
||||
KEY_F1 = 0x70, // F1 key
|
||||
KEY_F2 = 0x71, // F2 key
|
||||
KEY_F3 = 0x72, // F3 key
|
||||
KEY_F4 = 0x73, // F4 key
|
||||
KEY_F5 = 0x74, // F5 key
|
||||
KEY_F6 = 0x75, // F6 key
|
||||
KEY_F7 = 0x76, // F7 key
|
||||
KEY_F8 = 0x77, // F8 key
|
||||
KEY_F9 = 0x78, // F9 key
|
||||
KEY_F10 = 0x79, // F10 key
|
||||
KEY_F11 = 0x7A, // F11 key
|
||||
KEY_F12 = 0x7B, // F12 key
|
||||
KEY_F13 = 0x7C, // F13 key
|
||||
KEY_F14 = 0x7D, // F14 key
|
||||
KEY_F15 = 0x7E, // F15 key
|
||||
KEY_F16 = 0x7F, // F16 key
|
||||
KEY_F17 = 0x80, // F17 key
|
||||
KEY_F18 = 0x81, // F18 key
|
||||
KEY_F19 = 0x82, // F19 key
|
||||
KEY_F20 = 0x83, // F20 key
|
||||
KEY_F21 = 0x84, // F21 key
|
||||
KEY_F22 = 0x85, // F22 key
|
||||
KEY_F23 = 0x86, // F23 key
|
||||
KEY_F24 = 0x87, // F24 key
|
||||
KEY_NUMLOCK = 0x90, // NUM LOCK key
|
||||
KEY_SCROLL = 0x91, // SCROLL LOCK key
|
||||
KEY_LSHIFT = 0xA0, // Left SHIFT key
|
||||
KEY_RSHIFT = 0xA1, // Right SHIFT key
|
||||
KEY_LCONTROL = 0xA2, // Left CONTROL key
|
||||
KEY_RCONTROL = 0xA3, // Right CONTROL key
|
||||
KEY_LMENU = 0xA4, // Left MENU key
|
||||
KEY_RMENU = 0xA5, // Right MENU key
|
||||
KEY_BROWSER_BACK = 0xA6, // Browser Back key
|
||||
KEY_BROWSER_FORWARD = 0xA7, // Browser Forward key
|
||||
KEY_BROWSER_REFRESH = 0xA8, // Browser Refresh key
|
||||
KEY_BROWSER_STOP = 0xA9, // Browser Stop key
|
||||
KEY_BROWSER_SEARCH = 0xAA, // Browser Search key
|
||||
KEY_BROWSER_FAVORITES =0xAB, // Browser Favorites key
|
||||
KEY_BROWSER_HOME = 0xAC, // Browser Start and Home key
|
||||
KEY_VOLUME_MUTE = 0xAD, // Volume Mute key
|
||||
KEY_VOLUME_DOWN = 0xAE, // Volume Down key
|
||||
KEY_VOLUME_UP = 0xAF, // Volume Up key
|
||||
KEY_MEDIA_NEXT_TRACK = 0xB0, // Next Track key
|
||||
KEY_MEDIA_PREV_TRACK = 0xB1, // Previous Track key
|
||||
KEY_MEDIA_STOP = 0xB2, // Stop Media key
|
||||
KEY_MEDIA_PLAY_PAUSE = 0xB3, // Play/Pause Media key
|
||||
KEY_OEM_1 = 0xBA, // for US ";:"
|
||||
KEY_PLUS = 0xBB, // Plus Key "+"
|
||||
KEY_COMMA = 0xBC, // Comma Key ","
|
||||
KEY_MINUS = 0xBD, // Minus Key "-"
|
||||
KEY_PERIOD = 0xBE, // Period Key "."
|
||||
KEY_OEM_2 = 0xBF, // for US "/?"
|
||||
KEY_OEM_3 = 0xC0, // for US "`~"
|
||||
KEY_OEM_4 = 0xDB, // for US "[{"
|
||||
KEY_OEM_5 = 0xDC, // for US "\|"
|
||||
KEY_OEM_6 = 0xDD, // for US "]}"
|
||||
KEY_OEM_7 = 0xDE, // for US "'""
|
||||
KEY_OEM_8 = 0xDF, // None
|
||||
KEY_OEM_AX = 0xE1, // for Japan "AX"
|
||||
KEY_OEM_102 = 0xE2, // "<>" or "\|"
|
||||
KEY_ATTN = 0xF6, // Attn key
|
||||
KEY_CRSEL = 0xF7, // CrSel key
|
||||
KEY_EXSEL = 0xF8, // ExSel key
|
||||
KEY_EREOF = 0xF9, // Erase EOF key
|
||||
KEY_PLAY = 0xFA, // Play key
|
||||
KEY_ZOOM = 0xFB, // Zoom key
|
||||
KEY_PA1 = 0xFD, // PA1 key
|
||||
KEY_OEM_CLEAR = 0xFE, // Clear key
|
||||
KEY_NONE = 0xFF, // usually no key mapping, but some laptops use it for fn key
|
||||
enum EKEY_CODE
|
||||
{
|
||||
KEY_UNKNOWN = 0x0,
|
||||
KEY_LBUTTON = 0x01, // Left mouse button
|
||||
KEY_RBUTTON = 0x02, // Right mouse button
|
||||
KEY_CANCEL = 0x03, // Control-break processing
|
||||
KEY_MBUTTON = 0x04, // Middle mouse button (three-button mouse)
|
||||
KEY_XBUTTON1 = 0x05, // Windows 2000/XP: X1 mouse button
|
||||
KEY_XBUTTON2 = 0x06, // Windows 2000/XP: X2 mouse button
|
||||
KEY_BACK = 0x08, // BACKSPACE key
|
||||
KEY_TAB = 0x09, // TAB key
|
||||
KEY_CLEAR = 0x0C, // CLEAR key
|
||||
KEY_RETURN = 0x0D, // ENTER key
|
||||
KEY_SHIFT = 0x10, // SHIFT key
|
||||
KEY_CONTROL = 0x11, // CTRL key
|
||||
KEY_MENU = 0x12, // ALT key
|
||||
KEY_PAUSE = 0x13, // PAUSE key
|
||||
KEY_CAPITAL = 0x14, // CAPS LOCK key
|
||||
KEY_KANA = 0x15, // IME Kana mode
|
||||
KEY_HANGUEL = 0x15, // IME Hanguel mode (maintained for compatibility use KEY_HANGUL)
|
||||
KEY_HANGUL = 0x15, // IME Hangul mode
|
||||
KEY_JUNJA = 0x17, // IME Junja mode
|
||||
KEY_FINAL = 0x18, // IME final mode
|
||||
KEY_HANJA = 0x19, // IME Hanja mode
|
||||
KEY_KANJI = 0x19, // IME Kanji mode
|
||||
KEY_ESCAPE = 0x1B, // ESC key
|
||||
KEY_CONVERT = 0x1C, // IME convert
|
||||
KEY_NONCONVERT = 0x1D, // IME nonconvert
|
||||
KEY_ACCEPT = 0x1E, // IME accept
|
||||
KEY_MODECHANGE = 0x1F, // IME mode change request
|
||||
KEY_SPACE = 0x20, // SPACEBAR
|
||||
KEY_PRIOR = 0x21, // PAGE UP key
|
||||
KEY_NEXT = 0x22, // PAGE DOWN key
|
||||
KEY_END = 0x23, // END key
|
||||
KEY_HOME = 0x24, // HOME key
|
||||
KEY_LEFT = 0x25, // LEFT ARROW key
|
||||
KEY_UP = 0x26, // UP ARROW key
|
||||
KEY_RIGHT = 0x27, // RIGHT ARROW key
|
||||
KEY_DOWN = 0x28, // DOWN ARROW key
|
||||
KEY_SELECT = 0x29, // SELECT key
|
||||
KEY_PRINT = 0x2A, // PRINT key
|
||||
KEY_EXECUT = 0x2B, // EXECUTE key
|
||||
KEY_SNAPSHOT = 0x2C, // PRINT SCREEN key
|
||||
KEY_INSERT = 0x2D, // INS key
|
||||
KEY_DELETE = 0x2E, // DEL key
|
||||
KEY_HELP = 0x2F, // HELP key
|
||||
KEY_KEY_0 = 0x30, // 0 key
|
||||
KEY_KEY_1 = 0x31, // 1 key
|
||||
KEY_KEY_2 = 0x32, // 2 key
|
||||
KEY_KEY_3 = 0x33, // 3 key
|
||||
KEY_KEY_4 = 0x34, // 4 key
|
||||
KEY_KEY_5 = 0x35, // 5 key
|
||||
KEY_KEY_6 = 0x36, // 6 key
|
||||
KEY_KEY_7 = 0x37, // 7 key
|
||||
KEY_KEY_8 = 0x38, // 8 key
|
||||
KEY_KEY_9 = 0x39, // 9 key
|
||||
KEY_KEY_A = 0x41, // A key
|
||||
KEY_KEY_B = 0x42, // B key
|
||||
KEY_KEY_C = 0x43, // C key
|
||||
KEY_KEY_D = 0x44, // D key
|
||||
KEY_KEY_E = 0x45, // E key
|
||||
KEY_KEY_F = 0x46, // F key
|
||||
KEY_KEY_G = 0x47, // G key
|
||||
KEY_KEY_H = 0x48, // H key
|
||||
KEY_KEY_I = 0x49, // I key
|
||||
KEY_KEY_J = 0x4A, // J key
|
||||
KEY_KEY_K = 0x4B, // K key
|
||||
KEY_KEY_L = 0x4C, // L key
|
||||
KEY_KEY_M = 0x4D, // M key
|
||||
KEY_KEY_N = 0x4E, // N key
|
||||
KEY_KEY_O = 0x4F, // O key
|
||||
KEY_KEY_P = 0x50, // P key
|
||||
KEY_KEY_Q = 0x51, // Q key
|
||||
KEY_KEY_R = 0x52, // R key
|
||||
KEY_KEY_S = 0x53, // S key
|
||||
KEY_KEY_T = 0x54, // T key
|
||||
KEY_KEY_U = 0x55, // U key
|
||||
KEY_KEY_V = 0x56, // V key
|
||||
KEY_KEY_W = 0x57, // W key
|
||||
KEY_KEY_X = 0x58, // X key
|
||||
KEY_KEY_Y = 0x59, // Y key
|
||||
KEY_KEY_Z = 0x5A, // Z key
|
||||
KEY_LWIN = 0x5B, // Left Windows key (Microsoft Natural keyboard)
|
||||
KEY_RWIN = 0x5C, // Right Windows key (Natural keyboard)
|
||||
KEY_APPS = 0x5D, // Applications key (Natural keyboard)
|
||||
KEY_SLEEP = 0x5F, // Computer Sleep key
|
||||
KEY_NUMPAD0 = 0x60, // Numeric keypad 0 key
|
||||
KEY_NUMPAD1 = 0x61, // Numeric keypad 1 key
|
||||
KEY_NUMPAD2 = 0x62, // Numeric keypad 2 key
|
||||
KEY_NUMPAD3 = 0x63, // Numeric keypad 3 key
|
||||
KEY_NUMPAD4 = 0x64, // Numeric keypad 4 key
|
||||
KEY_NUMPAD5 = 0x65, // Numeric keypad 5 key
|
||||
KEY_NUMPAD6 = 0x66, // Numeric keypad 6 key
|
||||
KEY_NUMPAD7 = 0x67, // Numeric keypad 7 key
|
||||
KEY_NUMPAD8 = 0x68, // Numeric keypad 8 key
|
||||
KEY_NUMPAD9 = 0x69, // Numeric keypad 9 key
|
||||
KEY_MULTIPLY = 0x6A, // Multiply key
|
||||
KEY_ADD = 0x6B, // Add key
|
||||
KEY_SEPARATOR = 0x6C, // Separator key
|
||||
KEY_SUBTRACT = 0x6D, // Subtract key
|
||||
KEY_DECIMAL = 0x6E, // Decimal key
|
||||
KEY_DIVIDE = 0x6F, // Divide key
|
||||
KEY_F1 = 0x70, // F1 key
|
||||
KEY_F2 = 0x71, // F2 key
|
||||
KEY_F3 = 0x72, // F3 key
|
||||
KEY_F4 = 0x73, // F4 key
|
||||
KEY_F5 = 0x74, // F5 key
|
||||
KEY_F6 = 0x75, // F6 key
|
||||
KEY_F7 = 0x76, // F7 key
|
||||
KEY_F8 = 0x77, // F8 key
|
||||
KEY_F9 = 0x78, // F9 key
|
||||
KEY_F10 = 0x79, // F10 key
|
||||
KEY_F11 = 0x7A, // F11 key
|
||||
KEY_F12 = 0x7B, // F12 key
|
||||
KEY_F13 = 0x7C, // F13 key
|
||||
KEY_F14 = 0x7D, // F14 key
|
||||
KEY_F15 = 0x7E, // F15 key
|
||||
KEY_F16 = 0x7F, // F16 key
|
||||
KEY_F17 = 0x80, // F17 key
|
||||
KEY_F18 = 0x81, // F18 key
|
||||
KEY_F19 = 0x82, // F19 key
|
||||
KEY_F20 = 0x83, // F20 key
|
||||
KEY_F21 = 0x84, // F21 key
|
||||
KEY_F22 = 0x85, // F22 key
|
||||
KEY_F23 = 0x86, // F23 key
|
||||
KEY_F24 = 0x87, // F24 key
|
||||
KEY_NUMLOCK = 0x90, // NUM LOCK key
|
||||
KEY_SCROLL = 0x91, // SCROLL LOCK key
|
||||
KEY_LSHIFT = 0xA0, // Left SHIFT key
|
||||
KEY_RSHIFT = 0xA1, // Right SHIFT key
|
||||
KEY_LCONTROL = 0xA2, // Left CONTROL key
|
||||
KEY_RCONTROL = 0xA3, // Right CONTROL key
|
||||
KEY_LMENU = 0xA4, // Left MENU key
|
||||
KEY_RMENU = 0xA5, // Right MENU key
|
||||
KEY_BROWSER_BACK = 0xA6, // Browser Back key
|
||||
KEY_BROWSER_FORWARD = 0xA7, // Browser Forward key
|
||||
KEY_BROWSER_REFRESH = 0xA8, // Browser Refresh key
|
||||
KEY_BROWSER_STOP = 0xA9, // Browser Stop key
|
||||
KEY_BROWSER_SEARCH = 0xAA, // Browser Search key
|
||||
KEY_BROWSER_FAVORITES = 0xAB, // Browser Favorites key
|
||||
KEY_BROWSER_HOME = 0xAC, // Browser Start and Home key
|
||||
KEY_VOLUME_MUTE = 0xAD, // Volume Mute key
|
||||
KEY_VOLUME_DOWN = 0xAE, // Volume Down key
|
||||
KEY_VOLUME_UP = 0xAF, // Volume Up key
|
||||
KEY_MEDIA_NEXT_TRACK = 0xB0, // Next Track key
|
||||
KEY_MEDIA_PREV_TRACK = 0xB1, // Previous Track key
|
||||
KEY_MEDIA_STOP = 0xB2, // Stop Media key
|
||||
KEY_MEDIA_PLAY_PAUSE = 0xB3, // Play/Pause Media key
|
||||
KEY_OEM_1 = 0xBA, // for US ";:"
|
||||
KEY_PLUS = 0xBB, // Plus Key "+"
|
||||
KEY_COMMA = 0xBC, // Comma Key ","
|
||||
KEY_MINUS = 0xBD, // Minus Key "-"
|
||||
KEY_PERIOD = 0xBE, // Period Key "."
|
||||
KEY_OEM_2 = 0xBF, // for US "/?"
|
||||
KEY_OEM_3 = 0xC0, // for US "`~"
|
||||
KEY_OEM_4 = 0xDB, // for US "[{"
|
||||
KEY_OEM_5 = 0xDC, // for US "\|"
|
||||
KEY_OEM_6 = 0xDD, // for US "]}"
|
||||
KEY_OEM_7 = 0xDE, // for US "'""
|
||||
KEY_OEM_8 = 0xDF, // None
|
||||
KEY_OEM_AX = 0xE1, // for Japan "AX"
|
||||
KEY_OEM_102 = 0xE2, // "<>" or "\|"
|
||||
KEY_ATTN = 0xF6, // Attn key
|
||||
KEY_CRSEL = 0xF7, // CrSel key
|
||||
KEY_EXSEL = 0xF8, // ExSel key
|
||||
KEY_EREOF = 0xF9, // Erase EOF key
|
||||
KEY_PLAY = 0xFA, // Play key
|
||||
KEY_ZOOM = 0xFB, // Zoom key
|
||||
KEY_PA1 = 0xFD, // PA1 key
|
||||
KEY_OEM_CLEAR = 0xFE, // Clear key
|
||||
KEY_NONE = 0xFF, // usually no key mapping, but some laptops use it for fn key
|
||||
|
||||
KEY_KEY_CODES_COUNT = 0x100 // this is not a key, but the amount of keycodes there are.
|
||||
};
|
||||
KEY_KEY_CODES_COUNT = 0x100 // this is not a key, but the amount of keycodes there are.
|
||||
};
|
||||
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
|
|
|
@ -31,28 +31,29 @@ enum E_VERTEX_TYPE
|
|||
};
|
||||
|
||||
//! Array holding the built in vertex type names
|
||||
const char* const sBuiltInVertexTypeNames[] =
|
||||
{
|
||||
"standard",
|
||||
"2tcoords",
|
||||
"tangents",
|
||||
0
|
||||
};
|
||||
const char *const sBuiltInVertexTypeNames[] =
|
||||
{
|
||||
"standard",
|
||||
"2tcoords",
|
||||
"tangents",
|
||||
0};
|
||||
|
||||
//! standard vertex used by the Irrlicht engine.
|
||||
struct S3DVertex
|
||||
{
|
||||
//! default constructor
|
||||
constexpr S3DVertex() : Color(0xffffffff) {}
|
||||
constexpr S3DVertex() :
|
||||
Color(0xffffffff) {}
|
||||
|
||||
//! constructor
|
||||
constexpr S3DVertex(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz, SColor c, f32 tu, f32 tv)
|
||||
: Pos(x,y,z), Normal(nx,ny,nz), Color(c), TCoords(tu,tv) {}
|
||||
constexpr S3DVertex(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz, SColor c, f32 tu, f32 tv) :
|
||||
Pos(x, y, z), Normal(nx, ny, nz), Color(c), TCoords(tu, tv) {}
|
||||
|
||||
//! constructor
|
||||
constexpr S3DVertex(const core::vector3df& pos, const core::vector3df& normal,
|
||||
SColor color, const core::vector2df& tcoords)
|
||||
: Pos(pos), Normal(normal), Color(color), TCoords(tcoords) {}
|
||||
constexpr S3DVertex(const core::vector3df &pos, const core::vector3df &normal,
|
||||
SColor color, const core::vector2df &tcoords) :
|
||||
Pos(pos),
|
||||
Normal(normal), Color(color), TCoords(tcoords) {}
|
||||
|
||||
//! Position
|
||||
core::vector3df Pos;
|
||||
|
@ -66,19 +67,19 @@ struct S3DVertex
|
|||
//! Texture coordinates
|
||||
core::vector2df TCoords;
|
||||
|
||||
constexpr bool operator==(const S3DVertex& other) const
|
||||
constexpr bool operator==(const S3DVertex &other) const
|
||||
{
|
||||
return ((Pos == other.Pos) && (Normal == other.Normal) &&
|
||||
(Color == other.Color) && (TCoords == other.TCoords));
|
||||
(Color == other.Color) && (TCoords == other.TCoords));
|
||||
}
|
||||
|
||||
constexpr bool operator!=(const S3DVertex& other) const
|
||||
constexpr bool operator!=(const S3DVertex &other) const
|
||||
{
|
||||
return ((Pos != other.Pos) || (Normal != other.Normal) ||
|
||||
(Color != other.Color) || (TCoords != other.TCoords));
|
||||
(Color != other.Color) || (TCoords != other.TCoords));
|
||||
}
|
||||
|
||||
constexpr bool operator<(const S3DVertex& other) const
|
||||
constexpr bool operator<(const S3DVertex &other) const
|
||||
{
|
||||
return ((Pos < other.Pos) ||
|
||||
((Pos == other.Pos) && (Normal < other.Normal)) ||
|
||||
|
@ -93,7 +94,7 @@ struct S3DVertex
|
|||
}
|
||||
|
||||
//\param d d=0 returns other, d=1 returns this, values between interpolate.
|
||||
S3DVertex getInterpolated(const S3DVertex& other, f32 d)
|
||||
S3DVertex getInterpolated(const S3DVertex &other, f32 d)
|
||||
{
|
||||
d = core::clamp(d, 0.0f, 1.0f);
|
||||
return S3DVertex(Pos.getInterpolated(other.Pos, d),
|
||||
|
@ -103,7 +104,6 @@ struct S3DVertex
|
|||
}
|
||||
};
|
||||
|
||||
|
||||
//! Vertex with two texture coordinates.
|
||||
/** Usually used for geometry with lightmaps
|
||||
or other special materials.
|
||||
|
@ -111,61 +111,68 @@ or other special materials.
|
|||
struct S3DVertex2TCoords : public S3DVertex
|
||||
{
|
||||
//! default constructor
|
||||
constexpr S3DVertex2TCoords() : S3DVertex() {}
|
||||
constexpr S3DVertex2TCoords() :
|
||||
S3DVertex() {}
|
||||
|
||||
//! constructor with two different texture coords, but no normal
|
||||
constexpr S3DVertex2TCoords(f32 x, f32 y, f32 z, SColor c, f32 tu, f32 tv, f32 tu2, f32 tv2)
|
||||
: S3DVertex(x,y,z, 0.0f, 0.0f, 0.0f, c, tu,tv), TCoords2(tu2,tv2) {}
|
||||
constexpr S3DVertex2TCoords(f32 x, f32 y, f32 z, SColor c, f32 tu, f32 tv, f32 tu2, f32 tv2) :
|
||||
S3DVertex(x, y, z, 0.0f, 0.0f, 0.0f, c, tu, tv), TCoords2(tu2, tv2) {}
|
||||
|
||||
//! constructor with two different texture coords, but no normal
|
||||
constexpr S3DVertex2TCoords(const core::vector3df& pos, SColor color,
|
||||
const core::vector2df& tcoords, const core::vector2df& tcoords2)
|
||||
: S3DVertex(pos, core::vector3df(), color, tcoords), TCoords2(tcoords2) {}
|
||||
constexpr S3DVertex2TCoords(const core::vector3df &pos, SColor color,
|
||||
const core::vector2df &tcoords, const core::vector2df &tcoords2) :
|
||||
S3DVertex(pos, core::vector3df(), color, tcoords),
|
||||
TCoords2(tcoords2) {}
|
||||
|
||||
//! constructor with all values
|
||||
constexpr S3DVertex2TCoords(const core::vector3df& pos, const core::vector3df& normal, const SColor& color,
|
||||
const core::vector2df& tcoords, const core::vector2df& tcoords2)
|
||||
: S3DVertex(pos, normal, color, tcoords), TCoords2(tcoords2) {}
|
||||
constexpr S3DVertex2TCoords(const core::vector3df &pos, const core::vector3df &normal, const SColor &color,
|
||||
const core::vector2df &tcoords, const core::vector2df &tcoords2) :
|
||||
S3DVertex(pos, normal, color, tcoords),
|
||||
TCoords2(tcoords2) {}
|
||||
|
||||
//! constructor with all values
|
||||
constexpr S3DVertex2TCoords(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz,
|
||||
SColor c, f32 tu, f32 tv, f32 tu2, f32 tv2)
|
||||
: S3DVertex(x,y,z, nx,ny,nz, c, tu,tv), TCoords2(tu2,tv2) {}
|
||||
SColor c, f32 tu, f32 tv, f32 tu2, f32 tv2) :
|
||||
S3DVertex(x, y, z, nx, ny, nz, c, tu, tv),
|
||||
TCoords2(tu2, tv2) {}
|
||||
|
||||
//! constructor with the same texture coords and normal
|
||||
constexpr S3DVertex2TCoords(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz,
|
||||
SColor c, f32 tu, f32 tv)
|
||||
: S3DVertex(x,y,z, nx,ny,nz, c, tu,tv), TCoords2(tu,tv) {}
|
||||
SColor c, f32 tu, f32 tv) :
|
||||
S3DVertex(x, y, z, nx, ny, nz, c, tu, tv),
|
||||
TCoords2(tu, tv) {}
|
||||
|
||||
//! constructor with the same texture coords and normal
|
||||
constexpr S3DVertex2TCoords(const core::vector3df& pos, const core::vector3df& normal,
|
||||
SColor color, const core::vector2df& tcoords)
|
||||
: S3DVertex(pos, normal, color, tcoords), TCoords2(tcoords) {}
|
||||
constexpr S3DVertex2TCoords(const core::vector3df &pos, const core::vector3df &normal,
|
||||
SColor color, const core::vector2df &tcoords) :
|
||||
S3DVertex(pos, normal, color, tcoords),
|
||||
TCoords2(tcoords) {}
|
||||
|
||||
//! constructor from S3DVertex
|
||||
constexpr S3DVertex2TCoords(const S3DVertex& o) : S3DVertex(o) {}
|
||||
constexpr S3DVertex2TCoords(const S3DVertex &o) :
|
||||
S3DVertex(o) {}
|
||||
|
||||
//! Second set of texture coordinates
|
||||
core::vector2df TCoords2;
|
||||
|
||||
//! Equality operator
|
||||
constexpr bool operator==(const S3DVertex2TCoords& other) const
|
||||
constexpr bool operator==(const S3DVertex2TCoords &other) const
|
||||
{
|
||||
return ((static_cast<S3DVertex>(*this)==static_cast<const S3DVertex&>(other)) &&
|
||||
(TCoords2 == other.TCoords2));
|
||||
return ((static_cast<S3DVertex>(*this) == static_cast<const S3DVertex &>(other)) &&
|
||||
(TCoords2 == other.TCoords2));
|
||||
}
|
||||
|
||||
//! Inequality operator
|
||||
constexpr bool operator!=(const S3DVertex2TCoords& other) const
|
||||
constexpr bool operator!=(const S3DVertex2TCoords &other) const
|
||||
{
|
||||
return ((static_cast<S3DVertex>(*this)!=static_cast<const S3DVertex&>(other)) ||
|
||||
(TCoords2 != other.TCoords2));
|
||||
return ((static_cast<S3DVertex>(*this) != static_cast<const S3DVertex &>(other)) ||
|
||||
(TCoords2 != other.TCoords2));
|
||||
}
|
||||
|
||||
constexpr bool operator<(const S3DVertex2TCoords& other) const
|
||||
constexpr bool operator<(const S3DVertex2TCoords &other) const
|
||||
{
|
||||
return ((static_cast<S3DVertex>(*this) < other) ||
|
||||
((static_cast<S3DVertex>(*this) == static_cast<const S3DVertex&>(other)) && (TCoords2 < other.TCoords2)));
|
||||
((static_cast<S3DVertex>(*this) == static_cast<const S3DVertex &>(other)) && (TCoords2 < other.TCoords2)));
|
||||
}
|
||||
|
||||
static E_VERTEX_TYPE getType()
|
||||
|
@ -174,7 +181,7 @@ struct S3DVertex2TCoords : public S3DVertex
|
|||
}
|
||||
|
||||
//\param d d=0 returns other, d=1 returns this, values between interpolate.
|
||||
S3DVertex2TCoords getInterpolated(const S3DVertex2TCoords& other, f32 d)
|
||||
S3DVertex2TCoords getInterpolated(const S3DVertex2TCoords &other, f32 d)
|
||||
{
|
||||
d = core::clamp(d, 0.0f, 1.0f);
|
||||
return S3DVertex2TCoords(Pos.getInterpolated(other.Pos, d),
|
||||
|
@ -185,7 +192,6 @@ struct S3DVertex2TCoords : public S3DVertex
|
|||
}
|
||||
};
|
||||
|
||||
|
||||
//! Vertex with a tangent and binormal vector.
|
||||
/** Usually used for tangent space normal mapping.
|
||||
Usually tangent and binormal get send to shaders as texture coordinate sets 1 and 2.
|
||||
|
@ -193,30 +199,34 @@ struct S3DVertex2TCoords : public S3DVertex
|
|||
struct S3DVertexTangents : public S3DVertex
|
||||
{
|
||||
//! default constructor
|
||||
S3DVertexTangents() : S3DVertex() { }
|
||||
S3DVertexTangents() :
|
||||
S3DVertex() {}
|
||||
|
||||
//! constructor
|
||||
constexpr S3DVertexTangents(f32 x, f32 y, f32 z, f32 nx=0.0f, f32 ny=0.0f, f32 nz=0.0f,
|
||||
SColor c = 0xFFFFFFFF, f32 tu=0.0f, f32 tv=0.0f,
|
||||
f32 tanx=0.0f, f32 tany=0.0f, f32 tanz=0.0f,
|
||||
f32 bx=0.0f, f32 by=0.0f, f32 bz=0.0f)
|
||||
: S3DVertex(x,y,z, nx,ny,nz, c, tu,tv), Tangent(tanx,tany,tanz), Binormal(bx,by,bz) { }
|
||||
constexpr S3DVertexTangents(f32 x, f32 y, f32 z, f32 nx = 0.0f, f32 ny = 0.0f, f32 nz = 0.0f,
|
||||
SColor c = 0xFFFFFFFF, f32 tu = 0.0f, f32 tv = 0.0f,
|
||||
f32 tanx = 0.0f, f32 tany = 0.0f, f32 tanz = 0.0f,
|
||||
f32 bx = 0.0f, f32 by = 0.0f, f32 bz = 0.0f) :
|
||||
S3DVertex(x, y, z, nx, ny, nz, c, tu, tv),
|
||||
Tangent(tanx, tany, tanz), Binormal(bx, by, bz) {}
|
||||
|
||||
//! constructor
|
||||
constexpr S3DVertexTangents(const core::vector3df& pos, SColor c,
|
||||
const core::vector2df& tcoords)
|
||||
: S3DVertex(pos, core::vector3df(), c, tcoords) { }
|
||||
constexpr S3DVertexTangents(const core::vector3df &pos, SColor c,
|
||||
const core::vector2df &tcoords) :
|
||||
S3DVertex(pos, core::vector3df(), c, tcoords) {}
|
||||
|
||||
//! constructor
|
||||
constexpr S3DVertexTangents(const core::vector3df& pos,
|
||||
const core::vector3df& normal, SColor c,
|
||||
const core::vector2df& tcoords,
|
||||
const core::vector3df& tangent=core::vector3df(),
|
||||
const core::vector3df& binormal=core::vector3df())
|
||||
: S3DVertex(pos, normal, c, tcoords), Tangent(tangent), Binormal(binormal) { }
|
||||
constexpr S3DVertexTangents(const core::vector3df &pos,
|
||||
const core::vector3df &normal, SColor c,
|
||||
const core::vector2df &tcoords,
|
||||
const core::vector3df &tangent = core::vector3df(),
|
||||
const core::vector3df &binormal = core::vector3df()) :
|
||||
S3DVertex(pos, normal, c, tcoords),
|
||||
Tangent(tangent), Binormal(binormal) {}
|
||||
|
||||
//! constructor from S3DVertex
|
||||
constexpr S3DVertexTangents(const S3DVertex& o) : S3DVertex(o) {}
|
||||
constexpr S3DVertexTangents(const S3DVertex &o) :
|
||||
S3DVertex(o) {}
|
||||
|
||||
//! Tangent vector along the x-axis of the texture
|
||||
core::vector3df Tangent;
|
||||
|
@ -224,25 +234,25 @@ struct S3DVertexTangents : public S3DVertex
|
|||
//! Binormal vector (tangent x normal)
|
||||
core::vector3df Binormal;
|
||||
|
||||
constexpr bool operator==(const S3DVertexTangents& other) const
|
||||
constexpr bool operator==(const S3DVertexTangents &other) const
|
||||
{
|
||||
return ((static_cast<S3DVertex>(*this)==static_cast<const S3DVertex&>(other)) &&
|
||||
(Tangent == other.Tangent) &&
|
||||
(Binormal == other.Binormal));
|
||||
return ((static_cast<S3DVertex>(*this) == static_cast<const S3DVertex &>(other)) &&
|
||||
(Tangent == other.Tangent) &&
|
||||
(Binormal == other.Binormal));
|
||||
}
|
||||
|
||||
constexpr bool operator!=(const S3DVertexTangents& other) const
|
||||
constexpr bool operator!=(const S3DVertexTangents &other) const
|
||||
{
|
||||
return ((static_cast<S3DVertex>(*this)!=static_cast<const S3DVertex&>(other)) ||
|
||||
(Tangent != other.Tangent) ||
|
||||
(Binormal != other.Binormal));
|
||||
return ((static_cast<S3DVertex>(*this) != static_cast<const S3DVertex &>(other)) ||
|
||||
(Tangent != other.Tangent) ||
|
||||
(Binormal != other.Binormal));
|
||||
}
|
||||
|
||||
constexpr bool operator<(const S3DVertexTangents& other) const
|
||||
constexpr bool operator<(const S3DVertexTangents &other) const
|
||||
{
|
||||
return ((static_cast<S3DVertex>(*this) < other) ||
|
||||
((static_cast<S3DVertex>(*this) == static_cast<const S3DVertex&>(other)) && (Tangent < other.Tangent)) ||
|
||||
((static_cast<S3DVertex>(*this) == static_cast<const S3DVertex&>(other)) && (Tangent == other.Tangent) && (Binormal < other.Binormal)));
|
||||
((static_cast<S3DVertex>(*this) == static_cast<const S3DVertex &>(other)) && (Tangent < other.Tangent)) ||
|
||||
((static_cast<S3DVertex>(*this) == static_cast<const S3DVertex &>(other)) && (Tangent == other.Tangent) && (Binormal < other.Binormal)));
|
||||
}
|
||||
|
||||
static E_VERTEX_TYPE getType()
|
||||
|
@ -250,7 +260,7 @@ struct S3DVertexTangents : public S3DVertex
|
|||
return EVT_TANGENTS;
|
||||
}
|
||||
|
||||
S3DVertexTangents getInterpolated(const S3DVertexTangents& other, f32 d)
|
||||
S3DVertexTangents getInterpolated(const S3DVertexTangents &other, f32 d)
|
||||
{
|
||||
d = core::clamp(d, 0.0f, 1.0f);
|
||||
return S3DVertexTangents(Pos.getInterpolated(other.Pos, d),
|
||||
|
@ -262,12 +272,9 @@ struct S3DVertexTangents : public S3DVertex
|
|||
}
|
||||
};
|
||||
|
||||
|
||||
|
||||
inline u32 getVertexPitchFromType(E_VERTEX_TYPE vertexType)
|
||||
{
|
||||
switch (vertexType)
|
||||
{
|
||||
switch (vertexType) {
|
||||
case video::EVT_2TCOORDS:
|
||||
return sizeof(video::S3DVertex2TCoords);
|
||||
case video::EVT_TANGENTS:
|
||||
|
@ -277,6 +284,5 @@ inline u32 getVertexPitchFromType(E_VERTEX_TYPE vertexType)
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
|
|
@ -14,165 +14,164 @@ namespace irr
|
|||
namespace scene
|
||||
{
|
||||
|
||||
//! Simple implementation of the IAnimatedMesh interface.
|
||||
struct SAnimatedMesh : public IAnimatedMesh
|
||||
//! Simple implementation of the IAnimatedMesh interface.
|
||||
struct SAnimatedMesh : public IAnimatedMesh
|
||||
{
|
||||
//! constructor
|
||||
SAnimatedMesh(scene::IMesh *mesh = 0, scene::E_ANIMATED_MESH_TYPE type = scene::EAMT_UNKNOWN) :
|
||||
IAnimatedMesh(), FramesPerSecond(25.f), Type(type)
|
||||
{
|
||||
//! constructor
|
||||
SAnimatedMesh(scene::IMesh* mesh=0, scene::E_ANIMATED_MESH_TYPE type=scene::EAMT_UNKNOWN) : IAnimatedMesh(), FramesPerSecond(25.f), Type(type)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
setDebugName("SAnimatedMesh");
|
||||
#endif
|
||||
addMesh(mesh);
|
||||
recalculateBoundingBox();
|
||||
#ifdef _DEBUG
|
||||
setDebugName("SAnimatedMesh");
|
||||
#endif
|
||||
addMesh(mesh);
|
||||
recalculateBoundingBox();
|
||||
}
|
||||
|
||||
//! destructor
|
||||
virtual ~SAnimatedMesh()
|
||||
{
|
||||
// drop meshes
|
||||
for (u32 i = 0; i < Meshes.size(); ++i)
|
||||
Meshes[i]->drop();
|
||||
}
|
||||
|
||||
//! Gets the frame count of the animated mesh.
|
||||
/** \return Amount of frames. If the amount is 1, it is a static, non animated mesh. */
|
||||
u32 getFrameCount() const override
|
||||
{
|
||||
return Meshes.size();
|
||||
}
|
||||
|
||||
//! 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. */
|
||||
f32 getAnimationSpeed() const override
|
||||
{
|
||||
return FramesPerSecond;
|
||||
}
|
||||
|
||||
//! 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.*/
|
||||
void setAnimationSpeed(f32 fps) override
|
||||
{
|
||||
FramesPerSecond = fps;
|
||||
}
|
||||
|
||||
//! Returns the IMesh interface for a frame.
|
||||
/** \param frame: Frame number as zero based index. The maximum frame number is
|
||||
getFrameCount() - 1;
|
||||
\param detailLevel: Level of detail. 0 is the lowest,
|
||||
255 the highest level of detail. Most meshes will ignore the detail level.
|
||||
\param startFrameLoop: start frame
|
||||
\param endFrameLoop: end frame
|
||||
\return The animated mesh based on a detail level. */
|
||||
IMesh *getMesh(s32 frame, s32 detailLevel = 255, s32 startFrameLoop = -1, s32 endFrameLoop = -1) override
|
||||
{
|
||||
if (Meshes.empty())
|
||||
return 0;
|
||||
|
||||
return Meshes[frame];
|
||||
}
|
||||
|
||||
//! adds a Mesh
|
||||
void addMesh(IMesh *mesh)
|
||||
{
|
||||
if (mesh) {
|
||||
mesh->grab();
|
||||
Meshes.push_back(mesh);
|
||||
}
|
||||
}
|
||||
|
||||
//! destructor
|
||||
virtual ~SAnimatedMesh()
|
||||
{
|
||||
// drop meshes
|
||||
for (u32 i=0; i<Meshes.size(); ++i)
|
||||
Meshes[i]->drop();
|
||||
}
|
||||
//! Returns an axis aligned bounding box of the mesh.
|
||||
/** \return A bounding box of this mesh is returned. */
|
||||
const core::aabbox3d<f32> &getBoundingBox() const override
|
||||
{
|
||||
return Box;
|
||||
}
|
||||
|
||||
//! Gets the frame count of the animated mesh.
|
||||
/** \return Amount of frames. If the amount is 1, it is a static, non animated mesh. */
|
||||
u32 getFrameCount() const override
|
||||
{
|
||||
return Meshes.size();
|
||||
}
|
||||
//! set user axis aligned bounding box
|
||||
void setBoundingBox(const core::aabbox3df &box) override
|
||||
{
|
||||
Box = box;
|
||||
}
|
||||
|
||||
//! 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. */
|
||||
f32 getAnimationSpeed() const override
|
||||
{
|
||||
return FramesPerSecond;
|
||||
}
|
||||
//! Recalculates the bounding box.
|
||||
void recalculateBoundingBox()
|
||||
{
|
||||
Box.reset(0, 0, 0);
|
||||
|
||||
//! 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.*/
|
||||
void setAnimationSpeed(f32 fps) override
|
||||
{
|
||||
FramesPerSecond=fps;
|
||||
}
|
||||
if (Meshes.empty())
|
||||
return;
|
||||
|
||||
//! Returns the IMesh interface for a frame.
|
||||
/** \param frame: Frame number as zero based index. The maximum frame number is
|
||||
getFrameCount() - 1;
|
||||
\param detailLevel: Level of detail. 0 is the lowest,
|
||||
255 the highest level of detail. Most meshes will ignore the detail level.
|
||||
\param startFrameLoop: start frame
|
||||
\param endFrameLoop: end frame
|
||||
\return The animated mesh based on a detail level. */
|
||||
IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) override
|
||||
{
|
||||
if (Meshes.empty())
|
||||
return 0;
|
||||
Box = Meshes[0]->getBoundingBox();
|
||||
|
||||
return Meshes[frame];
|
||||
}
|
||||
for (u32 i = 1; i < Meshes.size(); ++i)
|
||||
Box.addInternalBox(Meshes[i]->getBoundingBox());
|
||||
}
|
||||
|
||||
//! adds a Mesh
|
||||
void addMesh(IMesh* mesh)
|
||||
{
|
||||
if (mesh)
|
||||
{
|
||||
mesh->grab();
|
||||
Meshes.push_back(mesh);
|
||||
}
|
||||
}
|
||||
//! Returns the type of the animated mesh.
|
||||
E_ANIMATED_MESH_TYPE getMeshType() const override
|
||||
{
|
||||
return Type;
|
||||
}
|
||||
|
||||
//! Returns an axis aligned bounding box of the mesh.
|
||||
/** \return A bounding box of this mesh is returned. */
|
||||
const core::aabbox3d<f32>& getBoundingBox() const override
|
||||
{
|
||||
return Box;
|
||||
}
|
||||
//! returns amount of mesh buffers.
|
||||
u32 getMeshBufferCount() const override
|
||||
{
|
||||
if (Meshes.empty())
|
||||
return 0;
|
||||
|
||||
//! set user axis aligned bounding box
|
||||
void setBoundingBox(const core::aabbox3df& box) override
|
||||
{
|
||||
Box = box;
|
||||
}
|
||||
return Meshes[0]->getMeshBufferCount();
|
||||
}
|
||||
|
||||
//! Recalculates the bounding box.
|
||||
void recalculateBoundingBox()
|
||||
{
|
||||
Box.reset(0,0,0);
|
||||
//! returns pointer to a mesh buffer
|
||||
IMeshBuffer *getMeshBuffer(u32 nr) const override
|
||||
{
|
||||
if (Meshes.empty())
|
||||
return 0;
|
||||
|
||||
if (Meshes.empty())
|
||||
return;
|
||||
return Meshes[0]->getMeshBuffer(nr);
|
||||
}
|
||||
|
||||
Box = Meshes[0]->getBoundingBox();
|
||||
//! Returns pointer to a mesh buffer which fits a material
|
||||
/** \param material: material to search for
|
||||
\return Returns the pointer to the mesh buffer or
|
||||
NULL if there is no such mesh buffer. */
|
||||
IMeshBuffer *getMeshBuffer(const video::SMaterial &material) const override
|
||||
{
|
||||
if (Meshes.empty())
|
||||
return 0;
|
||||
|
||||
for (u32 i=1; i<Meshes.size(); ++i)
|
||||
Box.addInternalBox(Meshes[i]->getBoundingBox());
|
||||
}
|
||||
return Meshes[0]->getMeshBuffer(material);
|
||||
}
|
||||
|
||||
//! Returns the type of the animated mesh.
|
||||
E_ANIMATED_MESH_TYPE getMeshType() const override
|
||||
{
|
||||
return Type;
|
||||
}
|
||||
//! set the hardware mapping hint, for driver
|
||||
void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override
|
||||
{
|
||||
for (u32 i = 0; i < Meshes.size(); ++i)
|
||||
Meshes[i]->setHardwareMappingHint(newMappingHint, buffer);
|
||||
}
|
||||
|
||||
//! returns amount of mesh buffers.
|
||||
u32 getMeshBufferCount() const override
|
||||
{
|
||||
if (Meshes.empty())
|
||||
return 0;
|
||||
//! flags the meshbuffer as changed, reloads hardware buffers
|
||||
void setDirty(E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override
|
||||
{
|
||||
for (u32 i = 0; i < Meshes.size(); ++i)
|
||||
Meshes[i]->setDirty(buffer);
|
||||
}
|
||||
|
||||
return Meshes[0]->getMeshBufferCount();
|
||||
}
|
||||
//! All meshes defining the animated mesh
|
||||
core::array<IMesh *> Meshes;
|
||||
|
||||
//! returns pointer to a mesh buffer
|
||||
IMeshBuffer* getMeshBuffer(u32 nr) const override
|
||||
{
|
||||
if (Meshes.empty())
|
||||
return 0;
|
||||
//! The bounding box of this mesh
|
||||
core::aabbox3d<f32> Box;
|
||||
|
||||
return Meshes[0]->getMeshBuffer(nr);
|
||||
}
|
||||
|
||||
//! Returns pointer to a mesh buffer which fits a material
|
||||
/** \param material: material to search for
|
||||
\return Returns the pointer to the mesh buffer or
|
||||
NULL if there is no such mesh buffer. */
|
||||
IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const override
|
||||
{
|
||||
if (Meshes.empty())
|
||||
return 0;
|
||||
|
||||
return Meshes[0]->getMeshBuffer(material);
|
||||
}
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) override
|
||||
{
|
||||
for (u32 i=0; i<Meshes.size(); ++i)
|
||||
Meshes[i]->setHardwareMappingHint(newMappingHint, buffer);
|
||||
}
|
||||
|
||||
//! flags the meshbuffer as changed, reloads hardware buffers
|
||||
void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) override
|
||||
{
|
||||
for (u32 i=0; i<Meshes.size(); ++i)
|
||||
Meshes[i]->setDirty(buffer);
|
||||
}
|
||||
|
||||
//! All meshes defining the animated mesh
|
||||
core::array<IMesh*> Meshes;
|
||||
|
||||
//! The bounding box of this mesh
|
||||
core::aabbox3d<f32> Box;
|
||||
|
||||
//! Default animation speed of this mesh.
|
||||
f32 FramesPerSecond;
|
||||
|
||||
//! The type of the mesh.
|
||||
E_ANIMATED_MESH_TYPE Type;
|
||||
};
|
||||
//! Default animation speed of this mesh.
|
||||
f32 FramesPerSecond;
|
||||
|
||||
//! The type of the mesh.
|
||||
E_ANIMATED_MESH_TYPE Type;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
|
1400
include/SColor.h
1400
include/SColor.h
File diff suppressed because it is too large
Load Diff
|
@ -17,52 +17,62 @@ you are using the software or the null device.
|
|||
*/
|
||||
struct SExposedVideoData
|
||||
{
|
||||
SExposedVideoData() {OpenGLWin32.HDc=0; OpenGLWin32.HRc=0; OpenGLWin32.HWnd=0;}
|
||||
explicit SExposedVideoData(void* Window) {OpenGLWin32.HDc=0; OpenGLWin32.HRc=0; OpenGLWin32.HWnd=Window;}
|
||||
SExposedVideoData()
|
||||
{
|
||||
OpenGLWin32.HDc = 0;
|
||||
OpenGLWin32.HRc = 0;
|
||||
OpenGLWin32.HWnd = 0;
|
||||
}
|
||||
explicit SExposedVideoData(void *Window)
|
||||
{
|
||||
OpenGLWin32.HDc = 0;
|
||||
OpenGLWin32.HRc = 0;
|
||||
OpenGLWin32.HWnd = Window;
|
||||
}
|
||||
|
||||
struct SOpenGLWin32
|
||||
{
|
||||
//! Private GDI Device Context.
|
||||
/** Get if for example with: HDC h = reinterpret_cast<HDC>(exposedData.OpenGLWin32.HDc) */
|
||||
void* HDc;
|
||||
void *HDc;
|
||||
|
||||
//! Permanent Rendering Context.
|
||||
/** Get if for example with: HGLRC h = reinterpret_cast<HGLRC>(exposedData.OpenGLWin32.HRc) */
|
||||
void* HRc;
|
||||
void *HRc;
|
||||
|
||||
//! Window handle.
|
||||
/** Get with for example with: HWND h = reinterpret_cast<HWND>(exposedData.OpenGLWin32.HWnd) */
|
||||
void* HWnd;
|
||||
void *HWnd;
|
||||
};
|
||||
|
||||
struct SOpenGLLinux
|
||||
{
|
||||
// XWindow handles
|
||||
void* X11Display;
|
||||
void* X11Context;
|
||||
void *X11Display;
|
||||
void *X11Context;
|
||||
unsigned long X11Window;
|
||||
unsigned long GLXWindow;
|
||||
};
|
||||
|
||||
struct SOpenGLOSX
|
||||
{
|
||||
//! The NSOpenGLContext object.
|
||||
void* Context;
|
||||
struct SOpenGLOSX
|
||||
{
|
||||
//! The NSOpenGLContext object.
|
||||
void *Context;
|
||||
|
||||
//! The NSWindow object.
|
||||
void* Window;
|
||||
};
|
||||
//! The NSWindow object.
|
||||
void *Window;
|
||||
};
|
||||
|
||||
struct SOpenGLFB
|
||||
{
|
||||
//! The EGLNativeWindowType object.
|
||||
void* Window;
|
||||
void *Window;
|
||||
};
|
||||
|
||||
struct SOGLESAndroid
|
||||
{
|
||||
//! The ANativeWindow object.
|
||||
void* Window;
|
||||
void *Window;
|
||||
};
|
||||
|
||||
union
|
||||
|
|
|
@ -14,18 +14,18 @@
|
|||
|
||||
namespace irr
|
||||
{
|
||||
class IEventReceiver;
|
||||
class IEventReceiver;
|
||||
|
||||
//! Structure for holding Irrlicht Device creation parameters.
|
||||
/** This structure is used in the createDeviceEx() function. */
|
||||
struct SIrrlichtCreationParameters
|
||||
{
|
||||
//! Constructs a SIrrlichtCreationParameters structure with default values.
|
||||
SIrrlichtCreationParameters() :
|
||||
//! Structure for holding Irrlicht Device creation parameters.
|
||||
/** This structure is used in the createDeviceEx() function. */
|
||||
struct SIrrlichtCreationParameters
|
||||
{
|
||||
//! Constructs a SIrrlichtCreationParameters structure with default values.
|
||||
SIrrlichtCreationParameters() :
|
||||
DeviceType(EIDT_BEST),
|
||||
DriverType(video::EDT_OPENGL),
|
||||
WindowSize(core::dimension2d<u32>(800, 600)),
|
||||
WindowPosition(core::position2di(-1,-1)),
|
||||
WindowPosition(core::position2di(-1, -1)),
|
||||
Bits(32),
|
||||
ZBufferBits(24),
|
||||
Fullscreen(false),
|
||||
|
@ -51,216 +51,217 @@ namespace irr
|
|||
#else
|
||||
OGLES2ShaderPath("../../media/Shaders/")
|
||||
#endif
|
||||
{
|
||||
}
|
||||
{
|
||||
}
|
||||
|
||||
SIrrlichtCreationParameters(const SIrrlichtCreationParameters& other) :
|
||||
SIrrlichtCreationParameters(const SIrrlichtCreationParameters &other) :
|
||||
SDK_version_do_not_use(IRRLICHT_SDK_VERSION)
|
||||
{*this = other;}
|
||||
{
|
||||
*this = other;
|
||||
}
|
||||
|
||||
SIrrlichtCreationParameters& operator=(const SIrrlichtCreationParameters& other)
|
||||
SIrrlichtCreationParameters &operator=(const SIrrlichtCreationParameters &other)
|
||||
{
|
||||
DeviceType = other.DeviceType;
|
||||
DriverType = other.DriverType;
|
||||
WindowSize = other.WindowSize;
|
||||
WindowPosition = other.WindowPosition;
|
||||
Bits = other.Bits;
|
||||
ZBufferBits = other.ZBufferBits;
|
||||
Fullscreen = other.Fullscreen;
|
||||
WindowMaximized = other.WindowMaximized;
|
||||
WindowResizable = other.WindowResizable;
|
||||
Stencilbuffer = other.Stencilbuffer;
|
||||
Vsync = other.Vsync;
|
||||
AntiAlias = other.AntiAlias;
|
||||
WithAlphaChannel = other.WithAlphaChannel;
|
||||
Doublebuffer = other.Doublebuffer;
|
||||
Stereobuffer = other.Stereobuffer;
|
||||
EventReceiver = other.EventReceiver;
|
||||
WindowId = other.WindowId;
|
||||
LoggingLevel = other.LoggingLevel;
|
||||
PrivateData = other.PrivateData;
|
||||
OGLES2ShaderPath = other.OGLES2ShaderPath;
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Type of the device.
|
||||
/** This setting decides the windowing system used by the device, most device types are native
|
||||
to a specific operating system and so may not be available.
|
||||
EIDT_WIN32 is only available on Windows desktops,
|
||||
EIDT_COCOA is only available on Mac OSX,
|
||||
EIDT_X11 is available on Linux, Solaris, BSD and other operating systems which use X11,
|
||||
EIDT_SDL is available on most systems if compiled in,
|
||||
EIDT_BEST will select the best available device for your operating system.
|
||||
Default: EIDT_BEST. */
|
||||
E_DEVICE_TYPE DeviceType;
|
||||
|
||||
//! Type of video driver used to render graphics.
|
||||
video::E_DRIVER_TYPE DriverType;
|
||||
|
||||
//! Size of the window or the video mode in fullscreen mode. Default: 800x600
|
||||
core::dimension2d<u32> WindowSize;
|
||||
|
||||
//! Position of the window on-screen. Default: (-1, -1) or centered.
|
||||
core::position2di WindowPosition;
|
||||
|
||||
//! Minimum Bits per pixel of the color buffer in fullscreen mode. Ignored if windowed mode. Default: 32.
|
||||
u8 Bits;
|
||||
|
||||
//! Minimum Bits per pixel of the depth buffer. Default: 24.
|
||||
u8 ZBufferBits;
|
||||
|
||||
//! Should be set to true if the device should run in fullscreen.
|
||||
/** Otherwise the device runs in windowed mode. Default: false. */
|
||||
bool Fullscreen;
|
||||
|
||||
//! Maximised window. (Only supported on SDL.) Default: false
|
||||
bool WindowMaximized;
|
||||
|
||||
//! Should a non-fullscreen window be resizable.
|
||||
/** Might not be supported by all devices. Ignored when Fullscreen is true.
|
||||
Values: 0 = not resizable, 1 = resizable, 2 = system decides default itself
|
||||
Default: 2*/
|
||||
u8 WindowResizable;
|
||||
|
||||
//! Specifies if the stencil buffer should be enabled.
|
||||
/** Set this to true, if you want the engine be able to draw
|
||||
stencil buffer shadows. Note that not all drivers are able to
|
||||
use the stencil buffer, hence it can be ignored during device
|
||||
creation. Without the stencil buffer no shadows will be drawn.
|
||||
Default: true. */
|
||||
bool Stencilbuffer;
|
||||
|
||||
//! Specifies vertical synchronization.
|
||||
/** If set to true, the driver will wait for the vertical
|
||||
retrace period, otherwise not. May be silently ignored.
|
||||
Default: false */
|
||||
bool Vsync;
|
||||
|
||||
//! Specifies if the device should use fullscreen anti aliasing
|
||||
/** Makes sharp/pixelated edges softer, but requires more
|
||||
performance. Also, 2D elements might look blurred with this
|
||||
switched on. The resulting rendering quality also depends on
|
||||
the hardware and driver you are using, your program might look
|
||||
different on different hardware with this. So if you are
|
||||
writing a game/application with AntiAlias switched on, it would
|
||||
be a good idea to make it possible to switch this option off
|
||||
again by the user.
|
||||
The value is the maximal antialiasing factor requested for
|
||||
the device. The creation method will automatically try smaller
|
||||
values if no window can be created with the given value.
|
||||
Value one is usually the same as 0 (disabled), but might be a
|
||||
special value on some platforms. On D3D devices it maps to
|
||||
NONMASKABLE.
|
||||
Default value: 0 - disabled */
|
||||
u8 AntiAlias;
|
||||
|
||||
//! Whether the main framebuffer uses an alpha channel.
|
||||
/** In some situations it might be desirable to get a color
|
||||
buffer with an alpha channel, e.g. when rendering into a
|
||||
transparent window or overlay. If this flag is set the device
|
||||
tries to create a framebuffer with alpha channel.
|
||||
If this flag is set, only color buffers with alpha channel
|
||||
are considered. Otherwise, it depends on the actual hardware
|
||||
if the colorbuffer has an alpha channel or not.
|
||||
Default value: false */
|
||||
bool WithAlphaChannel;
|
||||
|
||||
//! Whether the main framebuffer uses doublebuffering.
|
||||
/** This should be usually enabled, in order to avoid render
|
||||
artifacts on the visible framebuffer. However, it might be
|
||||
useful to use only one buffer on very small devices. If no
|
||||
doublebuffering is available, the drivers will fall back to
|
||||
single buffers. Default value: true */
|
||||
bool Doublebuffer;
|
||||
|
||||
//! Specifies if the device should use stereo buffers
|
||||
/** Some high-end gfx cards support two framebuffers for direct
|
||||
support of stereoscopic output devices. If this flag is set the
|
||||
device tries to create a stereo context.
|
||||
Currently only supported by OpenGL.
|
||||
Default value: false */
|
||||
bool Stereobuffer;
|
||||
|
||||
//! A user created event receiver.
|
||||
IEventReceiver *EventReceiver;
|
||||
|
||||
//! Window Id.
|
||||
/** If this is set to a value other than 0, the Irrlicht Engine
|
||||
will be created in an already existing window.
|
||||
For Windows, set this to the HWND of the window you want.
|
||||
The windowSize and FullScreen options will be ignored when using
|
||||
the WindowId parameter. Default this is set to 0.
|
||||
To make Irrlicht run inside the custom window, you still will
|
||||
have to draw Irrlicht on your own. You can use this loop, as
|
||||
usual:
|
||||
\code
|
||||
while (device->run())
|
||||
{
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, 0);
|
||||
smgr->drawAll();
|
||||
driver->endScene();
|
||||
}
|
||||
\endcode
|
||||
Instead of this, you can also simply use your own message loop
|
||||
using GetMessage, DispatchMessage and whatever. Calling
|
||||
IrrlichtDevice::run() will cause Irrlicht to dispatch messages
|
||||
internally too. You need not call Device->run() if you want to
|
||||
do your own message dispatching loop, but Irrlicht will not be
|
||||
able to fetch user input then and you have to do it on your own
|
||||
using the window messages, DirectInput, or whatever. Also,
|
||||
you'll have to increment the Irrlicht timer.
|
||||
An alternative, own message dispatching loop without
|
||||
device->run() would look like this:
|
||||
\code
|
||||
MSG msg;
|
||||
while (true)
|
||||
{
|
||||
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
|
||||
{
|
||||
DeviceType = other.DeviceType;
|
||||
DriverType = other.DriverType;
|
||||
WindowSize = other.WindowSize;
|
||||
WindowPosition = other.WindowPosition;
|
||||
Bits = other.Bits;
|
||||
ZBufferBits = other.ZBufferBits;
|
||||
Fullscreen = other.Fullscreen;
|
||||
WindowMaximized = other.WindowMaximized;
|
||||
WindowResizable = other.WindowResizable;
|
||||
Stencilbuffer = other.Stencilbuffer;
|
||||
Vsync = other.Vsync;
|
||||
AntiAlias = other.AntiAlias;
|
||||
WithAlphaChannel = other.WithAlphaChannel;
|
||||
Doublebuffer = other.Doublebuffer;
|
||||
Stereobuffer = other.Stereobuffer;
|
||||
EventReceiver = other.EventReceiver;
|
||||
WindowId = other.WindowId;
|
||||
LoggingLevel = other.LoggingLevel;
|
||||
PrivateData = other.PrivateData;
|
||||
OGLES2ShaderPath = other.OGLES2ShaderPath;
|
||||
return *this;
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
|
||||
if (msg.message == WM_QUIT)
|
||||
break;
|
||||
}
|
||||
|
||||
//! Type of the device.
|
||||
/** This setting decides the windowing system used by the device, most device types are native
|
||||
to a specific operating system and so may not be available.
|
||||
EIDT_WIN32 is only available on Windows desktops,
|
||||
EIDT_COCOA is only available on Mac OSX,
|
||||
EIDT_X11 is available on Linux, Solaris, BSD and other operating systems which use X11,
|
||||
EIDT_SDL is available on most systems if compiled in,
|
||||
EIDT_BEST will select the best available device for your operating system.
|
||||
Default: EIDT_BEST. */
|
||||
E_DEVICE_TYPE DeviceType;
|
||||
// increase virtual timer time
|
||||
device->getTimer()->tick();
|
||||
|
||||
//! Type of video driver used to render graphics.
|
||||
video::E_DRIVER_TYPE DriverType;
|
||||
// draw engine picture
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, 0);
|
||||
smgr->drawAll();
|
||||
driver->endScene();
|
||||
}
|
||||
\endcode
|
||||
However, there is no need to draw the picture this often. Just
|
||||
do it how you like. */
|
||||
void *WindowId;
|
||||
|
||||
//! Size of the window or the video mode in fullscreen mode. Default: 800x600
|
||||
core::dimension2d<u32> WindowSize;
|
||||
//! Specifies the logging level used in the logging interface.
|
||||
/** The default value is ELL_INFORMATION. You can access the ILogger interface
|
||||
later on from the IrrlichtDevice with getLogger() and set another level.
|
||||
But if you need more or less logging information already from device creation,
|
||||
then you have to change it here.
|
||||
*/
|
||||
ELOG_LEVEL LoggingLevel;
|
||||
|
||||
//! Position of the window on-screen. Default: (-1, -1) or centered.
|
||||
core::position2di WindowPosition;
|
||||
//! Don't use or change this parameter.
|
||||
/** Always set it to IRRLICHT_SDK_VERSION, which is done by default.
|
||||
This is needed for sdk version checks. */
|
||||
const c8 *const SDK_version_do_not_use;
|
||||
|
||||
//! Minimum Bits per pixel of the color buffer in fullscreen mode. Ignored if windowed mode. Default: 32.
|
||||
u8 Bits;
|
||||
|
||||
//! Minimum Bits per pixel of the depth buffer. Default: 24.
|
||||
u8 ZBufferBits;
|
||||
|
||||
//! Should be set to true if the device should run in fullscreen.
|
||||
/** Otherwise the device runs in windowed mode. Default: false. */
|
||||
bool Fullscreen;
|
||||
|
||||
//! Maximised window. (Only supported on SDL.) Default: false
|
||||
bool WindowMaximized;
|
||||
|
||||
//! Should a non-fullscreen window be resizable.
|
||||
/** Might not be supported by all devices. Ignored when Fullscreen is true.
|
||||
Values: 0 = not resizable, 1 = resizable, 2 = system decides default itself
|
||||
Default: 2*/
|
||||
u8 WindowResizable;
|
||||
|
||||
//! Specifies if the stencil buffer should be enabled.
|
||||
/** Set this to true, if you want the engine be able to draw
|
||||
stencil buffer shadows. Note that not all drivers are able to
|
||||
use the stencil buffer, hence it can be ignored during device
|
||||
creation. Without the stencil buffer no shadows will be drawn.
|
||||
Default: true. */
|
||||
bool Stencilbuffer;
|
||||
|
||||
//! Specifies vertical synchronization.
|
||||
/** If set to true, the driver will wait for the vertical
|
||||
retrace period, otherwise not. May be silently ignored.
|
||||
Default: false */
|
||||
bool Vsync;
|
||||
|
||||
//! Specifies if the device should use fullscreen anti aliasing
|
||||
/** Makes sharp/pixelated edges softer, but requires more
|
||||
performance. Also, 2D elements might look blurred with this
|
||||
switched on. The resulting rendering quality also depends on
|
||||
the hardware and driver you are using, your program might look
|
||||
different on different hardware with this. So if you are
|
||||
writing a game/application with AntiAlias switched on, it would
|
||||
be a good idea to make it possible to switch this option off
|
||||
again by the user.
|
||||
The value is the maximal antialiasing factor requested for
|
||||
the device. The creation method will automatically try smaller
|
||||
values if no window can be created with the given value.
|
||||
Value one is usually the same as 0 (disabled), but might be a
|
||||
special value on some platforms. On D3D devices it maps to
|
||||
NONMASKABLE.
|
||||
Default value: 0 - disabled */
|
||||
u8 AntiAlias;
|
||||
|
||||
//! Whether the main framebuffer uses an alpha channel.
|
||||
/** In some situations it might be desirable to get a color
|
||||
buffer with an alpha channel, e.g. when rendering into a
|
||||
transparent window or overlay. If this flag is set the device
|
||||
tries to create a framebuffer with alpha channel.
|
||||
If this flag is set, only color buffers with alpha channel
|
||||
are considered. Otherwise, it depends on the actual hardware
|
||||
if the colorbuffer has an alpha channel or not.
|
||||
Default value: false */
|
||||
bool WithAlphaChannel;
|
||||
|
||||
//! Whether the main framebuffer uses doublebuffering.
|
||||
/** This should be usually enabled, in order to avoid render
|
||||
artifacts on the visible framebuffer. However, it might be
|
||||
useful to use only one buffer on very small devices. If no
|
||||
doublebuffering is available, the drivers will fall back to
|
||||
single buffers. Default value: true */
|
||||
bool Doublebuffer;
|
||||
|
||||
//! Specifies if the device should use stereo buffers
|
||||
/** Some high-end gfx cards support two framebuffers for direct
|
||||
support of stereoscopic output devices. If this flag is set the
|
||||
device tries to create a stereo context.
|
||||
Currently only supported by OpenGL.
|
||||
Default value: false */
|
||||
bool Stereobuffer;
|
||||
|
||||
//! A user created event receiver.
|
||||
IEventReceiver* EventReceiver;
|
||||
|
||||
//! Window Id.
|
||||
/** If this is set to a value other than 0, the Irrlicht Engine
|
||||
will be created in an already existing window.
|
||||
For Windows, set this to the HWND of the window you want.
|
||||
The windowSize and FullScreen options will be ignored when using
|
||||
the WindowId parameter. Default this is set to 0.
|
||||
To make Irrlicht run inside the custom window, you still will
|
||||
have to draw Irrlicht on your own. You can use this loop, as
|
||||
usual:
|
||||
\code
|
||||
while (device->run())
|
||||
{
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, 0);
|
||||
smgr->drawAll();
|
||||
driver->endScene();
|
||||
}
|
||||
\endcode
|
||||
Instead of this, you can also simply use your own message loop
|
||||
using GetMessage, DispatchMessage and whatever. Calling
|
||||
IrrlichtDevice::run() will cause Irrlicht to dispatch messages
|
||||
internally too. You need not call Device->run() if you want to
|
||||
do your own message dispatching loop, but Irrlicht will not be
|
||||
able to fetch user input then and you have to do it on your own
|
||||
using the window messages, DirectInput, or whatever. Also,
|
||||
you'll have to increment the Irrlicht timer.
|
||||
An alternative, own message dispatching loop without
|
||||
device->run() would look like this:
|
||||
\code
|
||||
MSG msg;
|
||||
while (true)
|
||||
{
|
||||
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
|
||||
{
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
|
||||
if (msg.message == WM_QUIT)
|
||||
break;
|
||||
}
|
||||
|
||||
// increase virtual timer time
|
||||
device->getTimer()->tick();
|
||||
|
||||
// draw engine picture
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, 0);
|
||||
smgr->drawAll();
|
||||
driver->endScene();
|
||||
}
|
||||
\endcode
|
||||
However, there is no need to draw the picture this often. Just
|
||||
do it how you like. */
|
||||
void* WindowId;
|
||||
|
||||
//! Specifies the logging level used in the logging interface.
|
||||
/** The default value is ELL_INFORMATION. You can access the ILogger interface
|
||||
later on from the IrrlichtDevice with getLogger() and set another level.
|
||||
But if you need more or less logging information already from device creation,
|
||||
then you have to change it here.
|
||||
*/
|
||||
ELOG_LEVEL LoggingLevel;
|
||||
|
||||
//! Don't use or change this parameter.
|
||||
/** Always set it to IRRLICHT_SDK_VERSION, which is done by default.
|
||||
This is needed for sdk version checks. */
|
||||
const c8* const SDK_version_do_not_use;
|
||||
|
||||
//! Define some private data storage.
|
||||
/** Used when platform devices need access to OS specific data structures etc.
|
||||
This is only used for Android at the moment in order to access the native
|
||||
Java RE. */
|
||||
void *PrivateData;
|
||||
|
||||
//! Set the path where default-shaders to simulate the fixed-function pipeline can be found.
|
||||
/** This is about the shaders which can be found in media/Shaders by default. It's only necessary
|
||||
to set when using OGL-ES 2.0 */
|
||||
irr::io::path OGLES2ShaderPath;
|
||||
};
|
||||
//! Define some private data storage.
|
||||
/** Used when platform devices need access to OS specific data structures etc.
|
||||
This is only used for Android at the moment in order to access the native
|
||||
Java RE. */
|
||||
void *PrivateData;
|
||||
|
||||
//! Set the path where default-shaders to simulate the fixed-function pipeline can be found.
|
||||
/** This is about the shaders which can be found in media/Shaders by default. It's only necessary
|
||||
to set when using OGL-ES 2.0 */
|
||||
irr::io::path OGLES2ShaderPath;
|
||||
};
|
||||
|
||||
} // end namespace irr
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -10,174 +10,166 @@ namespace irr
|
|||
{
|
||||
namespace video
|
||||
{
|
||||
class ITexture;
|
||||
class ITexture;
|
||||
|
||||
//! Texture coord clamp mode outside [0.0, 1.0]
|
||||
enum E_TEXTURE_CLAMP
|
||||
{
|
||||
//! Texture repeats
|
||||
ETC_REPEAT = 0,
|
||||
//! Texture is clamped to the last pixel
|
||||
ETC_CLAMP,
|
||||
//! Texture is clamped to the edge pixel
|
||||
ETC_CLAMP_TO_EDGE,
|
||||
//! Texture is clamped to the border pixel (if exists)
|
||||
ETC_CLAMP_TO_BORDER,
|
||||
//! Texture is alternatingly mirrored (0..1..0..1..0..)
|
||||
ETC_MIRROR,
|
||||
//! Texture is mirrored once and then clamped (0..1..0)
|
||||
ETC_MIRROR_CLAMP,
|
||||
//! Texture is mirrored once and then clamped to edge
|
||||
ETC_MIRROR_CLAMP_TO_EDGE,
|
||||
//! Texture is mirrored once and then clamped to border
|
||||
ETC_MIRROR_CLAMP_TO_BORDER
|
||||
};
|
||||
static const char* const aTextureClampNames[] = {
|
||||
"texture_clamp_repeat",
|
||||
"texture_clamp_clamp",
|
||||
"texture_clamp_clamp_to_edge",
|
||||
"texture_clamp_clamp_to_border",
|
||||
"texture_clamp_mirror",
|
||||
"texture_clamp_mirror_clamp",
|
||||
"texture_clamp_mirror_clamp_to_edge",
|
||||
"texture_clamp_mirror_clamp_to_border", 0};
|
||||
//! Texture coord clamp mode outside [0.0, 1.0]
|
||||
enum E_TEXTURE_CLAMP
|
||||
{
|
||||
//! Texture repeats
|
||||
ETC_REPEAT = 0,
|
||||
//! Texture is clamped to the last pixel
|
||||
ETC_CLAMP,
|
||||
//! Texture is clamped to the edge pixel
|
||||
ETC_CLAMP_TO_EDGE,
|
||||
//! Texture is clamped to the border pixel (if exists)
|
||||
ETC_CLAMP_TO_BORDER,
|
||||
//! Texture is alternatingly mirrored (0..1..0..1..0..)
|
||||
ETC_MIRROR,
|
||||
//! Texture is mirrored once and then clamped (0..1..0)
|
||||
ETC_MIRROR_CLAMP,
|
||||
//! Texture is mirrored once and then clamped to edge
|
||||
ETC_MIRROR_CLAMP_TO_EDGE,
|
||||
//! Texture is mirrored once and then clamped to border
|
||||
ETC_MIRROR_CLAMP_TO_BORDER
|
||||
};
|
||||
static const char *const aTextureClampNames[] = {
|
||||
"texture_clamp_repeat",
|
||||
"texture_clamp_clamp",
|
||||
"texture_clamp_clamp_to_edge",
|
||||
"texture_clamp_clamp_to_border",
|
||||
"texture_clamp_mirror",
|
||||
"texture_clamp_mirror_clamp",
|
||||
"texture_clamp_mirror_clamp_to_edge",
|
||||
"texture_clamp_mirror_clamp_to_border", 0};
|
||||
|
||||
//! Texture minification filter.
|
||||
/** Used when scaling textures down. See the documentation on OpenGL's
|
||||
`GL_TEXTURE_MIN_FILTER` for more information. */
|
||||
enum E_TEXTURE_MIN_FILTER
|
||||
{
|
||||
//! Aka nearest-neighbor.
|
||||
ETMINF_NEAREST_MIPMAP_NEAREST = 0,
|
||||
//! Aka bilinear.
|
||||
ETMINF_LINEAR_MIPMAP_NEAREST,
|
||||
//! Isn't known by any other name.
|
||||
ETMINF_NEAREST_MIPMAP_LINEAR,
|
||||
//! Aka trilinear.
|
||||
ETMINF_LINEAR_MIPMAP_LINEAR,
|
||||
};
|
||||
|
||||
//! Texture minification filter.
|
||||
/** Used when scaling textures down. See the documentation on OpenGL's
|
||||
`GL_TEXTURE_MIN_FILTER` for more information. */
|
||||
enum E_TEXTURE_MIN_FILTER {
|
||||
//! Aka nearest-neighbor.
|
||||
ETMINF_NEAREST_MIPMAP_NEAREST = 0,
|
||||
//! Aka bilinear.
|
||||
ETMINF_LINEAR_MIPMAP_NEAREST,
|
||||
//! Isn't known by any other name.
|
||||
ETMINF_NEAREST_MIPMAP_LINEAR,
|
||||
//! Aka trilinear.
|
||||
ETMINF_LINEAR_MIPMAP_LINEAR,
|
||||
};
|
||||
//! Texture magnification filter.
|
||||
/** Used when scaling textures up. See the documentation on OpenGL's
|
||||
`GL_TEXTURE_MAG_FILTER` for more information.
|
||||
Note that mipmaps are only used for minification, not for magnification. */
|
||||
enum E_TEXTURE_MAG_FILTER
|
||||
{
|
||||
//! Aka nearest-neighbor.
|
||||
ETMAGF_NEAREST = 0,
|
||||
//! Aka bilinear.
|
||||
ETMAGF_LINEAR,
|
||||
};
|
||||
|
||||
//! Texture magnification filter.
|
||||
/** Used when scaling textures up. See the documentation on OpenGL's
|
||||
`GL_TEXTURE_MAG_FILTER` for more information.
|
||||
Note that mipmaps are only used for minification, not for magnification. */
|
||||
enum E_TEXTURE_MAG_FILTER {
|
||||
//! Aka nearest-neighbor.
|
||||
ETMAGF_NEAREST = 0,
|
||||
//! Aka bilinear.
|
||||
ETMAGF_LINEAR,
|
||||
};
|
||||
|
||||
//! Struct for holding material parameters which exist per texture layer
|
||||
// Note for implementors: Serialization is in CNullDriver
|
||||
class SMaterialLayer
|
||||
{
|
||||
public:
|
||||
//! Default constructor
|
||||
SMaterialLayer() : Texture(0), TextureWrapU(ETC_REPEAT), TextureWrapV(ETC_REPEAT), TextureWrapW(ETC_REPEAT),
|
||||
//! Struct for holding material parameters which exist per texture layer
|
||||
// Note for implementors: Serialization is in CNullDriver
|
||||
class SMaterialLayer
|
||||
{
|
||||
public:
|
||||
//! Default constructor
|
||||
SMaterialLayer() :
|
||||
Texture(0), TextureWrapU(ETC_REPEAT), TextureWrapV(ETC_REPEAT), TextureWrapW(ETC_REPEAT),
|
||||
MinFilter(ETMINF_LINEAR_MIPMAP_NEAREST), MagFilter(ETMAGF_LINEAR), AnisotropicFilter(0), LODBias(0), TextureMatrix(0)
|
||||
{
|
||||
{
|
||||
}
|
||||
|
||||
//! Copy constructor
|
||||
/** \param other Material layer to copy from. */
|
||||
SMaterialLayer(const SMaterialLayer &other)
|
||||
{
|
||||
// This pointer is checked during assignment
|
||||
TextureMatrix = 0;
|
||||
*this = other;
|
||||
}
|
||||
|
||||
//! Destructor
|
||||
~SMaterialLayer()
|
||||
{
|
||||
if (TextureMatrix) {
|
||||
delete TextureMatrix;
|
||||
}
|
||||
}
|
||||
|
||||
//! Copy constructor
|
||||
/** \param other Material layer to copy from. */
|
||||
SMaterialLayer(const SMaterialLayer& other)
|
||||
{
|
||||
// This pointer is checked during assignment
|
||||
TextureMatrix = 0;
|
||||
*this = other;
|
||||
}
|
||||
|
||||
//! Destructor
|
||||
~SMaterialLayer()
|
||||
{
|
||||
if ( TextureMatrix )
|
||||
{
|
||||
delete TextureMatrix;
|
||||
}
|
||||
}
|
||||
|
||||
//! Assignment operator
|
||||
/** \param other Material layer to copy from.
|
||||
\return This material layer, updated. */
|
||||
SMaterialLayer& operator=(const SMaterialLayer& other)
|
||||
{
|
||||
// Check for self-assignment!
|
||||
if (this == &other)
|
||||
return *this;
|
||||
|
||||
Texture = other.Texture;
|
||||
if (TextureMatrix)
|
||||
{
|
||||
if (other.TextureMatrix)
|
||||
*TextureMatrix = *other.TextureMatrix;
|
||||
else
|
||||
{
|
||||
delete TextureMatrix;
|
||||
TextureMatrix = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (other.TextureMatrix)
|
||||
{
|
||||
TextureMatrix = new core::matrix4(*other.TextureMatrix);
|
||||
}
|
||||
else
|
||||
TextureMatrix = 0;
|
||||
}
|
||||
TextureWrapU = other.TextureWrapU;
|
||||
TextureWrapV = other.TextureWrapV;
|
||||
TextureWrapW = other.TextureWrapW;
|
||||
MinFilter = other.MinFilter;
|
||||
MagFilter = other.MagFilter;
|
||||
AnisotropicFilter = other.AnisotropicFilter;
|
||||
LODBias = other.LODBias;
|
||||
|
||||
//! Assignment operator
|
||||
/** \param other Material layer to copy from.
|
||||
\return This material layer, updated. */
|
||||
SMaterialLayer &operator=(const SMaterialLayer &other)
|
||||
{
|
||||
// Check for self-assignment!
|
||||
if (this == &other)
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Gets the texture transformation matrix
|
||||
/** \return Texture matrix of this layer. */
|
||||
core::matrix4& getTextureMatrix()
|
||||
{
|
||||
if (!TextureMatrix)
|
||||
{
|
||||
TextureMatrix = new core::matrix4();
|
||||
Texture = other.Texture;
|
||||
if (TextureMatrix) {
|
||||
if (other.TextureMatrix)
|
||||
*TextureMatrix = *other.TextureMatrix;
|
||||
else {
|
||||
delete TextureMatrix;
|
||||
TextureMatrix = 0;
|
||||
}
|
||||
} else {
|
||||
if (other.TextureMatrix) {
|
||||
TextureMatrix = new core::matrix4(*other.TextureMatrix);
|
||||
} else
|
||||
TextureMatrix = 0;
|
||||
}
|
||||
TextureWrapU = other.TextureWrapU;
|
||||
TextureWrapV = other.TextureWrapV;
|
||||
TextureWrapW = other.TextureWrapW;
|
||||
MinFilter = other.MinFilter;
|
||||
MagFilter = other.MagFilter;
|
||||
AnisotropicFilter = other.AnisotropicFilter;
|
||||
LODBias = other.LODBias;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Gets the texture transformation matrix
|
||||
/** \return Texture matrix of this layer. */
|
||||
core::matrix4 &getTextureMatrix()
|
||||
{
|
||||
if (!TextureMatrix) {
|
||||
TextureMatrix = new core::matrix4();
|
||||
}
|
||||
return *TextureMatrix;
|
||||
}
|
||||
|
||||
//! Gets the immutable texture transformation matrix
|
||||
/** \return Texture matrix of this layer. */
|
||||
const core::matrix4 &getTextureMatrix() const
|
||||
{
|
||||
if (TextureMatrix)
|
||||
return *TextureMatrix;
|
||||
}
|
||||
else
|
||||
return core::IdentityMatrix;
|
||||
}
|
||||
|
||||
//! Gets the immutable texture transformation matrix
|
||||
/** \return Texture matrix of this layer. */
|
||||
const core::matrix4& getTextureMatrix() const
|
||||
{
|
||||
if (TextureMatrix)
|
||||
return *TextureMatrix;
|
||||
else
|
||||
return core::IdentityMatrix;
|
||||
}
|
||||
//! Sets the texture transformation matrix to mat
|
||||
/** NOTE: Pipelines can ignore this matrix when the
|
||||
texture is 0.
|
||||
\param mat New texture matrix for this layer. */
|
||||
void setTextureMatrix(const core::matrix4 &mat)
|
||||
{
|
||||
if (!TextureMatrix) {
|
||||
TextureMatrix = new core::matrix4(mat);
|
||||
} else
|
||||
*TextureMatrix = mat;
|
||||
}
|
||||
|
||||
//! Sets the texture transformation matrix to mat
|
||||
/** NOTE: Pipelines can ignore this matrix when the
|
||||
texture is 0.
|
||||
\param mat New texture matrix for this layer. */
|
||||
void setTextureMatrix(const core::matrix4& mat)
|
||||
{
|
||||
if (!TextureMatrix)
|
||||
{
|
||||
TextureMatrix = new core::matrix4(mat);
|
||||
}
|
||||
else
|
||||
*TextureMatrix = mat;
|
||||
}
|
||||
|
||||
//! Inequality operator
|
||||
/** \param b Layer to compare to.
|
||||
\return True if layers are different, else false. */
|
||||
inline bool operator!=(const SMaterialLayer& b) const
|
||||
{
|
||||
bool different =
|
||||
//! Inequality operator
|
||||
/** \param b Layer to compare to.
|
||||
\return True if layers are different, else false. */
|
||||
inline bool operator!=(const SMaterialLayer &b) const
|
||||
{
|
||||
bool different =
|
||||
Texture != b.Texture ||
|
||||
TextureWrapU != b.TextureWrapU ||
|
||||
TextureWrapV != b.TextureWrapV ||
|
||||
|
@ -186,59 +178,61 @@ namespace video
|
|||
MagFilter != b.MagFilter ||
|
||||
AnisotropicFilter != b.AnisotropicFilter ||
|
||||
LODBias != b.LODBias;
|
||||
if (different)
|
||||
return true;
|
||||
else
|
||||
different |= (TextureMatrix != b.TextureMatrix) &&
|
||||
(!TextureMatrix || !b.TextureMatrix || (*TextureMatrix != *(b.TextureMatrix)));
|
||||
return different;
|
||||
}
|
||||
if (different)
|
||||
return true;
|
||||
else
|
||||
different |= (TextureMatrix != b.TextureMatrix) &&
|
||||
(!TextureMatrix || !b.TextureMatrix || (*TextureMatrix != *(b.TextureMatrix)));
|
||||
return different;
|
||||
}
|
||||
|
||||
//! Equality operator
|
||||
/** \param b Layer to compare to.
|
||||
\return True if layers are equal, else false. */
|
||||
inline bool operator==(const SMaterialLayer& b) const
|
||||
{ return !(b!=*this); }
|
||||
//! Equality operator
|
||||
/** \param b Layer to compare to.
|
||||
\return True if layers are equal, else false. */
|
||||
inline bool operator==(const SMaterialLayer &b) const
|
||||
{
|
||||
return !(b != *this);
|
||||
}
|
||||
|
||||
//! Texture
|
||||
ITexture* Texture;
|
||||
//! Texture
|
||||
ITexture *Texture;
|
||||
|
||||
//! Texture Clamp Mode
|
||||
/** Values are taken from E_TEXTURE_CLAMP. */
|
||||
u8 TextureWrapU:4;
|
||||
u8 TextureWrapV:4;
|
||||
u8 TextureWrapW:4;
|
||||
//! Texture Clamp Mode
|
||||
/** Values are taken from E_TEXTURE_CLAMP. */
|
||||
u8 TextureWrapU : 4;
|
||||
u8 TextureWrapV : 4;
|
||||
u8 TextureWrapW : 4;
|
||||
|
||||
//! Minification (downscaling) filter
|
||||
E_TEXTURE_MIN_FILTER MinFilter;
|
||||
//! Minification (downscaling) filter
|
||||
E_TEXTURE_MIN_FILTER MinFilter;
|
||||
|
||||
//! Magnification (upscaling) filter
|
||||
E_TEXTURE_MAG_FILTER MagFilter;
|
||||
//! Magnification (upscaling) filter
|
||||
E_TEXTURE_MAG_FILTER MagFilter;
|
||||
|
||||
//! Is anisotropic filtering enabled? Default: 0, disabled
|
||||
/** In Irrlicht you can use anisotropic texture filtering
|
||||
in conjunction with bilinear or trilinear texture
|
||||
filtering to improve rendering results. Primitives
|
||||
will look less blurry with this flag switched on. The number gives
|
||||
the maximal anisotropy degree, and is often in the range 2-16.
|
||||
Value 1 is equivalent to 0, but should be avoided. */
|
||||
u8 AnisotropicFilter;
|
||||
//! Is anisotropic filtering enabled? Default: 0, disabled
|
||||
/** In Irrlicht you can use anisotropic texture filtering
|
||||
in conjunction with bilinear or trilinear texture
|
||||
filtering to improve rendering results. Primitives
|
||||
will look less blurry with this flag switched on. The number gives
|
||||
the maximal anisotropy degree, and is often in the range 2-16.
|
||||
Value 1 is equivalent to 0, but should be avoided. */
|
||||
u8 AnisotropicFilter;
|
||||
|
||||
//! Bias for the mipmap choosing decision.
|
||||
/** This value can make the textures more or less blurry than with the
|
||||
default value of 0. The value (divided by 8.f) is added to the mipmap level
|
||||
chosen initially, and thus takes a smaller mipmap for a region
|
||||
if the value is positive. */
|
||||
s8 LODBias;
|
||||
//! Bias for the mipmap choosing decision.
|
||||
/** This value can make the textures more or less blurry than with the
|
||||
default value of 0. The value (divided by 8.f) is added to the mipmap level
|
||||
chosen initially, and thus takes a smaller mipmap for a region
|
||||
if the value is positive. */
|
||||
s8 LODBias;
|
||||
|
||||
private:
|
||||
friend class SMaterial;
|
||||
private:
|
||||
friend class SMaterial;
|
||||
|
||||
//! Texture Matrix
|
||||
/** Do not access this element directly as the internal
|
||||
resource management has to cope with Null pointers etc. */
|
||||
core::matrix4* TextureMatrix;
|
||||
};
|
||||
//! Texture Matrix
|
||||
/** Do not access this element directly as the internal
|
||||
resource management has to cope with Null pointers etc. */
|
||||
core::matrix4 *TextureMatrix;
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
|
208
include/SMesh.h
208
include/SMesh.h
|
@ -13,130 +13,120 @@ namespace irr
|
|||
{
|
||||
namespace scene
|
||||
{
|
||||
//! Simple implementation of the IMesh interface.
|
||||
struct SMesh : public IMesh
|
||||
//! Simple implementation of the IMesh interface.
|
||||
struct SMesh : public IMesh
|
||||
{
|
||||
//! constructor
|
||||
SMesh()
|
||||
{
|
||||
//! constructor
|
||||
SMesh()
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
setDebugName("SMesh");
|
||||
#endif
|
||||
#ifdef _DEBUG
|
||||
setDebugName("SMesh");
|
||||
#endif
|
||||
}
|
||||
|
||||
//! destructor
|
||||
virtual ~SMesh()
|
||||
{
|
||||
// drop buffers
|
||||
for (u32 i = 0; i < MeshBuffers.size(); ++i)
|
||||
MeshBuffers[i]->drop();
|
||||
}
|
||||
|
||||
//! clean mesh
|
||||
virtual void clear()
|
||||
{
|
||||
for (u32 i = 0; i < MeshBuffers.size(); ++i)
|
||||
MeshBuffers[i]->drop();
|
||||
MeshBuffers.clear();
|
||||
BoundingBox.reset(0.f, 0.f, 0.f);
|
||||
}
|
||||
|
||||
//! returns amount of mesh buffers.
|
||||
u32 getMeshBufferCount() const override
|
||||
{
|
||||
return MeshBuffers.size();
|
||||
}
|
||||
|
||||
//! returns pointer to a mesh buffer
|
||||
IMeshBuffer *getMeshBuffer(u32 nr) const override
|
||||
{
|
||||
return MeshBuffers[nr];
|
||||
}
|
||||
|
||||
//! returns a meshbuffer which fits a material
|
||||
/** reverse search */
|
||||
IMeshBuffer *getMeshBuffer(const video::SMaterial &material) const override
|
||||
{
|
||||
for (s32 i = (s32)MeshBuffers.size() - 1; i >= 0; --i) {
|
||||
if (material == MeshBuffers[i]->getMaterial())
|
||||
return MeshBuffers[i];
|
||||
}
|
||||
|
||||
//! destructor
|
||||
virtual ~SMesh()
|
||||
{
|
||||
// drop buffers
|
||||
for (u32 i=0; i<MeshBuffers.size(); ++i)
|
||||
MeshBuffers[i]->drop();
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
//! clean mesh
|
||||
virtual void clear()
|
||||
{
|
||||
for (u32 i=0; i<MeshBuffers.size(); ++i)
|
||||
MeshBuffers[i]->drop();
|
||||
MeshBuffers.clear();
|
||||
BoundingBox.reset ( 0.f, 0.f, 0.f );
|
||||
}
|
||||
//! returns an axis aligned bounding box
|
||||
const core::aabbox3d<f32> &getBoundingBox() const override
|
||||
{
|
||||
return BoundingBox;
|
||||
}
|
||||
|
||||
//! set user axis aligned bounding box
|
||||
void setBoundingBox(const core::aabbox3df &box) override
|
||||
{
|
||||
BoundingBox = box;
|
||||
}
|
||||
|
||||
//! returns amount of mesh buffers.
|
||||
u32 getMeshBufferCount() const override
|
||||
{
|
||||
return MeshBuffers.size();
|
||||
}
|
||||
|
||||
//! returns pointer to a mesh buffer
|
||||
IMeshBuffer* getMeshBuffer(u32 nr) const override
|
||||
{
|
||||
return MeshBuffers[nr];
|
||||
}
|
||||
|
||||
//! returns a meshbuffer which fits a material
|
||||
/** reverse search */
|
||||
IMeshBuffer* getMeshBuffer( const video::SMaterial & material) const override
|
||||
{
|
||||
for (s32 i = (s32)MeshBuffers.size()-1; i >= 0; --i)
|
||||
{
|
||||
if ( material == MeshBuffers[i]->getMaterial())
|
||||
return MeshBuffers[i];
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//! returns an axis aligned bounding box
|
||||
const core::aabbox3d<f32>& getBoundingBox() const override
|
||||
{
|
||||
return BoundingBox;
|
||||
}
|
||||
|
||||
//! set user axis aligned bounding box
|
||||
void setBoundingBox( const core::aabbox3df& box) override
|
||||
{
|
||||
BoundingBox = box;
|
||||
}
|
||||
|
||||
//! recalculates the bounding box
|
||||
void recalculateBoundingBox()
|
||||
{
|
||||
bool hasMeshBufferBBox = false;
|
||||
for (u32 i=0; i<MeshBuffers.size(); ++i)
|
||||
{
|
||||
const core::aabbox3df& bb = MeshBuffers[i]->getBoundingBox();
|
||||
if ( !bb.isEmpty() )
|
||||
{
|
||||
if ( !hasMeshBufferBBox )
|
||||
{
|
||||
hasMeshBufferBBox = true;
|
||||
BoundingBox = bb;
|
||||
}
|
||||
else
|
||||
{
|
||||
BoundingBox.addInternalBox(bb);
|
||||
}
|
||||
|
||||
//! recalculates the bounding box
|
||||
void recalculateBoundingBox()
|
||||
{
|
||||
bool hasMeshBufferBBox = false;
|
||||
for (u32 i = 0; i < MeshBuffers.size(); ++i) {
|
||||
const core::aabbox3df &bb = MeshBuffers[i]->getBoundingBox();
|
||||
if (!bb.isEmpty()) {
|
||||
if (!hasMeshBufferBBox) {
|
||||
hasMeshBufferBBox = true;
|
||||
BoundingBox = bb;
|
||||
} else {
|
||||
BoundingBox.addInternalBox(bb);
|
||||
}
|
||||
}
|
||||
|
||||
if ( !hasMeshBufferBBox )
|
||||
BoundingBox.reset(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
//! adds a MeshBuffer
|
||||
/** The bounding box is not updated automatically. */
|
||||
void addMeshBuffer(IMeshBuffer* buf)
|
||||
{
|
||||
if (buf)
|
||||
{
|
||||
buf->grab();
|
||||
MeshBuffers.push_back(buf);
|
||||
}
|
||||
if (!hasMeshBufferBBox)
|
||||
BoundingBox.reset(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
//! adds a MeshBuffer
|
||||
/** The bounding box is not updated automatically. */
|
||||
void addMeshBuffer(IMeshBuffer *buf)
|
||||
{
|
||||
if (buf) {
|
||||
buf->grab();
|
||||
MeshBuffers.push_back(buf);
|
||||
}
|
||||
}
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) override
|
||||
{
|
||||
for (u32 i=0; i<MeshBuffers.size(); ++i)
|
||||
MeshBuffers[i]->setHardwareMappingHint(newMappingHint, buffer);
|
||||
}
|
||||
//! set the hardware mapping hint, for driver
|
||||
void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override
|
||||
{
|
||||
for (u32 i = 0; i < MeshBuffers.size(); ++i)
|
||||
MeshBuffers[i]->setHardwareMappingHint(newMappingHint, buffer);
|
||||
}
|
||||
|
||||
//! flags the meshbuffer as changed, reloads hardware buffers
|
||||
void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) override
|
||||
{
|
||||
for (u32 i=0; i<MeshBuffers.size(); ++i)
|
||||
MeshBuffers[i]->setDirty(buffer);
|
||||
}
|
||||
//! flags the meshbuffer as changed, reloads hardware buffers
|
||||
void setDirty(E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override
|
||||
{
|
||||
for (u32 i = 0; i < MeshBuffers.size(); ++i)
|
||||
MeshBuffers[i]->setDirty(buffer);
|
||||
}
|
||||
|
||||
//! The meshbuffers of this mesh
|
||||
core::array<IMeshBuffer*> MeshBuffers;
|
||||
|
||||
//! The bounding box of this mesh
|
||||
core::aabbox3d<f32> BoundingBox;
|
||||
};
|
||||
//! The meshbuffers of this mesh
|
||||
core::array<IMeshBuffer *> MeshBuffers;
|
||||
|
||||
//! The bounding box of this mesh
|
||||
core::aabbox3d<f32> BoundingBox;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
|
|
@ -4,4 +4,3 @@
|
|||
|
||||
// replaced by template
|
||||
#include "CMeshBuffer.h"
|
||||
|
||||
|
|
|
@ -11,166 +11,182 @@ namespace irr
|
|||
namespace video
|
||||
{
|
||||
|
||||
struct SOverrideMaterial
|
||||
struct SOverrideMaterial
|
||||
{
|
||||
//! The Material values
|
||||
SMaterial Material;
|
||||
|
||||
//! Which values are overridden
|
||||
/** OR'ed values from E_MATERIAL_PROPS. */
|
||||
u32 EnableProps;
|
||||
|
||||
//! For those properties in EnableProps which affect layers, set which of the layers are affected
|
||||
bool EnableLayerProps[MATERIAL_MAX_TEXTURES];
|
||||
|
||||
//! Which textures are overridden
|
||||
bool EnableTextures[MATERIAL_MAX_TEXTURES];
|
||||
|
||||
//! Overwrite complete layers (settings of EnableLayerProps and EnableTextures don't matter then for layer data)
|
||||
bool EnableLayers[MATERIAL_MAX_TEXTURES];
|
||||
|
||||
//! Set in which render passes the material override is active.
|
||||
/** OR'ed values from E_SCENE_NODE_RENDER_PASS. */
|
||||
u16 EnablePasses;
|
||||
|
||||
//! Global enable flag, overwritten by the SceneManager in each pass
|
||||
/** NOTE: This is generally _not_ set by users of the engine, but the
|
||||
Scenemanager uses the EnablePass array and sets Enabled to true if the
|
||||
Override material is enabled in the current pass.
|
||||
As user you generally _only_ set EnablePasses.
|
||||
The exception is when rendering without SceneManager but using draw calls in the VideoDriver. */
|
||||
bool Enabled;
|
||||
|
||||
struct SMaterialTypeReplacement
|
||||
{
|
||||
//! The Material values
|
||||
SMaterial Material;
|
||||
SMaterialTypeReplacement(s32 original, u32 replacement) :
|
||||
Original(original), Replacement(replacement) {}
|
||||
SMaterialTypeReplacement(u32 replacement) :
|
||||
Original(-1), Replacement(replacement) {}
|
||||
|
||||
//! Which values are overridden
|
||||
/** OR'ed values from E_MATERIAL_PROPS. */
|
||||
u32 EnableProps;
|
||||
|
||||
//! For those properties in EnableProps which affect layers, set which of the layers are affected
|
||||
bool EnableLayerProps[MATERIAL_MAX_TEXTURES];
|
||||
|
||||
//! Which textures are overridden
|
||||
bool EnableTextures[MATERIAL_MAX_TEXTURES];
|
||||
|
||||
//! Overwrite complete layers (settings of EnableLayerProps and EnableTextures don't matter then for layer data)
|
||||
bool EnableLayers[MATERIAL_MAX_TEXTURES];
|
||||
|
||||
//! Set in which render passes the material override is active.
|
||||
/** OR'ed values from E_SCENE_NODE_RENDER_PASS. */
|
||||
u16 EnablePasses;
|
||||
|
||||
//! Global enable flag, overwritten by the SceneManager in each pass
|
||||
/** NOTE: This is generally _not_ set by users of the engine, but the
|
||||
Scenemanager uses the EnablePass array and sets Enabled to true if the
|
||||
Override material is enabled in the current pass.
|
||||
As user you generally _only_ set EnablePasses.
|
||||
The exception is when rendering without SceneManager but using draw calls in the VideoDriver. */
|
||||
bool Enabled;
|
||||
|
||||
struct SMaterialTypeReplacement
|
||||
{
|
||||
SMaterialTypeReplacement(s32 original, u32 replacement) : Original(original), Replacement(replacement) {}
|
||||
SMaterialTypeReplacement(u32 replacement) : Original(-1), Replacement(replacement) {}
|
||||
|
||||
//! SMaterial.MaterialType to replace.
|
||||
//! -1 for all types or a specific value to only replace that one (which is either one of E_MATERIAL_TYPE or a shader material id)
|
||||
s32 Original;
|
||||
|
||||
//! MaterialType to used to override Original (either one of E_MATERIAL_TYPE or a shader material id)
|
||||
u32 Replacement;
|
||||
};
|
||||
|
||||
//! To overwrite SMaterial::MaterialType
|
||||
core::array<SMaterialTypeReplacement> MaterialTypes;
|
||||
|
||||
//! Default constructor
|
||||
SOverrideMaterial() : EnableProps(0), EnablePasses(0), Enabled(false)
|
||||
{
|
||||
}
|
||||
|
||||
//! disable overrides and reset all properties
|
||||
void reset()
|
||||
{
|
||||
EnableProps = 0;
|
||||
EnablePasses = 0;
|
||||
Enabled = false;
|
||||
for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; ++i)
|
||||
{
|
||||
EnableLayerProps[i] = true; // doesn't do anything unless EnableProps is set, just saying by default all texture layers are affected by properties
|
||||
EnableTextures[i] = false;
|
||||
EnableLayers[i] = false;
|
||||
}
|
||||
MaterialTypes.clear();
|
||||
}
|
||||
|
||||
//! Apply the enabled overrides
|
||||
void apply(SMaterial& material)
|
||||
{
|
||||
if (Enabled)
|
||||
{
|
||||
for (u32 i = 0; i < MaterialTypes.size(); ++i)
|
||||
{
|
||||
const SMaterialTypeReplacement& mtr = MaterialTypes[i];
|
||||
if (mtr.Original < 0 || (s32)mtr.Original == material.MaterialType)
|
||||
material.MaterialType = (E_MATERIAL_TYPE)mtr.Replacement;
|
||||
}
|
||||
for (u32 f=0; f<32; ++f)
|
||||
{
|
||||
const u32 num=(1<<f);
|
||||
if (EnableProps & num)
|
||||
{
|
||||
switch (num)
|
||||
{
|
||||
case EMP_WIREFRAME: material.Wireframe = Material.Wireframe; break;
|
||||
case EMP_POINTCLOUD: material.PointCloud = Material.PointCloud; break;
|
||||
case EMP_GOURAUD_SHADING: material.GouraudShading = Material.GouraudShading; break;
|
||||
case EMP_LIGHTING: material.Lighting = Material.Lighting; break;
|
||||
case EMP_ZBUFFER: material.ZBuffer = Material.ZBuffer; break;
|
||||
case EMP_ZWRITE_ENABLE: material.ZWriteEnable = Material.ZWriteEnable; break;
|
||||
case EMP_BACK_FACE_CULLING: material.BackfaceCulling = Material.BackfaceCulling; break;
|
||||
case EMP_FRONT_FACE_CULLING: material.FrontfaceCulling = Material.FrontfaceCulling; break;
|
||||
case EMP_MIN_FILTER:
|
||||
for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
||||
{
|
||||
if ( EnableLayerProps[i] )
|
||||
{
|
||||
material.TextureLayers[i].MinFilter = Material.TextureLayers[i].MinFilter;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case EMP_MAG_FILTER:
|
||||
for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
||||
{
|
||||
if ( EnableLayerProps[i] )
|
||||
{
|
||||
material.TextureLayers[i].MagFilter = Material.TextureLayers[i].MagFilter;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case EMP_ANISOTROPIC_FILTER:
|
||||
for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
||||
{
|
||||
if ( EnableLayerProps[i] )
|
||||
{
|
||||
material.TextureLayers[i].AnisotropicFilter = Material.TextureLayers[i].AnisotropicFilter;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case EMP_FOG_ENABLE: material.FogEnable = Material.FogEnable; break;
|
||||
case EMP_NORMALIZE_NORMALS: material.NormalizeNormals = Material.NormalizeNormals; break;
|
||||
case EMP_TEXTURE_WRAP:
|
||||
for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
||||
{
|
||||
if ( EnableLayerProps[i] )
|
||||
{
|
||||
material.TextureLayers[i].TextureWrapU = Material.TextureLayers[i].TextureWrapU;
|
||||
material.TextureLayers[i].TextureWrapV = Material.TextureLayers[i].TextureWrapV;
|
||||
material.TextureLayers[i].TextureWrapW = Material.TextureLayers[i].TextureWrapW;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case EMP_ANTI_ALIASING: material.AntiAliasing = Material.AntiAliasing; break;
|
||||
case EMP_COLOR_MASK: material.ColorMask = Material.ColorMask; break;
|
||||
case EMP_COLOR_MATERIAL: material.ColorMaterial = Material.ColorMaterial; break;
|
||||
case EMP_USE_MIP_MAPS: material.UseMipMaps = Material.UseMipMaps; break;
|
||||
case EMP_BLEND_OPERATION: material.BlendOperation = Material.BlendOperation; break;
|
||||
case EMP_BLEND_FACTOR: material.BlendFactor = Material.BlendFactor; break;
|
||||
case EMP_POLYGON_OFFSET:
|
||||
material.PolygonOffsetDepthBias = Material.PolygonOffsetDepthBias;
|
||||
material.PolygonOffsetSlopeScale = Material.PolygonOffsetSlopeScale;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
for(u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i )
|
||||
{
|
||||
if ( EnableLayers[i] )
|
||||
{
|
||||
material.TextureLayers[i] = Material.TextureLayers[i];
|
||||
}
|
||||
else if ( EnableTextures[i] )
|
||||
{
|
||||
material.TextureLayers[i].Texture = Material.TextureLayers[i].Texture;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//! SMaterial.MaterialType to replace.
|
||||
//! -1 for all types or a specific value to only replace that one (which is either one of E_MATERIAL_TYPE or a shader material id)
|
||||
s32 Original;
|
||||
|
||||
//! MaterialType to used to override Original (either one of E_MATERIAL_TYPE or a shader material id)
|
||||
u32 Replacement;
|
||||
};
|
||||
|
||||
//! To overwrite SMaterial::MaterialType
|
||||
core::array<SMaterialTypeReplacement> MaterialTypes;
|
||||
|
||||
//! Default constructor
|
||||
SOverrideMaterial() :
|
||||
EnableProps(0), EnablePasses(0), Enabled(false)
|
||||
{
|
||||
}
|
||||
|
||||
//! disable overrides and reset all properties
|
||||
void reset()
|
||||
{
|
||||
EnableProps = 0;
|
||||
EnablePasses = 0;
|
||||
Enabled = false;
|
||||
for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; ++i) {
|
||||
EnableLayerProps[i] = true; // doesn't do anything unless EnableProps is set, just saying by default all texture layers are affected by properties
|
||||
EnableTextures[i] = false;
|
||||
EnableLayers[i] = false;
|
||||
}
|
||||
MaterialTypes.clear();
|
||||
}
|
||||
|
||||
//! Apply the enabled overrides
|
||||
void apply(SMaterial &material)
|
||||
{
|
||||
if (Enabled) {
|
||||
for (u32 i = 0; i < MaterialTypes.size(); ++i) {
|
||||
const SMaterialTypeReplacement &mtr = MaterialTypes[i];
|
||||
if (mtr.Original < 0 || (s32)mtr.Original == material.MaterialType)
|
||||
material.MaterialType = (E_MATERIAL_TYPE)mtr.Replacement;
|
||||
}
|
||||
for (u32 f = 0; f < 32; ++f) {
|
||||
const u32 num = (1 << f);
|
||||
if (EnableProps & num) {
|
||||
switch (num) {
|
||||
case EMP_WIREFRAME:
|
||||
material.Wireframe = Material.Wireframe;
|
||||
break;
|
||||
case EMP_POINTCLOUD:
|
||||
material.PointCloud = Material.PointCloud;
|
||||
break;
|
||||
case EMP_GOURAUD_SHADING:
|
||||
material.GouraudShading = Material.GouraudShading;
|
||||
break;
|
||||
case EMP_LIGHTING:
|
||||
material.Lighting = Material.Lighting;
|
||||
break;
|
||||
case EMP_ZBUFFER:
|
||||
material.ZBuffer = Material.ZBuffer;
|
||||
break;
|
||||
case EMP_ZWRITE_ENABLE:
|
||||
material.ZWriteEnable = Material.ZWriteEnable;
|
||||
break;
|
||||
case EMP_BACK_FACE_CULLING:
|
||||
material.BackfaceCulling = Material.BackfaceCulling;
|
||||
break;
|
||||
case EMP_FRONT_FACE_CULLING:
|
||||
material.FrontfaceCulling = Material.FrontfaceCulling;
|
||||
break;
|
||||
case EMP_MIN_FILTER:
|
||||
for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; ++i) {
|
||||
if (EnableLayerProps[i]) {
|
||||
material.TextureLayers[i].MinFilter = Material.TextureLayers[i].MinFilter;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case EMP_MAG_FILTER:
|
||||
for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; ++i) {
|
||||
if (EnableLayerProps[i]) {
|
||||
material.TextureLayers[i].MagFilter = Material.TextureLayers[i].MagFilter;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case EMP_ANISOTROPIC_FILTER:
|
||||
for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; ++i) {
|
||||
if (EnableLayerProps[i]) {
|
||||
material.TextureLayers[i].AnisotropicFilter = Material.TextureLayers[i].AnisotropicFilter;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case EMP_FOG_ENABLE:
|
||||
material.FogEnable = Material.FogEnable;
|
||||
break;
|
||||
case EMP_NORMALIZE_NORMALS:
|
||||
material.NormalizeNormals = Material.NormalizeNormals;
|
||||
break;
|
||||
case EMP_TEXTURE_WRAP:
|
||||
for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; ++i) {
|
||||
if (EnableLayerProps[i]) {
|
||||
material.TextureLayers[i].TextureWrapU = Material.TextureLayers[i].TextureWrapU;
|
||||
material.TextureLayers[i].TextureWrapV = Material.TextureLayers[i].TextureWrapV;
|
||||
material.TextureLayers[i].TextureWrapW = Material.TextureLayers[i].TextureWrapW;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case EMP_ANTI_ALIASING:
|
||||
material.AntiAliasing = Material.AntiAliasing;
|
||||
break;
|
||||
case EMP_COLOR_MASK:
|
||||
material.ColorMask = Material.ColorMask;
|
||||
break;
|
||||
case EMP_COLOR_MATERIAL:
|
||||
material.ColorMaterial = Material.ColorMaterial;
|
||||
break;
|
||||
case EMP_USE_MIP_MAPS:
|
||||
material.UseMipMaps = Material.UseMipMaps;
|
||||
break;
|
||||
case EMP_BLEND_OPERATION:
|
||||
material.BlendOperation = Material.BlendOperation;
|
||||
break;
|
||||
case EMP_BLEND_FACTOR:
|
||||
material.BlendFactor = Material.BlendFactor;
|
||||
break;
|
||||
case EMP_POLYGON_OFFSET:
|
||||
material.PolygonOffsetDepthBias = Material.PolygonOffsetDepthBias;
|
||||
material.PolygonOffsetSlopeScale = Material.PolygonOffsetSlopeScale;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; ++i) {
|
||||
if (EnableLayers[i]) {
|
||||
material.TextureLayers[i] = Material.TextureLayers[i];
|
||||
} else if (EnableTextures[i]) {
|
||||
material.TextureLayers[i].Texture = Material.TextureLayers[i].Texture;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
|
|
@ -7,37 +7,35 @@
|
|||
#include "IMeshBuffer.h"
|
||||
#include "S3DVertex.h"
|
||||
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
|
||||
//! A mesh buffer able to choose between S3DVertex2TCoords, S3DVertex and S3DVertexTangents at runtime
|
||||
struct SSkinMeshBuffer : public IMeshBuffer
|
||||
{
|
||||
//! Default constructor
|
||||
SSkinMeshBuffer(video::E_VERTEX_TYPE vt=video::EVT_STANDARD) :
|
||||
ChangedID_Vertex(1), ChangedID_Index(1), VertexType(vt),
|
||||
PrimitiveType(EPT_TRIANGLES),
|
||||
MappingHint_Vertex(EHM_NEVER), MappingHint_Index(EHM_NEVER),
|
||||
HWBuffer(NULL),
|
||||
BoundingBoxNeedsRecalculated(true)
|
||||
SSkinMeshBuffer(video::E_VERTEX_TYPE vt = video::EVT_STANDARD) :
|
||||
ChangedID_Vertex(1), ChangedID_Index(1), VertexType(vt),
|
||||
PrimitiveType(EPT_TRIANGLES),
|
||||
MappingHint_Vertex(EHM_NEVER), MappingHint_Index(EHM_NEVER),
|
||||
HWBuffer(NULL),
|
||||
BoundingBoxNeedsRecalculated(true)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
#ifdef _DEBUG
|
||||
setDebugName("SSkinMeshBuffer");
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
//! Get Material of this buffer.
|
||||
const video::SMaterial& getMaterial() const override
|
||||
const video::SMaterial &getMaterial() const override
|
||||
{
|
||||
return Material;
|
||||
}
|
||||
|
||||
//! Get Material of this buffer.
|
||||
video::SMaterial& getMaterial() override
|
||||
video::SMaterial &getMaterial() override
|
||||
{
|
||||
return Material;
|
||||
}
|
||||
|
@ -45,56 +43,52 @@ struct SSkinMeshBuffer : public IMeshBuffer
|
|||
//! Get standard vertex at given index
|
||||
virtual video::S3DVertex *getVertex(u32 index)
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return (video::S3DVertex*)&Vertices_2TCoords[index];
|
||||
case video::EVT_TANGENTS:
|
||||
return (video::S3DVertex*)&Vertices_Tangents[index];
|
||||
default:
|
||||
return &Vertices_Standard[index];
|
||||
switch (VertexType) {
|
||||
case video::EVT_2TCOORDS:
|
||||
return (video::S3DVertex *)&Vertices_2TCoords[index];
|
||||
case video::EVT_TANGENTS:
|
||||
return (video::S3DVertex *)&Vertices_Tangents[index];
|
||||
default:
|
||||
return &Vertices_Standard[index];
|
||||
}
|
||||
}
|
||||
|
||||
//! Get pointer to vertex array
|
||||
const void* getVertices() const override
|
||||
const void *getVertices() const override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords.const_pointer();
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents.const_pointer();
|
||||
default:
|
||||
return Vertices_Standard.const_pointer();
|
||||
switch (VertexType) {
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords.const_pointer();
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents.const_pointer();
|
||||
default:
|
||||
return Vertices_Standard.const_pointer();
|
||||
}
|
||||
}
|
||||
|
||||
//! Get pointer to vertex array
|
||||
void* getVertices() override
|
||||
void *getVertices() override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords.pointer();
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents.pointer();
|
||||
default:
|
||||
return Vertices_Standard.pointer();
|
||||
switch (VertexType) {
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords.pointer();
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents.pointer();
|
||||
default:
|
||||
return Vertices_Standard.pointer();
|
||||
}
|
||||
}
|
||||
|
||||
//! Get vertex count
|
||||
u32 getVertexCount() const override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords.size();
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents.size();
|
||||
default:
|
||||
return Vertices_Standard.size();
|
||||
switch (VertexType) {
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords.size();
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents.size();
|
||||
default:
|
||||
return Vertices_Standard.size();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -106,13 +100,13 @@ struct SSkinMeshBuffer : public IMeshBuffer
|
|||
}
|
||||
|
||||
//! Get pointer to index array
|
||||
const u16* getIndices() const override
|
||||
const u16 *getIndices() const override
|
||||
{
|
||||
return Indices.const_pointer();
|
||||
}
|
||||
|
||||
//! Get pointer to index array
|
||||
u16* getIndices() override
|
||||
u16 *getIndices() override
|
||||
{
|
||||
return Indices.pointer();
|
||||
}
|
||||
|
@ -124,13 +118,13 @@ struct SSkinMeshBuffer : public IMeshBuffer
|
|||
}
|
||||
|
||||
//! Get bounding box
|
||||
const core::aabbox3d<f32>& getBoundingBox() const override
|
||||
const core::aabbox3d<f32> &getBoundingBox() const override
|
||||
{
|
||||
return BoundingBox;
|
||||
}
|
||||
|
||||
//! Set bounding box
|
||||
void setBoundingBox( const core::aabbox3df& box) override
|
||||
void setBoundingBox(const core::aabbox3df &box) override
|
||||
{
|
||||
BoundingBox = box;
|
||||
}
|
||||
|
@ -138,49 +132,42 @@ struct SSkinMeshBuffer : public IMeshBuffer
|
|||
//! Recalculate bounding box
|
||||
void recalculateBoundingBox() override
|
||||
{
|
||||
if(!BoundingBoxNeedsRecalculated)
|
||||
if (!BoundingBoxNeedsRecalculated)
|
||||
return;
|
||||
|
||||
BoundingBoxNeedsRecalculated = false;
|
||||
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_STANDARD:
|
||||
{
|
||||
if (Vertices_Standard.empty())
|
||||
BoundingBox.reset(0,0,0);
|
||||
else
|
||||
{
|
||||
BoundingBox.reset(Vertices_Standard[0].Pos);
|
||||
for (u32 i=1; i<Vertices_Standard.size(); ++i)
|
||||
BoundingBox.addInternalPoint(Vertices_Standard[i].Pos);
|
||||
}
|
||||
break;
|
||||
switch (VertexType) {
|
||||
case video::EVT_STANDARD: {
|
||||
if (Vertices_Standard.empty())
|
||||
BoundingBox.reset(0, 0, 0);
|
||||
else {
|
||||
BoundingBox.reset(Vertices_Standard[0].Pos);
|
||||
for (u32 i = 1; i < Vertices_Standard.size(); ++i)
|
||||
BoundingBox.addInternalPoint(Vertices_Standard[i].Pos);
|
||||
}
|
||||
case video::EVT_2TCOORDS:
|
||||
{
|
||||
if (Vertices_2TCoords.empty())
|
||||
BoundingBox.reset(0,0,0);
|
||||
else
|
||||
{
|
||||
BoundingBox.reset(Vertices_2TCoords[0].Pos);
|
||||
for (u32 i=1; i<Vertices_2TCoords.size(); ++i)
|
||||
BoundingBox.addInternalPoint(Vertices_2TCoords[i].Pos);
|
||||
}
|
||||
break;
|
||||
break;
|
||||
}
|
||||
case video::EVT_2TCOORDS: {
|
||||
if (Vertices_2TCoords.empty())
|
||||
BoundingBox.reset(0, 0, 0);
|
||||
else {
|
||||
BoundingBox.reset(Vertices_2TCoords[0].Pos);
|
||||
for (u32 i = 1; i < Vertices_2TCoords.size(); ++i)
|
||||
BoundingBox.addInternalPoint(Vertices_2TCoords[i].Pos);
|
||||
}
|
||||
case video::EVT_TANGENTS:
|
||||
{
|
||||
if (Vertices_Tangents.empty())
|
||||
BoundingBox.reset(0,0,0);
|
||||
else
|
||||
{
|
||||
BoundingBox.reset(Vertices_Tangents[0].Pos);
|
||||
for (u32 i=1; i<Vertices_Tangents.size(); ++i)
|
||||
BoundingBox.addInternalPoint(Vertices_Tangents[i].Pos);
|
||||
}
|
||||
break;
|
||||
break;
|
||||
}
|
||||
case video::EVT_TANGENTS: {
|
||||
if (Vertices_Tangents.empty())
|
||||
BoundingBox.reset(0, 0, 0);
|
||||
else {
|
||||
BoundingBox.reset(Vertices_Tangents[0].Pos);
|
||||
for (u32 i = 1; i < Vertices_Tangents.size(); ++i)
|
||||
BoundingBox.addInternalPoint(Vertices_Tangents[i].Pos);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -193,141 +180,128 @@ struct SSkinMeshBuffer : public IMeshBuffer
|
|||
//! Convert to 2tcoords vertex type
|
||||
void convertTo2TCoords()
|
||||
{
|
||||
if (VertexType==video::EVT_STANDARD)
|
||||
{
|
||||
for(u32 n=0;n<Vertices_Standard.size();++n)
|
||||
{
|
||||
if (VertexType == video::EVT_STANDARD) {
|
||||
for (u32 n = 0; n < Vertices_Standard.size(); ++n) {
|
||||
video::S3DVertex2TCoords Vertex;
|
||||
Vertex.Color=Vertices_Standard[n].Color;
|
||||
Vertex.Pos=Vertices_Standard[n].Pos;
|
||||
Vertex.Normal=Vertices_Standard[n].Normal;
|
||||
Vertex.TCoords=Vertices_Standard[n].TCoords;
|
||||
Vertex.Color = Vertices_Standard[n].Color;
|
||||
Vertex.Pos = Vertices_Standard[n].Pos;
|
||||
Vertex.Normal = Vertices_Standard[n].Normal;
|
||||
Vertex.TCoords = Vertices_Standard[n].TCoords;
|
||||
Vertices_2TCoords.push_back(Vertex);
|
||||
}
|
||||
Vertices_Standard.clear();
|
||||
VertexType=video::EVT_2TCOORDS;
|
||||
VertexType = video::EVT_2TCOORDS;
|
||||
}
|
||||
}
|
||||
|
||||
//! Convert to tangents vertex type
|
||||
void convertToTangents()
|
||||
{
|
||||
if (VertexType==video::EVT_STANDARD)
|
||||
{
|
||||
for(u32 n=0;n<Vertices_Standard.size();++n)
|
||||
{
|
||||
if (VertexType == video::EVT_STANDARD) {
|
||||
for (u32 n = 0; n < Vertices_Standard.size(); ++n) {
|
||||
video::S3DVertexTangents Vertex;
|
||||
Vertex.Color=Vertices_Standard[n].Color;
|
||||
Vertex.Pos=Vertices_Standard[n].Pos;
|
||||
Vertex.Normal=Vertices_Standard[n].Normal;
|
||||
Vertex.TCoords=Vertices_Standard[n].TCoords;
|
||||
Vertex.Color = Vertices_Standard[n].Color;
|
||||
Vertex.Pos = Vertices_Standard[n].Pos;
|
||||
Vertex.Normal = Vertices_Standard[n].Normal;
|
||||
Vertex.TCoords = Vertices_Standard[n].TCoords;
|
||||
Vertices_Tangents.push_back(Vertex);
|
||||
}
|
||||
Vertices_Standard.clear();
|
||||
VertexType=video::EVT_TANGENTS;
|
||||
}
|
||||
else if (VertexType==video::EVT_2TCOORDS)
|
||||
{
|
||||
for(u32 n=0;n<Vertices_2TCoords.size();++n)
|
||||
{
|
||||
VertexType = video::EVT_TANGENTS;
|
||||
} else if (VertexType == video::EVT_2TCOORDS) {
|
||||
for (u32 n = 0; n < Vertices_2TCoords.size(); ++n) {
|
||||
video::S3DVertexTangents Vertex;
|
||||
Vertex.Color=Vertices_2TCoords[n].Color;
|
||||
Vertex.Pos=Vertices_2TCoords[n].Pos;
|
||||
Vertex.Normal=Vertices_2TCoords[n].Normal;
|
||||
Vertex.TCoords=Vertices_2TCoords[n].TCoords;
|
||||
Vertex.Color = Vertices_2TCoords[n].Color;
|
||||
Vertex.Pos = Vertices_2TCoords[n].Pos;
|
||||
Vertex.Normal = Vertices_2TCoords[n].Normal;
|
||||
Vertex.TCoords = Vertices_2TCoords[n].TCoords;
|
||||
Vertices_Tangents.push_back(Vertex);
|
||||
}
|
||||
Vertices_2TCoords.clear();
|
||||
VertexType=video::EVT_TANGENTS;
|
||||
VertexType = video::EVT_TANGENTS;
|
||||
}
|
||||
}
|
||||
|
||||
//! returns position of vertex i
|
||||
const core::vector3df& getPosition(u32 i) const override
|
||||
const core::vector3df &getPosition(u32 i) const override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords[i].Pos;
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents[i].Pos;
|
||||
default:
|
||||
return Vertices_Standard[i].Pos;
|
||||
switch (VertexType) {
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords[i].Pos;
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents[i].Pos;
|
||||
default:
|
||||
return Vertices_Standard[i].Pos;
|
||||
}
|
||||
}
|
||||
|
||||
//! returns position of vertex i
|
||||
core::vector3df& getPosition(u32 i) override
|
||||
core::vector3df &getPosition(u32 i) override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords[i].Pos;
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents[i].Pos;
|
||||
default:
|
||||
return Vertices_Standard[i].Pos;
|
||||
switch (VertexType) {
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords[i].Pos;
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents[i].Pos;
|
||||
default:
|
||||
return Vertices_Standard[i].Pos;
|
||||
}
|
||||
}
|
||||
|
||||
//! returns normal of vertex i
|
||||
const core::vector3df& getNormal(u32 i) const override
|
||||
const core::vector3df &getNormal(u32 i) const override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords[i].Normal;
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents[i].Normal;
|
||||
default:
|
||||
return Vertices_Standard[i].Normal;
|
||||
switch (VertexType) {
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords[i].Normal;
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents[i].Normal;
|
||||
default:
|
||||
return Vertices_Standard[i].Normal;
|
||||
}
|
||||
}
|
||||
|
||||
//! returns normal of vertex i
|
||||
core::vector3df& getNormal(u32 i) override
|
||||
core::vector3df &getNormal(u32 i) override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords[i].Normal;
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents[i].Normal;
|
||||
default:
|
||||
return Vertices_Standard[i].Normal;
|
||||
switch (VertexType) {
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords[i].Normal;
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents[i].Normal;
|
||||
default:
|
||||
return Vertices_Standard[i].Normal;
|
||||
}
|
||||
}
|
||||
|
||||
//! returns texture coords of vertex i
|
||||
const core::vector2df& getTCoords(u32 i) const override
|
||||
const core::vector2df &getTCoords(u32 i) const override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords[i].TCoords;
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents[i].TCoords;
|
||||
default:
|
||||
return Vertices_Standard[i].TCoords;
|
||||
switch (VertexType) {
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords[i].TCoords;
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents[i].TCoords;
|
||||
default:
|
||||
return Vertices_Standard[i].TCoords;
|
||||
}
|
||||
}
|
||||
|
||||
//! returns texture coords of vertex i
|
||||
core::vector2df& getTCoords(u32 i) override
|
||||
core::vector2df &getTCoords(u32 i) override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords[i].TCoords;
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents[i].TCoords;
|
||||
default:
|
||||
return Vertices_Standard[i].TCoords;
|
||||
switch (VertexType) {
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords[i].TCoords;
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents[i].TCoords;
|
||||
default:
|
||||
return Vertices_Standard[i].TCoords;
|
||||
}
|
||||
}
|
||||
|
||||
//! append the vertices and indices to the current buffer
|
||||
void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) override {}
|
||||
void append(const void *const vertices, u32 numVertices, const u16 *const indices, u32 numIndices) override {}
|
||||
|
||||
//! get the current hardware mapping hint for vertex buffers
|
||||
E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const override
|
||||
|
@ -342,16 +316,15 @@ struct SSkinMeshBuffer : public IMeshBuffer
|
|||
}
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint, E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX ) override
|
||||
void setHardwareMappingHint(E_HARDWARE_MAPPING NewMappingHint, E_BUFFER_TYPE Buffer = EBT_VERTEX_AND_INDEX) override
|
||||
{
|
||||
if (Buffer==EBT_VERTEX)
|
||||
MappingHint_Vertex=NewMappingHint;
|
||||
else if (Buffer==EBT_INDEX)
|
||||
MappingHint_Index=NewMappingHint;
|
||||
else if (Buffer==EBT_VERTEX_AND_INDEX)
|
||||
{
|
||||
MappingHint_Vertex=NewMappingHint;
|
||||
MappingHint_Index=NewMappingHint;
|
||||
if (Buffer == EBT_VERTEX)
|
||||
MappingHint_Vertex = NewMappingHint;
|
||||
else if (Buffer == EBT_INDEX)
|
||||
MappingHint_Index = NewMappingHint;
|
||||
else if (Buffer == EBT_VERTEX_AND_INDEX) {
|
||||
MappingHint_Vertex = NewMappingHint;
|
||||
MappingHint_Index = NewMappingHint;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -368,27 +341,28 @@ struct SSkinMeshBuffer : public IMeshBuffer
|
|||
}
|
||||
|
||||
//! flags the mesh as changed, reloads hardware buffers
|
||||
void setDirty(E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX) override
|
||||
void setDirty(E_BUFFER_TYPE Buffer = EBT_VERTEX_AND_INDEX) override
|
||||
{
|
||||
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_VERTEX)
|
||||
if (Buffer == EBT_VERTEX_AND_INDEX || Buffer == EBT_VERTEX)
|
||||
++ChangedID_Vertex;
|
||||
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_INDEX)
|
||||
if (Buffer == EBT_VERTEX_AND_INDEX || Buffer == EBT_INDEX)
|
||||
++ChangedID_Index;
|
||||
}
|
||||
|
||||
u32 getChangedID_Vertex() const override {return ChangedID_Vertex;}
|
||||
u32 getChangedID_Vertex() const override { return ChangedID_Vertex; }
|
||||
|
||||
u32 getChangedID_Index() const override {return ChangedID_Index;}
|
||||
u32 getChangedID_Index() const override { return ChangedID_Index; }
|
||||
|
||||
void setHWBuffer(void *ptr) const override {
|
||||
void setHWBuffer(void *ptr) const override
|
||||
{
|
||||
HWBuffer = ptr;
|
||||
}
|
||||
|
||||
void *getHWBuffer() const override {
|
||||
void *getHWBuffer() const override
|
||||
{
|
||||
return HWBuffer;
|
||||
}
|
||||
|
||||
|
||||
//! Call this after changing the positions of any vertex.
|
||||
void boundingBoxNeedsRecalculated(void) { BoundingBoxNeedsRecalculated = true; }
|
||||
|
||||
|
@ -400,7 +374,7 @@ struct SSkinMeshBuffer : public IMeshBuffer
|
|||
u32 ChangedID_Vertex;
|
||||
u32 ChangedID_Index;
|
||||
|
||||
//ISkinnedMesh::SJoint *AttachedJoint;
|
||||
// ISkinnedMesh::SJoint *AttachedJoint;
|
||||
core::matrix4 Transformation;
|
||||
|
||||
video::SMaterial Material;
|
||||
|
@ -412,14 +386,13 @@ struct SSkinMeshBuffer : public IMeshBuffer
|
|||
E_PRIMITIVE_TYPE PrimitiveType;
|
||||
|
||||
// hardware mapping hint
|
||||
E_HARDWARE_MAPPING MappingHint_Vertex:3;
|
||||
E_HARDWARE_MAPPING MappingHint_Index:3;
|
||||
E_HARDWARE_MAPPING MappingHint_Vertex : 3;
|
||||
E_HARDWARE_MAPPING MappingHint_Index : 3;
|
||||
|
||||
mutable void *HWBuffer;
|
||||
|
||||
bool BoundingBoxNeedsRecalculated:1;
|
||||
bool BoundingBoxNeedsRecalculated : 1;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
|
|
@ -6,7 +6,6 @@
|
|||
|
||||
#include "irrTypes.h"
|
||||
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
|
@ -17,6 +16,5 @@ enum E_INDEX_TYPE
|
|||
EIT_32BIT
|
||||
};
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
|
|
@ -13,30 +13,32 @@ namespace irr
|
|||
namespace scene
|
||||
{
|
||||
|
||||
class IMesh;
|
||||
class IMeshBuffer;
|
||||
struct SMesh;
|
||||
class IMesh;
|
||||
class IMeshBuffer;
|
||||
struct SMesh;
|
||||
|
||||
//! Interface for vertex manipulators.
|
||||
/** You should derive your manipulator from this class if it shall be called for every vertex, getting as parameter just the vertex.
|
||||
*/
|
||||
struct IVertexManipulator
|
||||
{
|
||||
};
|
||||
//! Interface for vertex manipulators.
|
||||
/** You should derive your manipulator from this class if it shall be called for every vertex, getting as parameter just the vertex.
|
||||
*/
|
||||
struct IVertexManipulator
|
||||
{
|
||||
};
|
||||
|
||||
//! Vertex manipulator which scales the position of the vertex
|
||||
class SVertexPositionScaleManipulator : public IVertexManipulator
|
||||
//! Vertex manipulator which scales the position of the vertex
|
||||
class SVertexPositionScaleManipulator : public IVertexManipulator
|
||||
{
|
||||
public:
|
||||
SVertexPositionScaleManipulator(const core::vector3df &factor) :
|
||||
Factor(factor) {}
|
||||
template <typename VType>
|
||||
void operator()(VType &vertex) const
|
||||
{
|
||||
public:
|
||||
SVertexPositionScaleManipulator(const core::vector3df& factor) : Factor(factor) {}
|
||||
template <typename VType>
|
||||
void operator()(VType& vertex) const
|
||||
{
|
||||
vertex.Pos *= Factor;
|
||||
}
|
||||
private:
|
||||
core::vector3df Factor;
|
||||
};
|
||||
vertex.Pos *= Factor;
|
||||
}
|
||||
|
||||
private:
|
||||
core::vector3df Factor;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
|
|
@ -16,443 +16,434 @@ namespace irr
|
|||
namespace scene
|
||||
{
|
||||
|
||||
//! Defines the view frustum. That's the space visible by the camera.
|
||||
/** The view frustum is enclosed by 6 planes. These six planes share
|
||||
eight points. A bounding box around these eight points is also stored in
|
||||
this structure.
|
||||
*/
|
||||
struct SViewFrustum
|
||||
//! Defines the view frustum. That's the space visible by the camera.
|
||||
/** The view frustum is enclosed by 6 planes. These six planes share
|
||||
eight points. A bounding box around these eight points is also stored in
|
||||
this structure.
|
||||
*/
|
||||
struct SViewFrustum
|
||||
{
|
||||
enum VFPLANES
|
||||
{
|
||||
enum VFPLANES
|
||||
{
|
||||
//! Far plane of the frustum. That is the plane furthest away from the eye.
|
||||
VF_FAR_PLANE = 0,
|
||||
//! Near plane of the frustum. That is the plane nearest to the eye.
|
||||
VF_NEAR_PLANE,
|
||||
//! Left plane of the frustum.
|
||||
VF_LEFT_PLANE,
|
||||
//! Right plane of the frustum.
|
||||
VF_RIGHT_PLANE,
|
||||
//! Bottom plane of the frustum.
|
||||
VF_BOTTOM_PLANE,
|
||||
//! Top plane of the frustum.
|
||||
VF_TOP_PLANE,
|
||||
//! Far plane of the frustum. That is the plane furthest away from the eye.
|
||||
VF_FAR_PLANE = 0,
|
||||
//! Near plane of the frustum. That is the plane nearest to the eye.
|
||||
VF_NEAR_PLANE,
|
||||
//! Left plane of the frustum.
|
||||
VF_LEFT_PLANE,
|
||||
//! Right plane of the frustum.
|
||||
VF_RIGHT_PLANE,
|
||||
//! Bottom plane of the frustum.
|
||||
VF_BOTTOM_PLANE,
|
||||
//! Top plane of the frustum.
|
||||
VF_TOP_PLANE,
|
||||
|
||||
//! Amount of planes enclosing the view frustum. Should be 6.
|
||||
VF_PLANE_COUNT
|
||||
};
|
||||
|
||||
|
||||
//! Default Constructor
|
||||
SViewFrustum() : BoundingRadius(0.f), FarNearDistance(0.f) {}
|
||||
|
||||
//! Copy Constructor
|
||||
SViewFrustum(const SViewFrustum& other);
|
||||
|
||||
//! This constructor creates a view frustum based on a projection and/or view matrix.
|
||||
//\param zClipFromZero: Clipping of z can be projected from 0 to w when true (D3D style) and from -w to w when false (OGL style).
|
||||
SViewFrustum(const core::matrix4& mat, bool zClipFromZero);
|
||||
|
||||
//! This constructor creates a view frustum based on a projection and/or view matrix.
|
||||
//\param zClipFromZero: Clipping of z can be projected from 0 to w when true (D3D style) and from -w to w when false (OGL style).
|
||||
inline void setFrom(const core::matrix4& mat, bool zClipFromZero);
|
||||
|
||||
//! transforms the frustum by the matrix
|
||||
/** \param mat: Matrix by which the view frustum is transformed.*/
|
||||
void transform(const core::matrix4& mat);
|
||||
|
||||
//! returns the point which is on the far left upper corner inside the the view frustum.
|
||||
core::vector3df getFarLeftUp() const;
|
||||
|
||||
//! returns the point which is on the far left bottom corner inside the the view frustum.
|
||||
core::vector3df getFarLeftDown() const;
|
||||
|
||||
//! returns the point which is on the far right top corner inside the the view frustum.
|
||||
core::vector3df getFarRightUp() const;
|
||||
|
||||
//! returns the point which is on the far right bottom corner inside the the view frustum.
|
||||
core::vector3df getFarRightDown() const;
|
||||
|
||||
//! returns the point which is on the near left upper corner inside the the view frustum.
|
||||
core::vector3df getNearLeftUp() const;
|
||||
|
||||
//! returns the point which is on the near left bottom corner inside the the view frustum.
|
||||
core::vector3df getNearLeftDown() const;
|
||||
|
||||
//! returns the point which is on the near right top corner inside the the view frustum.
|
||||
core::vector3df getNearRightUp() const;
|
||||
|
||||
//! returns the point which is on the near right bottom corner inside the the view frustum.
|
||||
core::vector3df getNearRightDown() const;
|
||||
|
||||
//! returns a bounding box enclosing the whole view frustum
|
||||
const core::aabbox3d<f32> &getBoundingBox() const;
|
||||
|
||||
//! recalculates the bounding box and sphere based on the planes
|
||||
inline void recalculateBoundingBox();
|
||||
|
||||
//! get the bounding sphere's radius (of an optimized sphere, not the AABB's)
|
||||
float getBoundingRadius() const;
|
||||
|
||||
//! get the bounding sphere's radius (of an optimized sphere, not the AABB's)
|
||||
core::vector3df getBoundingCenter() const;
|
||||
|
||||
//! the cam should tell the frustum the distance between far and near
|
||||
void setFarNearDistance(float distance);
|
||||
|
||||
//! get the given state's matrix based on frustum E_TRANSFORMATION_STATE
|
||||
core::matrix4& getTransform( video::E_TRANSFORMATION_STATE state);
|
||||
|
||||
//! get the given state's matrix based on frustum E_TRANSFORMATION_STATE
|
||||
const core::matrix4& getTransform( video::E_TRANSFORMATION_STATE state) const;
|
||||
|
||||
//! clips a line to the view frustum.
|
||||
/** \return True if the line was clipped, false if not */
|
||||
bool clipLine(core::line3d<f32>& line) const;
|
||||
|
||||
//! the position of the camera
|
||||
core::vector3df cameraPosition;
|
||||
|
||||
//! all planes enclosing the view frustum.
|
||||
core::plane3d<f32> planes[VF_PLANE_COUNT];
|
||||
|
||||
//! bounding box around the view frustum
|
||||
core::aabbox3d<f32> boundingBox;
|
||||
|
||||
private:
|
||||
//! Hold a copy of important transform matrices
|
||||
enum E_TRANSFORMATION_STATE_FRUSTUM
|
||||
{
|
||||
ETS_VIEW = 0,
|
||||
ETS_PROJECTION = 1,
|
||||
ETS_COUNT_FRUSTUM
|
||||
};
|
||||
|
||||
//! recalculates the bounding sphere based on the planes
|
||||
inline void recalculateBoundingSphere();
|
||||
|
||||
//! Hold a copy of important transform matrices
|
||||
core::matrix4 Matrices[ETS_COUNT_FRUSTUM];
|
||||
|
||||
float BoundingRadius;
|
||||
float FarNearDistance;
|
||||
core::vector3df BoundingCenter;
|
||||
//! Amount of planes enclosing the view frustum. Should be 6.
|
||||
VF_PLANE_COUNT
|
||||
};
|
||||
|
||||
//! Default Constructor
|
||||
SViewFrustum() :
|
||||
BoundingRadius(0.f), FarNearDistance(0.f) {}
|
||||
|
||||
/*!
|
||||
Copy constructor ViewFrustum
|
||||
*/
|
||||
inline SViewFrustum::SViewFrustum(const SViewFrustum& other)
|
||||
//! Copy Constructor
|
||||
SViewFrustum(const SViewFrustum &other);
|
||||
|
||||
//! This constructor creates a view frustum based on a projection and/or view matrix.
|
||||
//\param zClipFromZero: Clipping of z can be projected from 0 to w when true (D3D style) and from -w to w when false (OGL style).
|
||||
SViewFrustum(const core::matrix4 &mat, bool zClipFromZero);
|
||||
|
||||
//! This constructor creates a view frustum based on a projection and/or view matrix.
|
||||
//\param zClipFromZero: Clipping of z can be projected from 0 to w when true (D3D style) and from -w to w when false (OGL style).
|
||||
inline void setFrom(const core::matrix4 &mat, bool zClipFromZero);
|
||||
|
||||
//! transforms the frustum by the matrix
|
||||
/** \param mat: Matrix by which the view frustum is transformed.*/
|
||||
void transform(const core::matrix4 &mat);
|
||||
|
||||
//! returns the point which is on the far left upper corner inside the the view frustum.
|
||||
core::vector3df getFarLeftUp() const;
|
||||
|
||||
//! returns the point which is on the far left bottom corner inside the the view frustum.
|
||||
core::vector3df getFarLeftDown() const;
|
||||
|
||||
//! returns the point which is on the far right top corner inside the the view frustum.
|
||||
core::vector3df getFarRightUp() const;
|
||||
|
||||
//! returns the point which is on the far right bottom corner inside the the view frustum.
|
||||
core::vector3df getFarRightDown() const;
|
||||
|
||||
//! returns the point which is on the near left upper corner inside the the view frustum.
|
||||
core::vector3df getNearLeftUp() const;
|
||||
|
||||
//! returns the point which is on the near left bottom corner inside the the view frustum.
|
||||
core::vector3df getNearLeftDown() const;
|
||||
|
||||
//! returns the point which is on the near right top corner inside the the view frustum.
|
||||
core::vector3df getNearRightUp() const;
|
||||
|
||||
//! returns the point which is on the near right bottom corner inside the the view frustum.
|
||||
core::vector3df getNearRightDown() const;
|
||||
|
||||
//! returns a bounding box enclosing the whole view frustum
|
||||
const core::aabbox3d<f32> &getBoundingBox() const;
|
||||
|
||||
//! recalculates the bounding box and sphere based on the planes
|
||||
inline void recalculateBoundingBox();
|
||||
|
||||
//! get the bounding sphere's radius (of an optimized sphere, not the AABB's)
|
||||
float getBoundingRadius() const;
|
||||
|
||||
//! get the bounding sphere's radius (of an optimized sphere, not the AABB's)
|
||||
core::vector3df getBoundingCenter() const;
|
||||
|
||||
//! the cam should tell the frustum the distance between far and near
|
||||
void setFarNearDistance(float distance);
|
||||
|
||||
//! get the given state's matrix based on frustum E_TRANSFORMATION_STATE
|
||||
core::matrix4 &getTransform(video::E_TRANSFORMATION_STATE state);
|
||||
|
||||
//! get the given state's matrix based on frustum E_TRANSFORMATION_STATE
|
||||
const core::matrix4 &getTransform(video::E_TRANSFORMATION_STATE state) const;
|
||||
|
||||
//! clips a line to the view frustum.
|
||||
/** \return True if the line was clipped, false if not */
|
||||
bool clipLine(core::line3d<f32> &line) const;
|
||||
|
||||
//! the position of the camera
|
||||
core::vector3df cameraPosition;
|
||||
|
||||
//! all planes enclosing the view frustum.
|
||||
core::plane3d<f32> planes[VF_PLANE_COUNT];
|
||||
|
||||
//! bounding box around the view frustum
|
||||
core::aabbox3d<f32> boundingBox;
|
||||
|
||||
private:
|
||||
//! Hold a copy of important transform matrices
|
||||
enum E_TRANSFORMATION_STATE_FRUSTUM
|
||||
{
|
||||
cameraPosition=other.cameraPosition;
|
||||
boundingBox=other.boundingBox;
|
||||
ETS_VIEW = 0,
|
||||
ETS_PROJECTION = 1,
|
||||
ETS_COUNT_FRUSTUM
|
||||
};
|
||||
|
||||
u32 i;
|
||||
for (i=0; i<VF_PLANE_COUNT; ++i)
|
||||
planes[i]=other.planes[i];
|
||||
//! recalculates the bounding sphere based on the planes
|
||||
inline void recalculateBoundingSphere();
|
||||
|
||||
for (i=0; i<ETS_COUNT_FRUSTUM; ++i)
|
||||
Matrices[i]=other.Matrices[i];
|
||||
//! Hold a copy of important transform matrices
|
||||
core::matrix4 Matrices[ETS_COUNT_FRUSTUM];
|
||||
|
||||
BoundingRadius = other.BoundingRadius;
|
||||
FarNearDistance = other.FarNearDistance;
|
||||
BoundingCenter = other.BoundingCenter;
|
||||
}
|
||||
float BoundingRadius;
|
||||
float FarNearDistance;
|
||||
core::vector3df BoundingCenter;
|
||||
};
|
||||
|
||||
inline SViewFrustum::SViewFrustum(const core::matrix4& mat, bool zClipFromZero)
|
||||
{
|
||||
setFrom(mat, zClipFromZero);
|
||||
}
|
||||
/*!
|
||||
Copy constructor ViewFrustum
|
||||
*/
|
||||
inline SViewFrustum::SViewFrustum(const SViewFrustum &other)
|
||||
{
|
||||
cameraPosition = other.cameraPosition;
|
||||
boundingBox = other.boundingBox;
|
||||
|
||||
u32 i;
|
||||
for (i = 0; i < VF_PLANE_COUNT; ++i)
|
||||
planes[i] = other.planes[i];
|
||||
|
||||
inline void SViewFrustum::transform(const core::matrix4& mat)
|
||||
{
|
||||
for (u32 i=0; i<VF_PLANE_COUNT; ++i)
|
||||
mat.transformPlane(planes[i]);
|
||||
for (i = 0; i < ETS_COUNT_FRUSTUM; ++i)
|
||||
Matrices[i] = other.Matrices[i];
|
||||
|
||||
mat.transformVect(cameraPosition);
|
||||
recalculateBoundingBox();
|
||||
}
|
||||
BoundingRadius = other.BoundingRadius;
|
||||
FarNearDistance = other.FarNearDistance;
|
||||
BoundingCenter = other.BoundingCenter;
|
||||
}
|
||||
|
||||
inline SViewFrustum::SViewFrustum(const core::matrix4 &mat, bool zClipFromZero)
|
||||
{
|
||||
setFrom(mat, zClipFromZero);
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getFarLeftUp() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_FAR_PLANE].getIntersectionWithPlanes(
|
||||
inline void SViewFrustum::transform(const core::matrix4 &mat)
|
||||
{
|
||||
for (u32 i = 0; i < VF_PLANE_COUNT; ++i)
|
||||
mat.transformPlane(planes[i]);
|
||||
|
||||
mat.transformVect(cameraPosition);
|
||||
recalculateBoundingBox();
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getFarLeftUp() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_FAR_PLANE].getIntersectionWithPlanes(
|
||||
planes[scene::SViewFrustum::VF_TOP_PLANE],
|
||||
planes[scene::SViewFrustum::VF_LEFT_PLANE], p);
|
||||
|
||||
return p;
|
||||
}
|
||||
return p;
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getFarLeftDown() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_FAR_PLANE].getIntersectionWithPlanes(
|
||||
inline core::vector3df SViewFrustum::getFarLeftDown() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_FAR_PLANE].getIntersectionWithPlanes(
|
||||
planes[scene::SViewFrustum::VF_BOTTOM_PLANE],
|
||||
planes[scene::SViewFrustum::VF_LEFT_PLANE], p);
|
||||
|
||||
return p;
|
||||
}
|
||||
return p;
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getFarRightUp() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_FAR_PLANE].getIntersectionWithPlanes(
|
||||
inline core::vector3df SViewFrustum::getFarRightUp() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_FAR_PLANE].getIntersectionWithPlanes(
|
||||
planes[scene::SViewFrustum::VF_TOP_PLANE],
|
||||
planes[scene::SViewFrustum::VF_RIGHT_PLANE], p);
|
||||
|
||||
return p;
|
||||
}
|
||||
return p;
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getFarRightDown() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_FAR_PLANE].getIntersectionWithPlanes(
|
||||
inline core::vector3df SViewFrustum::getFarRightDown() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_FAR_PLANE].getIntersectionWithPlanes(
|
||||
planes[scene::SViewFrustum::VF_BOTTOM_PLANE],
|
||||
planes[scene::SViewFrustum::VF_RIGHT_PLANE], p);
|
||||
|
||||
return p;
|
||||
}
|
||||
return p;
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getNearLeftUp() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_NEAR_PLANE].getIntersectionWithPlanes(
|
||||
inline core::vector3df SViewFrustum::getNearLeftUp() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_NEAR_PLANE].getIntersectionWithPlanes(
|
||||
planes[scene::SViewFrustum::VF_TOP_PLANE],
|
||||
planes[scene::SViewFrustum::VF_LEFT_PLANE], p);
|
||||
|
||||
return p;
|
||||
}
|
||||
return p;
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getNearLeftDown() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_NEAR_PLANE].getIntersectionWithPlanes(
|
||||
inline core::vector3df SViewFrustum::getNearLeftDown() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_NEAR_PLANE].getIntersectionWithPlanes(
|
||||
planes[scene::SViewFrustum::VF_BOTTOM_PLANE],
|
||||
planes[scene::SViewFrustum::VF_LEFT_PLANE], p);
|
||||
|
||||
return p;
|
||||
}
|
||||
return p;
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getNearRightUp() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_NEAR_PLANE].getIntersectionWithPlanes(
|
||||
inline core::vector3df SViewFrustum::getNearRightUp() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_NEAR_PLANE].getIntersectionWithPlanes(
|
||||
planes[scene::SViewFrustum::VF_TOP_PLANE],
|
||||
planes[scene::SViewFrustum::VF_RIGHT_PLANE], p);
|
||||
|
||||
return p;
|
||||
}
|
||||
return p;
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getNearRightDown() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_NEAR_PLANE].getIntersectionWithPlanes(
|
||||
inline core::vector3df SViewFrustum::getNearRightDown() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_NEAR_PLANE].getIntersectionWithPlanes(
|
||||
planes[scene::SViewFrustum::VF_BOTTOM_PLANE],
|
||||
planes[scene::SViewFrustum::VF_RIGHT_PLANE], p);
|
||||
|
||||
return p;
|
||||
}
|
||||
return p;
|
||||
}
|
||||
|
||||
inline const core::aabbox3d<f32> &SViewFrustum::getBoundingBox() const
|
||||
{
|
||||
return boundingBox;
|
||||
}
|
||||
inline const core::aabbox3d<f32> &SViewFrustum::getBoundingBox() const
|
||||
{
|
||||
return boundingBox;
|
||||
}
|
||||
|
||||
inline void SViewFrustum::recalculateBoundingBox()
|
||||
{
|
||||
boundingBox.reset(getNearLeftUp());
|
||||
boundingBox.addInternalPoint(getNearRightUp());
|
||||
boundingBox.addInternalPoint(getNearLeftDown());
|
||||
boundingBox.addInternalPoint(getNearRightDown());
|
||||
boundingBox.addInternalPoint(getFarRightUp());
|
||||
boundingBox.addInternalPoint(getFarLeftDown());
|
||||
boundingBox.addInternalPoint(getFarRightDown());
|
||||
boundingBox.addInternalPoint(getFarLeftUp());
|
||||
inline void SViewFrustum::recalculateBoundingBox()
|
||||
{
|
||||
boundingBox.reset(getNearLeftUp());
|
||||
boundingBox.addInternalPoint(getNearRightUp());
|
||||
boundingBox.addInternalPoint(getNearLeftDown());
|
||||
boundingBox.addInternalPoint(getNearRightDown());
|
||||
boundingBox.addInternalPoint(getFarRightUp());
|
||||
boundingBox.addInternalPoint(getFarLeftDown());
|
||||
boundingBox.addInternalPoint(getFarRightDown());
|
||||
boundingBox.addInternalPoint(getFarLeftUp());
|
||||
|
||||
// Also recalculate the bounding sphere when the bbox changes
|
||||
recalculateBoundingSphere();
|
||||
}
|
||||
// Also recalculate the bounding sphere when the bbox changes
|
||||
recalculateBoundingSphere();
|
||||
}
|
||||
|
||||
inline float SViewFrustum::getBoundingRadius() const
|
||||
{
|
||||
return BoundingRadius;
|
||||
}
|
||||
inline float SViewFrustum::getBoundingRadius() const
|
||||
{
|
||||
return BoundingRadius;
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getBoundingCenter() const
|
||||
{
|
||||
return BoundingCenter;
|
||||
}
|
||||
inline core::vector3df SViewFrustum::getBoundingCenter() const
|
||||
{
|
||||
return BoundingCenter;
|
||||
}
|
||||
|
||||
inline void SViewFrustum::setFarNearDistance(float distance)
|
||||
{
|
||||
FarNearDistance = distance;
|
||||
}
|
||||
inline void SViewFrustum::setFarNearDistance(float distance)
|
||||
{
|
||||
FarNearDistance = distance;
|
||||
}
|
||||
|
||||
//! This constructor creates a view frustum based on a projection
|
||||
//! and/or view matrix.
|
||||
inline void SViewFrustum::setFrom(const core::matrix4& mat, bool zClipFromZero)
|
||||
{
|
||||
// left clipping plane
|
||||
planes[VF_LEFT_PLANE].Normal.X = mat[3 ] + mat[0];
|
||||
planes[VF_LEFT_PLANE].Normal.Y = mat[7 ] + mat[4];
|
||||
planes[VF_LEFT_PLANE].Normal.Z = mat[11] + mat[8];
|
||||
planes[VF_LEFT_PLANE].D = mat[15] + mat[12];
|
||||
//! This constructor creates a view frustum based on a projection
|
||||
//! and/or view matrix.
|
||||
inline void SViewFrustum::setFrom(const core::matrix4 &mat, bool zClipFromZero)
|
||||
{
|
||||
// left clipping plane
|
||||
planes[VF_LEFT_PLANE].Normal.X = mat[3] + mat[0];
|
||||
planes[VF_LEFT_PLANE].Normal.Y = mat[7] + mat[4];
|
||||
planes[VF_LEFT_PLANE].Normal.Z = mat[11] + mat[8];
|
||||
planes[VF_LEFT_PLANE].D = mat[15] + mat[12];
|
||||
|
||||
// right clipping plane
|
||||
planes[VF_RIGHT_PLANE].Normal.X = mat[3 ] - mat[0];
|
||||
planes[VF_RIGHT_PLANE].Normal.Y = mat[7 ] - mat[4];
|
||||
planes[VF_RIGHT_PLANE].Normal.Z = mat[11] - mat[8];
|
||||
planes[VF_RIGHT_PLANE].D = mat[15] - mat[12];
|
||||
// right clipping plane
|
||||
planes[VF_RIGHT_PLANE].Normal.X = mat[3] - mat[0];
|
||||
planes[VF_RIGHT_PLANE].Normal.Y = mat[7] - mat[4];
|
||||
planes[VF_RIGHT_PLANE].Normal.Z = mat[11] - mat[8];
|
||||
planes[VF_RIGHT_PLANE].D = mat[15] - mat[12];
|
||||
|
||||
// top clipping plane
|
||||
planes[VF_TOP_PLANE].Normal.X = mat[3 ] - mat[1];
|
||||
planes[VF_TOP_PLANE].Normal.Y = mat[7 ] - mat[5];
|
||||
planes[VF_TOP_PLANE].Normal.Z = mat[11] - mat[9];
|
||||
planes[VF_TOP_PLANE].D = mat[15] - mat[13];
|
||||
// top clipping plane
|
||||
planes[VF_TOP_PLANE].Normal.X = mat[3] - mat[1];
|
||||
planes[VF_TOP_PLANE].Normal.Y = mat[7] - mat[5];
|
||||
planes[VF_TOP_PLANE].Normal.Z = mat[11] - mat[9];
|
||||
planes[VF_TOP_PLANE].D = mat[15] - mat[13];
|
||||
|
||||
// bottom clipping plane
|
||||
planes[VF_BOTTOM_PLANE].Normal.X = mat[3 ] + mat[1];
|
||||
planes[VF_BOTTOM_PLANE].Normal.Y = mat[7 ] + mat[5];
|
||||
planes[VF_BOTTOM_PLANE].Normal.Z = mat[11] + mat[9];
|
||||
planes[VF_BOTTOM_PLANE].D = mat[15] + mat[13];
|
||||
// bottom clipping plane
|
||||
planes[VF_BOTTOM_PLANE].Normal.X = mat[3] + mat[1];
|
||||
planes[VF_BOTTOM_PLANE].Normal.Y = mat[7] + mat[5];
|
||||
planes[VF_BOTTOM_PLANE].Normal.Z = mat[11] + mat[9];
|
||||
planes[VF_BOTTOM_PLANE].D = mat[15] + mat[13];
|
||||
|
||||
// far clipping plane
|
||||
planes[VF_FAR_PLANE].Normal.X = mat[3 ] - mat[2];
|
||||
planes[VF_FAR_PLANE].Normal.Y = mat[7 ] - mat[6];
|
||||
planes[VF_FAR_PLANE].Normal.Z = mat[11] - mat[10];
|
||||
planes[VF_FAR_PLANE].D = mat[15] - mat[14];
|
||||
// far clipping plane
|
||||
planes[VF_FAR_PLANE].Normal.X = mat[3] - mat[2];
|
||||
planes[VF_FAR_PLANE].Normal.Y = mat[7] - mat[6];
|
||||
planes[VF_FAR_PLANE].Normal.Z = mat[11] - mat[10];
|
||||
planes[VF_FAR_PLANE].D = mat[15] - mat[14];
|
||||
|
||||
// near clipping plane
|
||||
if (zClipFromZero) {
|
||||
planes[VF_NEAR_PLANE].Normal.X = mat[2];
|
||||
planes[VF_NEAR_PLANE].Normal.Y = mat[6];
|
||||
planes[VF_NEAR_PLANE].Normal.Z = mat[10];
|
||||
planes[VF_NEAR_PLANE].D = mat[14];
|
||||
} else {
|
||||
// near clipping plane
|
||||
if ( zClipFromZero )
|
||||
{
|
||||
planes[VF_NEAR_PLANE].Normal.X = mat[2];
|
||||
planes[VF_NEAR_PLANE].Normal.Y = mat[6];
|
||||
planes[VF_NEAR_PLANE].Normal.Z = mat[10];
|
||||
planes[VF_NEAR_PLANE].D = mat[14];
|
||||
}
|
||||
else
|
||||
{
|
||||
// near clipping plane
|
||||
planes[VF_NEAR_PLANE].Normal.X = mat[3 ] + mat[2];
|
||||
planes[VF_NEAR_PLANE].Normal.Y = mat[7 ] + mat[6];
|
||||
planes[VF_NEAR_PLANE].Normal.Z = mat[11] + mat[10];
|
||||
planes[VF_NEAR_PLANE].D = mat[15] + mat[14];
|
||||
}
|
||||
|
||||
// normalize normals
|
||||
u32 i;
|
||||
for ( i=0; i != VF_PLANE_COUNT; ++i)
|
||||
{
|
||||
const f32 len = -core::reciprocal_squareroot(
|
||||
planes[i].Normal.getLengthSQ());
|
||||
planes[i].Normal *= len;
|
||||
planes[i].D *= len;
|
||||
}
|
||||
|
||||
// make bounding box
|
||||
recalculateBoundingBox();
|
||||
planes[VF_NEAR_PLANE].Normal.X = mat[3] + mat[2];
|
||||
planes[VF_NEAR_PLANE].Normal.Y = mat[7] + mat[6];
|
||||
planes[VF_NEAR_PLANE].Normal.Z = mat[11] + mat[10];
|
||||
planes[VF_NEAR_PLANE].D = mat[15] + mat[14];
|
||||
}
|
||||
|
||||
/*!
|
||||
View Frustum depends on Projection & View Matrix
|
||||
*/
|
||||
inline core::matrix4& SViewFrustum::getTransform(video::E_TRANSFORMATION_STATE state)
|
||||
{
|
||||
u32 index = 0;
|
||||
switch ( state )
|
||||
{
|
||||
case video::ETS_PROJECTION:
|
||||
index = SViewFrustum::ETS_PROJECTION; break;
|
||||
case video::ETS_VIEW:
|
||||
index = SViewFrustum::ETS_VIEW; break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return Matrices [ index ];
|
||||
// normalize normals
|
||||
u32 i;
|
||||
for (i = 0; i != VF_PLANE_COUNT; ++i) {
|
||||
const f32 len = -core::reciprocal_squareroot(
|
||||
planes[i].Normal.getLengthSQ());
|
||||
planes[i].Normal *= len;
|
||||
planes[i].D *= len;
|
||||
}
|
||||
|
||||
/*!
|
||||
View Frustum depends on Projection & View Matrix
|
||||
*/
|
||||
inline const core::matrix4& SViewFrustum::getTransform(video::E_TRANSFORMATION_STATE state) const
|
||||
{
|
||||
u32 index = 0;
|
||||
switch ( state )
|
||||
{
|
||||
case video::ETS_PROJECTION:
|
||||
index = SViewFrustum::ETS_PROJECTION; break;
|
||||
case video::ETS_VIEW:
|
||||
index = SViewFrustum::ETS_VIEW; break;
|
||||
default:
|
||||
break;
|
||||
// make bounding box
|
||||
recalculateBoundingBox();
|
||||
}
|
||||
|
||||
/*!
|
||||
View Frustum depends on Projection & View Matrix
|
||||
*/
|
||||
inline core::matrix4 &SViewFrustum::getTransform(video::E_TRANSFORMATION_STATE state)
|
||||
{
|
||||
u32 index = 0;
|
||||
switch (state) {
|
||||
case video::ETS_PROJECTION:
|
||||
index = SViewFrustum::ETS_PROJECTION;
|
||||
break;
|
||||
case video::ETS_VIEW:
|
||||
index = SViewFrustum::ETS_VIEW;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return Matrices[index];
|
||||
}
|
||||
|
||||
/*!
|
||||
View Frustum depends on Projection & View Matrix
|
||||
*/
|
||||
inline const core::matrix4 &SViewFrustum::getTransform(video::E_TRANSFORMATION_STATE state) const
|
||||
{
|
||||
u32 index = 0;
|
||||
switch (state) {
|
||||
case video::ETS_PROJECTION:
|
||||
index = SViewFrustum::ETS_PROJECTION;
|
||||
break;
|
||||
case video::ETS_VIEW:
|
||||
index = SViewFrustum::ETS_VIEW;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return Matrices[index];
|
||||
}
|
||||
|
||||
//! Clips a line to the frustum
|
||||
inline bool SViewFrustum::clipLine(core::line3d<f32> &line) const
|
||||
{
|
||||
bool wasClipped = false;
|
||||
for (u32 i = 0; i < VF_PLANE_COUNT; ++i) {
|
||||
if (planes[i].classifyPointRelation(line.start) == core::ISREL3D_FRONT) {
|
||||
line.start = line.start.getInterpolated(line.end,
|
||||
1.f - planes[i].getKnownIntersectionWithLine(line.start, line.end));
|
||||
wasClipped = true;
|
||||
}
|
||||
return Matrices [ index ];
|
||||
if (planes[i].classifyPointRelation(line.end) == core::ISREL3D_FRONT) {
|
||||
line.end = line.start.getInterpolated(line.end,
|
||||
1.f - planes[i].getKnownIntersectionWithLine(line.start, line.end));
|
||||
wasClipped = true;
|
||||
}
|
||||
}
|
||||
return wasClipped;
|
||||
}
|
||||
|
||||
inline void SViewFrustum::recalculateBoundingSphere()
|
||||
{
|
||||
// Find the center
|
||||
const float shortlen = (getNearLeftUp() - getNearRightUp()).getLength();
|
||||
const float longlen = (getFarLeftUp() - getFarRightUp()).getLength();
|
||||
|
||||
const float farlen = FarNearDistance;
|
||||
const float fartocenter = (farlen + (shortlen - longlen) * (shortlen + longlen) / (4 * farlen)) / 2;
|
||||
const float neartocenter = farlen - fartocenter;
|
||||
|
||||
BoundingCenter = cameraPosition + -planes[VF_NEAR_PLANE].Normal * neartocenter;
|
||||
|
||||
// Find the radius
|
||||
core::vector3df dir[8];
|
||||
dir[0] = getFarLeftUp() - BoundingCenter;
|
||||
dir[1] = getFarRightUp() - BoundingCenter;
|
||||
dir[2] = getFarLeftDown() - BoundingCenter;
|
||||
dir[3] = getFarRightDown() - BoundingCenter;
|
||||
dir[4] = getNearRightDown() - BoundingCenter;
|
||||
dir[5] = getNearLeftDown() - BoundingCenter;
|
||||
dir[6] = getNearRightUp() - BoundingCenter;
|
||||
dir[7] = getNearLeftUp() - BoundingCenter;
|
||||
|
||||
u32 i = 0;
|
||||
float diam[8] = {0.f};
|
||||
|
||||
for (i = 0; i < 8; ++i)
|
||||
diam[i] = dir[i].getLengthSQ();
|
||||
|
||||
float longest = 0;
|
||||
|
||||
for (i = 0; i < 8; ++i) {
|
||||
if (diam[i] > longest)
|
||||
longest = diam[i];
|
||||
}
|
||||
|
||||
//! Clips a line to the frustum
|
||||
inline bool SViewFrustum::clipLine(core::line3d<f32>& line) const
|
||||
{
|
||||
bool wasClipped = false;
|
||||
for (u32 i=0; i < VF_PLANE_COUNT; ++i)
|
||||
{
|
||||
if (planes[i].classifyPointRelation(line.start) == core::ISREL3D_FRONT)
|
||||
{
|
||||
line.start = line.start.getInterpolated(line.end,
|
||||
1.f-planes[i].getKnownIntersectionWithLine(line.start, line.end));
|
||||
wasClipped = true;
|
||||
}
|
||||
if (planes[i].classifyPointRelation(line.end) == core::ISREL3D_FRONT)
|
||||
{
|
||||
line.end = line.start.getInterpolated(line.end,
|
||||
1.f-planes[i].getKnownIntersectionWithLine(line.start, line.end));
|
||||
wasClipped = true;
|
||||
}
|
||||
}
|
||||
return wasClipped;
|
||||
}
|
||||
|
||||
inline void SViewFrustum::recalculateBoundingSphere()
|
||||
{
|
||||
// Find the center
|
||||
const float shortlen = (getNearLeftUp() - getNearRightUp()).getLength();
|
||||
const float longlen = (getFarLeftUp() - getFarRightUp()).getLength();
|
||||
|
||||
const float farlen = FarNearDistance;
|
||||
const float fartocenter = (farlen + (shortlen - longlen) * (shortlen + longlen)/(4*farlen)) / 2;
|
||||
const float neartocenter = farlen - fartocenter;
|
||||
|
||||
BoundingCenter = cameraPosition + -planes[VF_NEAR_PLANE].Normal * neartocenter;
|
||||
|
||||
// Find the radius
|
||||
core::vector3df dir[8];
|
||||
dir[0] = getFarLeftUp() - BoundingCenter;
|
||||
dir[1] = getFarRightUp() - BoundingCenter;
|
||||
dir[2] = getFarLeftDown() - BoundingCenter;
|
||||
dir[3] = getFarRightDown() - BoundingCenter;
|
||||
dir[4] = getNearRightDown() - BoundingCenter;
|
||||
dir[5] = getNearLeftDown() - BoundingCenter;
|
||||
dir[6] = getNearRightUp() - BoundingCenter;
|
||||
dir[7] = getNearLeftUp() - BoundingCenter;
|
||||
|
||||
u32 i = 0;
|
||||
float diam[8] = { 0.f };
|
||||
|
||||
for (i = 0; i < 8; ++i)
|
||||
diam[i] = dir[i].getLengthSQ();
|
||||
|
||||
float longest = 0;
|
||||
|
||||
for (i = 0; i < 8; ++i)
|
||||
{
|
||||
if (diam[i] > longest)
|
||||
longest = diam[i];
|
||||
}
|
||||
|
||||
BoundingRadius = sqrtf(longest);
|
||||
}
|
||||
BoundingRadius = sqrtf(longest);
|
||||
}
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
|
|
@ -17,35 +17,34 @@ namespace irr
|
|||
{
|
||||
namespace scene
|
||||
{
|
||||
//! Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) materials
|
||||
/** The default behavior in Irrlicht is to disable writing to the
|
||||
z-buffer for all really transparent, i.e. blending materials. This
|
||||
avoids problems with intersecting faces, but can also break renderings.
|
||||
If transparent materials should use the SMaterial flag for ZWriteEnable
|
||||
just as other material types use this attribute.
|
||||
Use it like this:
|
||||
\code
|
||||
SceneManager->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
|
||||
\endcode
|
||||
**/
|
||||
const c8* const ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent";
|
||||
//! Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) materials
|
||||
/** The default behavior in Irrlicht is to disable writing to the
|
||||
z-buffer for all really transparent, i.e. blending materials. This
|
||||
avoids problems with intersecting faces, but can also break renderings.
|
||||
If transparent materials should use the SMaterial flag for ZWriteEnable
|
||||
just as other material types use this attribute.
|
||||
Use it like this:
|
||||
\code
|
||||
SceneManager->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
|
||||
\endcode
|
||||
**/
|
||||
const c8 *const ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent";
|
||||
|
||||
//! Flag to avoid loading group structures in .obj files
|
||||
/** Use it like this:
|
||||
\code
|
||||
SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_GROUPS, true);
|
||||
\endcode
|
||||
**/
|
||||
const c8* const OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups";
|
||||
//! Flag to avoid loading group structures in .obj files
|
||||
/** Use it like this:
|
||||
\code
|
||||
SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_GROUPS, true);
|
||||
\endcode
|
||||
**/
|
||||
const c8 *const OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups";
|
||||
|
||||
|
||||
//! Flag to avoid loading material .mtl file for .obj files
|
||||
/** Use it like this:
|
||||
\code
|
||||
SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
|
||||
\endcode
|
||||
**/
|
||||
const c8* const OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles";
|
||||
//! Flag to avoid loading material .mtl file for .obj files
|
||||
/** Use it like this:
|
||||
\code
|
||||
SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
|
||||
\endcode
|
||||
**/
|
||||
const c8 *const OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles";
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
|
|
@ -15,354 +15,375 @@ namespace core
|
|||
|
||||
//! Axis aligned bounding box in 3d dimensional space.
|
||||
/** Has some useful methods used with occlusion culling or clipping.
|
||||
*/
|
||||
*/
|
||||
template <class T>
|
||||
class aabbox3d
|
||||
{
|
||||
public:
|
||||
|
||||
//! Default Constructor.
|
||||
constexpr aabbox3d(): MinEdge(-1,-1,-1), MaxEdge(1,1,1) {}
|
||||
//! Constructor with min edge and max edge.
|
||||
constexpr aabbox3d(const vector3d<T>& min, const vector3d<T>& max): MinEdge(min), MaxEdge(max) {}
|
||||
//! Constructor with only one point.
|
||||
constexpr aabbox3d(const vector3d<T>& init): MinEdge(init), MaxEdge(init) {}
|
||||
//! Constructor with min edge and max edge as single values, not vectors.
|
||||
constexpr aabbox3d(T minx, T miny, T minz, T maxx, T maxy, T maxz):
|
||||
public:
|
||||
//! Default Constructor.
|
||||
constexpr aabbox3d() :
|
||||
MinEdge(-1, -1, -1), MaxEdge(1, 1, 1) {}
|
||||
//! Constructor with min edge and max edge.
|
||||
constexpr aabbox3d(const vector3d<T> &min, const vector3d<T> &max) :
|
||||
MinEdge(min), MaxEdge(max) {}
|
||||
//! Constructor with only one point.
|
||||
constexpr aabbox3d(const vector3d<T> &init) :
|
||||
MinEdge(init), MaxEdge(init) {}
|
||||
//! Constructor with min edge and max edge as single values, not vectors.
|
||||
constexpr aabbox3d(T minx, T miny, T minz, T maxx, T maxy, T maxz) :
|
||||
MinEdge(minx, miny, minz), MaxEdge(maxx, maxy, maxz) {}
|
||||
|
||||
// operators
|
||||
//! Equality operator
|
||||
/** \param other box to compare with.
|
||||
\return True if both boxes are equal, else false. */
|
||||
constexpr inline bool operator==(const aabbox3d<T>& other) const
|
||||
{ return (MinEdge == other.MinEdge && other.MaxEdge == MaxEdge); }
|
||||
//! Inequality operator
|
||||
/** \param other box to compare with.
|
||||
\return True if both boxes are different, else false. */
|
||||
constexpr inline bool operator!=(const aabbox3d<T>& other) const
|
||||
{ return !(MinEdge == other.MinEdge && other.MaxEdge == MaxEdge); }
|
||||
// operators
|
||||
//! Equality operator
|
||||
/** \param other box to compare with.
|
||||
\return True if both boxes are equal, else false. */
|
||||
constexpr inline bool operator==(const aabbox3d<T> &other) const
|
||||
{
|
||||
return (MinEdge == other.MinEdge && other.MaxEdge == MaxEdge);
|
||||
}
|
||||
//! Inequality operator
|
||||
/** \param other box to compare with.
|
||||
\return True if both boxes are different, else false. */
|
||||
constexpr inline bool operator!=(const aabbox3d<T> &other) const
|
||||
{
|
||||
return !(MinEdge == other.MinEdge && other.MaxEdge == MaxEdge);
|
||||
}
|
||||
|
||||
// functions
|
||||
// functions
|
||||
|
||||
//! Resets the bounding box to a one-point box.
|
||||
/** \param x X coord of the point.
|
||||
\param y Y coord of the point.
|
||||
\param z Z coord of the point. */
|
||||
void reset(T x, T y, T z)
|
||||
{
|
||||
MaxEdge.set(x,y,z);
|
||||
MinEdge = MaxEdge;
|
||||
//! Resets the bounding box to a one-point box.
|
||||
/** \param x X coord of the point.
|
||||
\param y Y coord of the point.
|
||||
\param z Z coord of the point. */
|
||||
void reset(T x, T y, T z)
|
||||
{
|
||||
MaxEdge.set(x, y, z);
|
||||
MinEdge = MaxEdge;
|
||||
}
|
||||
|
||||
//! Resets the bounding box.
|
||||
/** \param initValue New box to set this one to. */
|
||||
void reset(const aabbox3d<T> &initValue)
|
||||
{
|
||||
*this = initValue;
|
||||
}
|
||||
|
||||
//! Resets the bounding box to a one-point box.
|
||||
/** \param initValue New point. */
|
||||
void reset(const vector3d<T> &initValue)
|
||||
{
|
||||
MaxEdge = initValue;
|
||||
MinEdge = initValue;
|
||||
}
|
||||
|
||||
//! Adds a point to the bounding box
|
||||
/** The box grows bigger, if point was outside of the box.
|
||||
\param p: Point to add into the box. */
|
||||
void addInternalPoint(const vector3d<T> &p)
|
||||
{
|
||||
addInternalPoint(p.X, p.Y, p.Z);
|
||||
}
|
||||
|
||||
//! Adds another bounding box
|
||||
/** The box grows bigger, if the new box was outside of the box.
|
||||
\param b: Other bounding box to add into this box. */
|
||||
void addInternalBox(const aabbox3d<T> &b)
|
||||
{
|
||||
addInternalPoint(b.MaxEdge);
|
||||
addInternalPoint(b.MinEdge);
|
||||
}
|
||||
|
||||
//! Adds a point to the bounding box
|
||||
/** The box grows bigger, if point is outside of the box.
|
||||
\param x X coordinate of the point to add to this box.
|
||||
\param y Y coordinate of the point to add to this box.
|
||||
\param z Z coordinate of the point to add to this box. */
|
||||
void addInternalPoint(T x, T y, T z)
|
||||
{
|
||||
if (x > MaxEdge.X)
|
||||
MaxEdge.X = x;
|
||||
if (y > MaxEdge.Y)
|
||||
MaxEdge.Y = y;
|
||||
if (z > MaxEdge.Z)
|
||||
MaxEdge.Z = z;
|
||||
|
||||
if (x < MinEdge.X)
|
||||
MinEdge.X = x;
|
||||
if (y < MinEdge.Y)
|
||||
MinEdge.Y = y;
|
||||
if (z < MinEdge.Z)
|
||||
MinEdge.Z = z;
|
||||
}
|
||||
|
||||
//! Get center of the bounding box
|
||||
/** \return Center of the bounding box. */
|
||||
vector3d<T> getCenter() const
|
||||
{
|
||||
return (MinEdge + MaxEdge) / 2;
|
||||
}
|
||||
|
||||
//! Get extent of the box (maximal distance of two points in the box)
|
||||
/** \return Extent of the bounding box. */
|
||||
vector3d<T> getExtent() const
|
||||
{
|
||||
return MaxEdge - MinEdge;
|
||||
}
|
||||
|
||||
//! Get radius of the bounding sphere
|
||||
/** \return Radius of the bounding sphere. */
|
||||
T getRadius() const
|
||||
{
|
||||
const T radius = getExtent().getLength() / 2;
|
||||
return radius;
|
||||
}
|
||||
|
||||
//! Check if the box is empty.
|
||||
/** This means that there is no space between the min and max edge.
|
||||
\return True if box is empty, else false. */
|
||||
bool isEmpty() const
|
||||
{
|
||||
return MinEdge.equals(MaxEdge);
|
||||
}
|
||||
|
||||
//! Get the volume enclosed by the box in cubed units
|
||||
T getVolume() const
|
||||
{
|
||||
const vector3d<T> e = getExtent();
|
||||
return e.X * e.Y * e.Z;
|
||||
}
|
||||
|
||||
//! Get the surface area of the box in squared units
|
||||
T getArea() const
|
||||
{
|
||||
const vector3d<T> e = getExtent();
|
||||
return 2 * (e.X * e.Y + e.X * e.Z + e.Y * e.Z);
|
||||
}
|
||||
|
||||
//! Stores all 8 edges of the box into an array
|
||||
/** \param edges: Pointer to array of 8 edges. */
|
||||
void getEdges(vector3d<T> *edges) const
|
||||
{
|
||||
const core::vector3d<T> middle = getCenter();
|
||||
const core::vector3d<T> diag = middle - MaxEdge;
|
||||
|
||||
/*
|
||||
Edges are stored in this way:
|
||||
Hey, am I an ascii artist, or what? :) niko.
|
||||
/3--------/7
|
||||
/ | / |
|
||||
/ | / |
|
||||
1---------5 |
|
||||
| /2- - -|- -6
|
||||
| / | /
|
||||
|/ | /
|
||||
0---------4/
|
||||
*/
|
||||
|
||||
edges[0].set(middle.X + diag.X, middle.Y + diag.Y, middle.Z + diag.Z);
|
||||
edges[1].set(middle.X + diag.X, middle.Y - diag.Y, middle.Z + diag.Z);
|
||||
edges[2].set(middle.X + diag.X, middle.Y + diag.Y, middle.Z - diag.Z);
|
||||
edges[3].set(middle.X + diag.X, middle.Y - diag.Y, middle.Z - diag.Z);
|
||||
edges[4].set(middle.X - diag.X, middle.Y + diag.Y, middle.Z + diag.Z);
|
||||
edges[5].set(middle.X - diag.X, middle.Y - diag.Y, middle.Z + diag.Z);
|
||||
edges[6].set(middle.X - diag.X, middle.Y + diag.Y, middle.Z - diag.Z);
|
||||
edges[7].set(middle.X - diag.X, middle.Y - diag.Y, middle.Z - diag.Z);
|
||||
}
|
||||
|
||||
//! Repairs the box.
|
||||
/** Necessary if for example MinEdge and MaxEdge are swapped. */
|
||||
void repair()
|
||||
{
|
||||
T t;
|
||||
|
||||
if (MinEdge.X > MaxEdge.X) {
|
||||
t = MinEdge.X;
|
||||
MinEdge.X = MaxEdge.X;
|
||||
MaxEdge.X = t;
|
||||
}
|
||||
|
||||
//! Resets the bounding box.
|
||||
/** \param initValue New box to set this one to. */
|
||||
void reset(const aabbox3d<T>& initValue)
|
||||
{
|
||||
*this = initValue;
|
||||
if (MinEdge.Y > MaxEdge.Y) {
|
||||
t = MinEdge.Y;
|
||||
MinEdge.Y = MaxEdge.Y;
|
||||
MaxEdge.Y = t;
|
||||
}
|
||||
|
||||
//! Resets the bounding box to a one-point box.
|
||||
/** \param initValue New point. */
|
||||
void reset(const vector3d<T>& initValue)
|
||||
{
|
||||
MaxEdge = initValue;
|
||||
MinEdge = initValue;
|
||||
if (MinEdge.Z > MaxEdge.Z) {
|
||||
t = MinEdge.Z;
|
||||
MinEdge.Z = MaxEdge.Z;
|
||||
MaxEdge.Z = t;
|
||||
}
|
||||
}
|
||||
|
||||
//! Adds a point to the bounding box
|
||||
/** The box grows bigger, if point was outside of the box.
|
||||
\param p: Point to add into the box. */
|
||||
void addInternalPoint(const vector3d<T>& p)
|
||||
{
|
||||
addInternalPoint(p.X, p.Y, p.Z);
|
||||
}
|
||||
// Check if MaxEdge > MinEdge
|
||||
bool isValid() const
|
||||
{
|
||||
if (MinEdge.X > MaxEdge.X)
|
||||
return false;
|
||||
if (MinEdge.Y > MaxEdge.Y)
|
||||
return false;
|
||||
if (MinEdge.Z > MaxEdge.Z)
|
||||
return false;
|
||||
|
||||
//! Adds another bounding box
|
||||
/** The box grows bigger, if the new box was outside of the box.
|
||||
\param b: Other bounding box to add into this box. */
|
||||
void addInternalBox(const aabbox3d<T>& b)
|
||||
{
|
||||
addInternalPoint(b.MaxEdge);
|
||||
addInternalPoint(b.MinEdge);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
//! Adds a point to the bounding box
|
||||
/** The box grows bigger, if point is outside of the box.
|
||||
\param x X coordinate of the point to add to this box.
|
||||
\param y Y coordinate of the point to add to this box.
|
||||
\param z Z coordinate of the point to add to this box. */
|
||||
void addInternalPoint(T x, T y, T z)
|
||||
{
|
||||
if (x>MaxEdge.X) MaxEdge.X = x;
|
||||
if (y>MaxEdge.Y) MaxEdge.Y = y;
|
||||
if (z>MaxEdge.Z) MaxEdge.Z = z;
|
||||
//! Calculates a new interpolated bounding box.
|
||||
/** d=0 returns other, d=1 returns this, all other values blend between
|
||||
the two boxes.
|
||||
\param other Other box to interpolate between
|
||||
\param d Value between 0.0f and 1.0f.
|
||||
\return Interpolated box. */
|
||||
aabbox3d<T> getInterpolated(const aabbox3d<T> &other, f32 d) const
|
||||
{
|
||||
f32 inv = 1.0f - d;
|
||||
return aabbox3d<T>((other.MinEdge * inv) + (MinEdge * d),
|
||||
(other.MaxEdge * inv) + (MaxEdge * d));
|
||||
}
|
||||
|
||||
if (x<MinEdge.X) MinEdge.X = x;
|
||||
if (y<MinEdge.Y) MinEdge.Y = y;
|
||||
if (z<MinEdge.Z) MinEdge.Z = z;
|
||||
}
|
||||
|
||||
//! Get center of the bounding box
|
||||
/** \return Center of the bounding box. */
|
||||
vector3d<T> getCenter() const
|
||||
{
|
||||
return (MinEdge + MaxEdge) / 2;
|
||||
}
|
||||
|
||||
//! Get extent of the box (maximal distance of two points in the box)
|
||||
/** \return Extent of the bounding box. */
|
||||
vector3d<T> getExtent() const
|
||||
{
|
||||
return MaxEdge - MinEdge;
|
||||
}
|
||||
|
||||
//! Get radius of the bounding sphere
|
||||
/** \return Radius of the bounding sphere. */
|
||||
T getRadius() const
|
||||
{
|
||||
const T radius = getExtent().getLength() / 2;
|
||||
return radius;
|
||||
}
|
||||
|
||||
//! Check if the box is empty.
|
||||
/** This means that there is no space between the min and max edge.
|
||||
\return True if box is empty, else false. */
|
||||
bool isEmpty() const
|
||||
{
|
||||
return MinEdge.equals ( MaxEdge );
|
||||
}
|
||||
|
||||
//! Get the volume enclosed by the box in cubed units
|
||||
T getVolume() const
|
||||
{
|
||||
const vector3d<T> e = getExtent();
|
||||
return e.X * e.Y * e.Z;
|
||||
}
|
||||
|
||||
//! Get the surface area of the box in squared units
|
||||
T getArea() const
|
||||
{
|
||||
const vector3d<T> e = getExtent();
|
||||
return 2*(e.X*e.Y + e.X*e.Z + e.Y*e.Z);
|
||||
}
|
||||
|
||||
//! Stores all 8 edges of the box into an array
|
||||
/** \param edges: Pointer to array of 8 edges. */
|
||||
void getEdges(vector3d<T> *edges) const
|
||||
{
|
||||
const core::vector3d<T> middle = getCenter();
|
||||
const core::vector3d<T> diag = middle - MaxEdge;
|
||||
|
||||
/*
|
||||
Edges are stored in this way:
|
||||
Hey, am I an ascii artist, or what? :) niko.
|
||||
/3--------/7
|
||||
/ | / |
|
||||
/ | / |
|
||||
1---------5 |
|
||||
| /2- - -|- -6
|
||||
| / | /
|
||||
|/ | /
|
||||
0---------4/
|
||||
*/
|
||||
|
||||
edges[0].set(middle.X + diag.X, middle.Y + diag.Y, middle.Z + diag.Z);
|
||||
edges[1].set(middle.X + diag.X, middle.Y - diag.Y, middle.Z + diag.Z);
|
||||
edges[2].set(middle.X + diag.X, middle.Y + diag.Y, middle.Z - diag.Z);
|
||||
edges[3].set(middle.X + diag.X, middle.Y - diag.Y, middle.Z - diag.Z);
|
||||
edges[4].set(middle.X - diag.X, middle.Y + diag.Y, middle.Z + diag.Z);
|
||||
edges[5].set(middle.X - diag.X, middle.Y - diag.Y, middle.Z + diag.Z);
|
||||
edges[6].set(middle.X - diag.X, middle.Y + diag.Y, middle.Z - diag.Z);
|
||||
edges[7].set(middle.X - diag.X, middle.Y - diag.Y, middle.Z - diag.Z);
|
||||
}
|
||||
|
||||
//! Repairs the box.
|
||||
/** Necessary if for example MinEdge and MaxEdge are swapped. */
|
||||
void repair()
|
||||
{
|
||||
T t;
|
||||
|
||||
if (MinEdge.X > MaxEdge.X)
|
||||
{ t=MinEdge.X; MinEdge.X = MaxEdge.X; MaxEdge.X=t; }
|
||||
if (MinEdge.Y > MaxEdge.Y)
|
||||
{ t=MinEdge.Y; MinEdge.Y = MaxEdge.Y; MaxEdge.Y=t; }
|
||||
if (MinEdge.Z > MaxEdge.Z)
|
||||
{ t=MinEdge.Z; MinEdge.Z = MaxEdge.Z; MaxEdge.Z=t; }
|
||||
}
|
||||
|
||||
// Check if MaxEdge > MinEdge
|
||||
bool isValid() const
|
||||
{
|
||||
if (MinEdge.X > MaxEdge.X) return false;
|
||||
if (MinEdge.Y > MaxEdge.Y) return false;
|
||||
if (MinEdge.Z > MaxEdge.Z) return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//! Calculates a new interpolated bounding box.
|
||||
/** d=0 returns other, d=1 returns this, all other values blend between
|
||||
the two boxes.
|
||||
\param other Other box to interpolate between
|
||||
\param d Value between 0.0f and 1.0f.
|
||||
\return Interpolated box. */
|
||||
aabbox3d<T> getInterpolated(const aabbox3d<T>& other, f32 d) const
|
||||
{
|
||||
f32 inv = 1.0f - d;
|
||||
return aabbox3d<T>((other.MinEdge*inv) + (MinEdge*d),
|
||||
(other.MaxEdge*inv) + (MaxEdge*d));
|
||||
}
|
||||
|
||||
//! Determines if a point is within this box.
|
||||
/** Border is included (IS part of the box)!
|
||||
\param p: Point to check.
|
||||
\return True if the point is within the box and false if not */
|
||||
bool isPointInside(const vector3d<T>& p) const
|
||||
{
|
||||
return (p.X >= MinEdge.X && p.X <= MaxEdge.X &&
|
||||
//! Determines if a point is within this box.
|
||||
/** Border is included (IS part of the box)!
|
||||
\param p: Point to check.
|
||||
\return True if the point is within the box and false if not */
|
||||
bool isPointInside(const vector3d<T> &p) const
|
||||
{
|
||||
return (p.X >= MinEdge.X && p.X <= MaxEdge.X &&
|
||||
p.Y >= MinEdge.Y && p.Y <= MaxEdge.Y &&
|
||||
p.Z >= MinEdge.Z && p.Z <= MaxEdge.Z);
|
||||
}
|
||||
}
|
||||
|
||||
//! Determines if a point is within this box and not its borders.
|
||||
/** Border is excluded (NOT part of the box)!
|
||||
\param p: Point to check.
|
||||
\return True if the point is within the box and false if not. */
|
||||
bool isPointTotalInside(const vector3d<T>& p) const
|
||||
{
|
||||
return (p.X > MinEdge.X && p.X < MaxEdge.X &&
|
||||
//! Determines if a point is within this box and not its borders.
|
||||
/** Border is excluded (NOT part of the box)!
|
||||
\param p: Point to check.
|
||||
\return True if the point is within the box and false if not. */
|
||||
bool isPointTotalInside(const vector3d<T> &p) const
|
||||
{
|
||||
return (p.X > MinEdge.X && p.X < MaxEdge.X &&
|
||||
p.Y > MinEdge.Y && p.Y < MaxEdge.Y &&
|
||||
p.Z > MinEdge.Z && p.Z < MaxEdge.Z);
|
||||
}
|
||||
}
|
||||
|
||||
//! Check if this box is completely inside the 'other' box.
|
||||
/** \param other: Other box to check against.
|
||||
\return True if this box is completely inside the other box,
|
||||
otherwise false. */
|
||||
bool isFullInside(const aabbox3d<T>& other) const
|
||||
{
|
||||
return (MinEdge.X >= other.MinEdge.X && MinEdge.Y >= other.MinEdge.Y && MinEdge.Z >= other.MinEdge.Z &&
|
||||
//! Check if this box is completely inside the 'other' box.
|
||||
/** \param other: Other box to check against.
|
||||
\return True if this box is completely inside the other box,
|
||||
otherwise false. */
|
||||
bool isFullInside(const aabbox3d<T> &other) const
|
||||
{
|
||||
return (MinEdge.X >= other.MinEdge.X && MinEdge.Y >= other.MinEdge.Y && MinEdge.Z >= other.MinEdge.Z &&
|
||||
MaxEdge.X <= other.MaxEdge.X && MaxEdge.Y <= other.MaxEdge.Y && MaxEdge.Z <= other.MaxEdge.Z);
|
||||
}
|
||||
}
|
||||
|
||||
//! Returns the intersection of this box with another, if possible.
|
||||
aabbox3d<T> intersect(const aabbox3d<T>& other) const
|
||||
{
|
||||
aabbox3d<T> out;
|
||||
|
||||
if (!intersectsWithBox(other))
|
||||
return out;
|
||||
|
||||
out.MaxEdge.X = min_(MaxEdge.X, other.MaxEdge.X);
|
||||
out.MaxEdge.Y = min_(MaxEdge.Y, other.MaxEdge.Y);
|
||||
out.MaxEdge.Z = min_(MaxEdge.Z, other.MaxEdge.Z);
|
||||
|
||||
out.MinEdge.X = max_(MinEdge.X, other.MinEdge.X);
|
||||
out.MinEdge.Y = max_(MinEdge.Y, other.MinEdge.Y);
|
||||
out.MinEdge.Z = max_(MinEdge.Z, other.MinEdge.Z);
|
||||
//! Returns the intersection of this box with another, if possible.
|
||||
aabbox3d<T> intersect(const aabbox3d<T> &other) const
|
||||
{
|
||||
aabbox3d<T> out;
|
||||
|
||||
if (!intersectsWithBox(other))
|
||||
return out;
|
||||
}
|
||||
|
||||
//! Determines if the axis-aligned box intersects with another axis-aligned box.
|
||||
/** \param other: Other box to check a intersection with.
|
||||
\return True if there is an intersection with the other box,
|
||||
otherwise false. */
|
||||
bool intersectsWithBox(const aabbox3d<T>& other) const
|
||||
{
|
||||
return (MinEdge.X <= other.MaxEdge.X && MinEdge.Y <= other.MaxEdge.Y && MinEdge.Z <= other.MaxEdge.Z &&
|
||||
out.MaxEdge.X = min_(MaxEdge.X, other.MaxEdge.X);
|
||||
out.MaxEdge.Y = min_(MaxEdge.Y, other.MaxEdge.Y);
|
||||
out.MaxEdge.Z = min_(MaxEdge.Z, other.MaxEdge.Z);
|
||||
|
||||
out.MinEdge.X = max_(MinEdge.X, other.MinEdge.X);
|
||||
out.MinEdge.Y = max_(MinEdge.Y, other.MinEdge.Y);
|
||||
out.MinEdge.Z = max_(MinEdge.Z, other.MinEdge.Z);
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
//! Determines if the axis-aligned box intersects with another axis-aligned box.
|
||||
/** \param other: Other box to check a intersection with.
|
||||
\return True if there is an intersection with the other box,
|
||||
otherwise false. */
|
||||
bool intersectsWithBox(const aabbox3d<T> &other) const
|
||||
{
|
||||
return (MinEdge.X <= other.MaxEdge.X && MinEdge.Y <= other.MaxEdge.Y && MinEdge.Z <= other.MaxEdge.Z &&
|
||||
MaxEdge.X >= other.MinEdge.X && MaxEdge.Y >= other.MinEdge.Y && MaxEdge.Z >= other.MinEdge.Z);
|
||||
}
|
||||
}
|
||||
|
||||
//! Tests if the box intersects with a line
|
||||
/** \param line: Line to test intersection with.
|
||||
\return True if there is an intersection , else false. */
|
||||
bool intersectsWithLine(const line3d<T>& line) const
|
||||
{
|
||||
return intersectsWithLine(line.getMiddle(), line.getVector().normalize(),
|
||||
(T)(line.getLength() * 0.5));
|
||||
}
|
||||
//! Tests if the box intersects with a line
|
||||
/** \param line: Line to test intersection with.
|
||||
\return True if there is an intersection , else false. */
|
||||
bool intersectsWithLine(const line3d<T> &line) const
|
||||
{
|
||||
return intersectsWithLine(line.getMiddle(), line.getVector().normalize(),
|
||||
(T)(line.getLength() * 0.5));
|
||||
}
|
||||
|
||||
//! Tests if the box intersects with a line
|
||||
/** \param linemiddle Center of the line.
|
||||
\param linevect Vector of the line.
|
||||
\param halflength Half length of the line.
|
||||
\return True if there is an intersection, else false. */
|
||||
bool intersectsWithLine(const vector3d<T>& linemiddle,
|
||||
const vector3d<T>& linevect, T halflength) const
|
||||
{
|
||||
const vector3d<T> e = getExtent() * (T)0.5;
|
||||
const vector3d<T> t = getCenter() - linemiddle;
|
||||
//! Tests if the box intersects with a line
|
||||
/** \param linemiddle Center of the line.
|
||||
\param linevect Vector of the line.
|
||||
\param halflength Half length of the line.
|
||||
\return True if there is an intersection, else false. */
|
||||
bool intersectsWithLine(const vector3d<T> &linemiddle,
|
||||
const vector3d<T> &linevect, T halflength) const
|
||||
{
|
||||
const vector3d<T> e = getExtent() * (T)0.5;
|
||||
const vector3d<T> t = getCenter() - linemiddle;
|
||||
|
||||
if ((fabs(t.X) > e.X + halflength * fabs(linevect.X)) ||
|
||||
if ((fabs(t.X) > e.X + halflength * fabs(linevect.X)) ||
|
||||
(fabs(t.Y) > e.Y + halflength * fabs(linevect.Y)) ||
|
||||
(fabs(t.Z) > e.Z + halflength * fabs(linevect.Z)) )
|
||||
return false;
|
||||
(fabs(t.Z) > e.Z + halflength * fabs(linevect.Z)))
|
||||
return false;
|
||||
|
||||
T r = e.Y * (T)fabs(linevect.Z) + e.Z * (T)fabs(linevect.Y);
|
||||
if (fabs(t.Y*linevect.Z - t.Z*linevect.Y) > r )
|
||||
return false;
|
||||
T r = e.Y * (T)fabs(linevect.Z) + e.Z * (T)fabs(linevect.Y);
|
||||
if (fabs(t.Y * linevect.Z - t.Z * linevect.Y) > r)
|
||||
return false;
|
||||
|
||||
r = e.X * (T)fabs(linevect.Z) + e.Z * (T)fabs(linevect.X);
|
||||
if (fabs(t.Z*linevect.X - t.X*linevect.Z) > r )
|
||||
return false;
|
||||
r = e.X * (T)fabs(linevect.Z) + e.Z * (T)fabs(linevect.X);
|
||||
if (fabs(t.Z * linevect.X - t.X * linevect.Z) > r)
|
||||
return false;
|
||||
|
||||
r = e.X * (T)fabs(linevect.Y) + e.Y * (T)fabs(linevect.X);
|
||||
if (fabs(t.X*linevect.Y - t.Y*linevect.X) > r)
|
||||
return false;
|
||||
r = e.X * (T)fabs(linevect.Y) + e.Y * (T)fabs(linevect.X);
|
||||
if (fabs(t.X * linevect.Y - t.Y * linevect.X) > r)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
return true;
|
||||
}
|
||||
|
||||
//! Classifies a relation with a plane.
|
||||
/** \param plane Plane to classify relation to.
|
||||
\return Returns ISREL3D_FRONT if the box is in front of the plane,
|
||||
ISREL3D_BACK if the box is behind the plane, and
|
||||
ISREL3D_CLIPPED if it is on both sides of the plane. */
|
||||
EIntersectionRelation3D classifyPlaneRelation(const plane3d<T> &plane) const
|
||||
{
|
||||
vector3d<T> nearPoint(MaxEdge);
|
||||
vector3d<T> farPoint(MinEdge);
|
||||
|
||||
if (plane.Normal.X > (T)0) {
|
||||
nearPoint.X = MinEdge.X;
|
||||
farPoint.X = MaxEdge.X;
|
||||
}
|
||||
|
||||
//! Classifies a relation with a plane.
|
||||
/** \param plane Plane to classify relation to.
|
||||
\return Returns ISREL3D_FRONT if the box is in front of the plane,
|
||||
ISREL3D_BACK if the box is behind the plane, and
|
||||
ISREL3D_CLIPPED if it is on both sides of the plane. */
|
||||
EIntersectionRelation3D classifyPlaneRelation(const plane3d<T>& plane) const
|
||||
{
|
||||
vector3d<T> nearPoint(MaxEdge);
|
||||
vector3d<T> farPoint(MinEdge);
|
||||
|
||||
if (plane.Normal.X > (T)0)
|
||||
{
|
||||
nearPoint.X = MinEdge.X;
|
||||
farPoint.X = MaxEdge.X;
|
||||
}
|
||||
|
||||
if (plane.Normal.Y > (T)0)
|
||||
{
|
||||
nearPoint.Y = MinEdge.Y;
|
||||
farPoint.Y = MaxEdge.Y;
|
||||
}
|
||||
|
||||
if (plane.Normal.Z > (T)0)
|
||||
{
|
||||
nearPoint.Z = MinEdge.Z;
|
||||
farPoint.Z = MaxEdge.Z;
|
||||
}
|
||||
|
||||
if (plane.Normal.dotProduct(nearPoint) + plane.D > (T)0)
|
||||
return ISREL3D_FRONT;
|
||||
|
||||
if (plane.Normal.dotProduct(farPoint) + plane.D > (T)0)
|
||||
return ISREL3D_CLIPPED;
|
||||
|
||||
return ISREL3D_BACK;
|
||||
if (plane.Normal.Y > (T)0) {
|
||||
nearPoint.Y = MinEdge.Y;
|
||||
farPoint.Y = MaxEdge.Y;
|
||||
}
|
||||
|
||||
//! The near edge
|
||||
vector3d<T> MinEdge;
|
||||
if (plane.Normal.Z > (T)0) {
|
||||
nearPoint.Z = MinEdge.Z;
|
||||
farPoint.Z = MaxEdge.Z;
|
||||
}
|
||||
|
||||
//! The far edge
|
||||
vector3d<T> MaxEdge;
|
||||
if (plane.Normal.dotProduct(nearPoint) + plane.D > (T)0)
|
||||
return ISREL3D_FRONT;
|
||||
|
||||
if (plane.Normal.dotProduct(farPoint) + plane.D > (T)0)
|
||||
return ISREL3D_CLIPPED;
|
||||
|
||||
return ISREL3D_BACK;
|
||||
}
|
||||
|
||||
//! The near edge
|
||||
vector3d<T> MinEdge;
|
||||
|
||||
//! The far edge
|
||||
vector3d<T> MaxEdge;
|
||||
};
|
||||
|
||||
//! Typedef for a f32 3d bounding box.
|
||||
typedef aabbox3d<f32> aabbox3df;
|
||||
//! Typedef for an integer 3d bounding box.
|
||||
typedef aabbox3d<s32> aabbox3di;
|
||||
//! Typedef for a f32 3d bounding box.
|
||||
typedef aabbox3d<f32> aabbox3df;
|
||||
//! Typedef for an integer 3d bounding box.
|
||||
typedef aabbox3d<s32> aabbox3di;
|
||||
|
||||
} // end namespace core
|
||||
} // end namespace irr
|
||||
|
|
|
@ -19,62 +19,61 @@ namespace core
|
|||
// ----------- some basic quite often used string functions -----------------
|
||||
|
||||
//! search if a filename has a proper extension
|
||||
inline s32 isFileExtension (const io::path& filename, const io::path& ext0,
|
||||
const io::path& ext1, const io::path& ext2)
|
||||
inline s32 isFileExtension(const io::path &filename, const io::path &ext0,
|
||||
const io::path &ext1, const io::path &ext2)
|
||||
{
|
||||
s32 extPos = filename.findLast ( '.' );
|
||||
if ( extPos < 0 )
|
||||
s32 extPos = filename.findLast('.');
|
||||
if (extPos < 0)
|
||||
return 0;
|
||||
|
||||
extPos += 1;
|
||||
if ( filename.equals_substring_ignore_case ( ext0, extPos ) )
|
||||
if (filename.equals_substring_ignore_case(ext0, extPos))
|
||||
return 1;
|
||||
if ( filename.equals_substring_ignore_case ( ext1, extPos ) )
|
||||
if (filename.equals_substring_ignore_case(ext1, extPos))
|
||||
return 2;
|
||||
if ( filename.equals_substring_ignore_case ( ext2, extPos ) )
|
||||
if (filename.equals_substring_ignore_case(ext2, extPos))
|
||||
return 3;
|
||||
return 0;
|
||||
}
|
||||
|
||||
//! search if a filename has a proper extension
|
||||
inline bool hasFileExtension(const io::path& filename, const io::path& ext0,
|
||||
const io::path& ext1 = "", const io::path& ext2 = "")
|
||||
inline bool hasFileExtension(const io::path &filename, const io::path &ext0,
|
||||
const io::path &ext1 = "", const io::path &ext2 = "")
|
||||
{
|
||||
return isFileExtension ( filename, ext0, ext1, ext2 ) > 0;
|
||||
return isFileExtension(filename, ext0, ext1, ext2) > 0;
|
||||
}
|
||||
|
||||
//! cut the filename extension from a source file path and store it in a dest file path
|
||||
inline io::path& cutFilenameExtension ( io::path &dest, const io::path &source )
|
||||
inline io::path &cutFilenameExtension(io::path &dest, const io::path &source)
|
||||
{
|
||||
s32 endPos = source.findLast ( '.' );
|
||||
dest = source.subString ( 0, endPos < 0 ? source.size () : endPos );
|
||||
s32 endPos = source.findLast('.');
|
||||
dest = source.subString(0, endPos < 0 ? source.size() : endPos);
|
||||
return dest;
|
||||
}
|
||||
|
||||
//! get the filename extension from a file path
|
||||
inline io::path& getFileNameExtension ( io::path &dest, const io::path &source )
|
||||
inline io::path &getFileNameExtension(io::path &dest, const io::path &source)
|
||||
{
|
||||
s32 endPos = source.findLast ( '.' );
|
||||
if ( endPos < 0 )
|
||||
s32 endPos = source.findLast('.');
|
||||
if (endPos < 0)
|
||||
dest = "";
|
||||
else
|
||||
dest = source.subString ( endPos, source.size () );
|
||||
dest = source.subString(endPos, source.size());
|
||||
return dest;
|
||||
}
|
||||
|
||||
//! delete path from filename
|
||||
inline io::path& deletePathFromFilename(io::path& filename)
|
||||
inline io::path &deletePathFromFilename(io::path &filename)
|
||||
{
|
||||
// delete path from filename
|
||||
const fschar_t* s = filename.c_str();
|
||||
const fschar_t* p = s + filename.size();
|
||||
const fschar_t *s = filename.c_str();
|
||||
const fschar_t *p = s + filename.size();
|
||||
|
||||
// search for path separator or beginning
|
||||
while ( *p != '/' && *p != '\\' && p != s )
|
||||
while (*p != '/' && *p != '\\' && p != s)
|
||||
p--;
|
||||
|
||||
if ( p != s )
|
||||
{
|
||||
if (p != s) {
|
||||
++p;
|
||||
filename = p;
|
||||
}
|
||||
|
@ -82,51 +81,45 @@ inline io::path& deletePathFromFilename(io::path& filename)
|
|||
}
|
||||
|
||||
//! trim paths
|
||||
inline io::path& deletePathFromPath(io::path& filename, s32 pathCount)
|
||||
inline io::path &deletePathFromPath(io::path &filename, s32 pathCount)
|
||||
{
|
||||
// delete path from filename
|
||||
s32 i = filename.size();
|
||||
|
||||
// search for path separator or beginning
|
||||
while ( i>=0 )
|
||||
{
|
||||
if ( filename[i] == '/' || filename[i] == '\\' )
|
||||
{
|
||||
if ( --pathCount <= 0 )
|
||||
while (i >= 0) {
|
||||
if (filename[i] == '/' || filename[i] == '\\') {
|
||||
if (--pathCount <= 0)
|
||||
break;
|
||||
}
|
||||
--i;
|
||||
}
|
||||
|
||||
if ( i>0 )
|
||||
{
|
||||
filename [ i + 1 ] = 0;
|
||||
if (i > 0) {
|
||||
filename[i + 1] = 0;
|
||||
filename.validate();
|
||||
}
|
||||
else
|
||||
filename="";
|
||||
} else
|
||||
filename = "";
|
||||
return filename;
|
||||
}
|
||||
|
||||
//! looks if file is in the same directory of path. returns offset of directory.
|
||||
//! 0 means in same directory. 1 means file is direct child of path
|
||||
inline s32 isInSameDirectory ( const io::path& path, const io::path& file )
|
||||
inline s32 isInSameDirectory(const io::path &path, const io::path &file)
|
||||
{
|
||||
if ( path.size() && !path.equalsn ( file, path.size() ) )
|
||||
if (path.size() && !path.equalsn(file, path.size()))
|
||||
return -1;
|
||||
|
||||
s32 subA = 0;
|
||||
s32 subB = 0;
|
||||
s32 pos = 0;
|
||||
while ( (pos = path.findNext ( '/', pos )) >= 0 )
|
||||
{
|
||||
while ((pos = path.findNext('/', pos)) >= 0) {
|
||||
subA += 1;
|
||||
pos += 1;
|
||||
}
|
||||
|
||||
pos = 0;
|
||||
while ( (pos = file.findNext ( '/', pos )) >= 0 )
|
||||
{
|
||||
while ((pos = file.findNext('/', pos)) >= 0) {
|
||||
subB += 1;
|
||||
pos += 1;
|
||||
}
|
||||
|
@ -135,55 +128,47 @@ inline s32 isInSameDirectory ( const io::path& path, const io::path& file )
|
|||
}
|
||||
|
||||
//! splits a path into components
|
||||
static inline void splitFilename(const io::path &name, io::path* path=0,
|
||||
io::path* filename=0, io::path* extension=0, bool make_lower=false)
|
||||
static inline void splitFilename(const io::path &name, io::path *path = 0,
|
||||
io::path *filename = 0, io::path *extension = 0, bool make_lower = false)
|
||||
{
|
||||
s32 i = name.size();
|
||||
s32 extpos = i;
|
||||
|
||||
// search for path separator or beginning
|
||||
while ( i >= 0 )
|
||||
{
|
||||
if ( name[i] == '.' )
|
||||
{
|
||||
while (i >= 0) {
|
||||
if (name[i] == '.') {
|
||||
extpos = i;
|
||||
if ( extension )
|
||||
*extension = name.subString ( extpos + 1, name.size() - (extpos + 1), make_lower );
|
||||
}
|
||||
else
|
||||
if ( name[i] == '/' || name[i] == '\\' )
|
||||
{
|
||||
if ( filename )
|
||||
*filename = name.subString ( i + 1, extpos - (i + 1), make_lower );
|
||||
if ( path )
|
||||
{
|
||||
*path = name.subString ( 0, i + 1, make_lower );
|
||||
path->replace ( '\\', '/' );
|
||||
if (extension)
|
||||
*extension = name.subString(extpos + 1, name.size() - (extpos + 1), make_lower);
|
||||
} else if (name[i] == '/' || name[i] == '\\') {
|
||||
if (filename)
|
||||
*filename = name.subString(i + 1, extpos - (i + 1), make_lower);
|
||||
if (path) {
|
||||
*path = name.subString(0, i + 1, make_lower);
|
||||
path->replace('\\', '/');
|
||||
}
|
||||
return;
|
||||
}
|
||||
i -= 1;
|
||||
}
|
||||
if ( filename )
|
||||
*filename = name.subString ( 0, extpos, make_lower );
|
||||
if (filename)
|
||||
*filename = name.subString(0, extpos, make_lower);
|
||||
}
|
||||
|
||||
//! create a filename from components
|
||||
static inline io::path mergeFilename(const io::path& path, const io::path& filename, const io::path& extension = "")
|
||||
static inline io::path mergeFilename(const io::path &path, const io::path &filename, const io::path &extension = "")
|
||||
{
|
||||
io::path result(path);
|
||||
|
||||
if ( !result.empty() )
|
||||
{
|
||||
if (!result.empty()) {
|
||||
fschar_t last = result.lastChar();
|
||||
if ( last != _IRR_TEXT('/') && last != _IRR_TEXT('\\') )
|
||||
if (last != _IRR_TEXT('/') && last != _IRR_TEXT('\\'))
|
||||
result += _IRR_TEXT('/');
|
||||
}
|
||||
if ( !filename.empty() )
|
||||
if (!filename.empty())
|
||||
result += filename;
|
||||
if ( !extension.empty() )
|
||||
{
|
||||
if ( !result.empty() && extension[0] != _IRR_TEXT('.') )
|
||||
if (!extension.empty()) {
|
||||
if (!result.empty() && extension[0] != _IRR_TEXT('.'))
|
||||
result += _IRR_TEXT('.');
|
||||
result += extension;
|
||||
}
|
||||
|
@ -191,13 +176,19 @@ static inline io::path mergeFilename(const io::path& path, const io::path& filen
|
|||
return result;
|
||||
}
|
||||
|
||||
|
||||
//! some standard function ( to remove dependencies )
|
||||
inline bool isdigit(s32 c) { return c >= '0' && c <= '9'; }
|
||||
inline bool isspace(s32 c) { return c == ' ' || c == '\f' || c == '\n' || c == '\r' || c == '\t' || c == '\v'; }
|
||||
inline bool isupper(s32 c) { return c >= 'A' && c <= 'Z'; }
|
||||
|
||||
inline bool isdigit(s32 c)
|
||||
{
|
||||
return c >= '0' && c <= '9';
|
||||
}
|
||||
inline bool isspace(s32 c)
|
||||
{
|
||||
return c == ' ' || c == '\f' || c == '\n' || c == '\r' || c == '\t' || c == '\v';
|
||||
}
|
||||
inline bool isupper(s32 c)
|
||||
{
|
||||
return c >= 'A' && c <= 'Z';
|
||||
}
|
||||
|
||||
} // end namespace core
|
||||
} // end namespace irr
|
||||
|
||||
|
|
|
@ -11,212 +11,206 @@ namespace irr
|
|||
{
|
||||
namespace core
|
||||
{
|
||||
template <class T>
|
||||
class vector2d;
|
||||
template <class T>
|
||||
class vector2d;
|
||||
|
||||
//! Specifies a 2 dimensional size.
|
||||
template <class T>
|
||||
class dimension2d
|
||||
//! Specifies a 2 dimensional size.
|
||||
template <class T>
|
||||
class dimension2d
|
||||
{
|
||||
public:
|
||||
//! Default constructor for empty dimension
|
||||
constexpr dimension2d() :
|
||||
Width(0), Height(0) {}
|
||||
//! Constructor with width and height
|
||||
constexpr dimension2d(const T &width, const T &height) :
|
||||
Width(width), Height(height) {}
|
||||
|
||||
dimension2d(const vector2d<T> &other); // Defined in vector2d.h
|
||||
|
||||
//! Use this constructor only where you are sure that the conversion is valid.
|
||||
template <class U>
|
||||
explicit constexpr dimension2d(const dimension2d<U> &other) :
|
||||
Width((T)other.Width), Height((T)other.Height)
|
||||
{
|
||||
public:
|
||||
//! Default constructor for empty dimension
|
||||
constexpr dimension2d() : Width(0), Height(0) {}
|
||||
//! Constructor with width and height
|
||||
constexpr dimension2d(const T& width, const T& height)
|
||||
: Width(width), Height(height) {}
|
||||
}
|
||||
|
||||
dimension2d(const vector2d<T>& other); // Defined in vector2d.h
|
||||
template <class U>
|
||||
dimension2d<T> &operator=(const dimension2d<U> &other)
|
||||
{
|
||||
Width = (T)other.Width;
|
||||
Height = (T)other.Height;
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Use this constructor only where you are sure that the conversion is valid.
|
||||
template <class U>
|
||||
explicit constexpr dimension2d(const dimension2d<U>& other) :
|
||||
Width((T)other.Width), Height((T)other.Height) { }
|
||||
//! Equality operator
|
||||
bool operator==(const dimension2d<T> &other) const
|
||||
{
|
||||
return core::equals(Width, other.Width) &&
|
||||
core::equals(Height, other.Height);
|
||||
}
|
||||
|
||||
template <class U>
|
||||
dimension2d<T>& operator=(const dimension2d<U>& other)
|
||||
{
|
||||
Width = (T) other.Width;
|
||||
Height = (T) other.Height;
|
||||
return *this;
|
||||
}
|
||||
//! Inequality operator
|
||||
bool operator!=(const dimension2d<T> &other) const
|
||||
{
|
||||
return !(*this == other);
|
||||
}
|
||||
|
||||
bool operator==(const vector2d<T> &other) const; // Defined in vector2d.h
|
||||
|
||||
//! Equality operator
|
||||
bool operator==(const dimension2d<T>& other) const
|
||||
{
|
||||
return core::equals(Width, other.Width) &&
|
||||
core::equals(Height, other.Height);
|
||||
}
|
||||
bool operator!=(const vector2d<T> &other) const
|
||||
{
|
||||
return !(*this == other);
|
||||
}
|
||||
|
||||
//! Inequality operator
|
||||
bool operator!=(const dimension2d<T>& other) const
|
||||
{
|
||||
return ! (*this == other);
|
||||
}
|
||||
//! Set to new values
|
||||
dimension2d<T> &set(const T &width, const T &height)
|
||||
{
|
||||
Width = width;
|
||||
Height = height;
|
||||
return *this;
|
||||
}
|
||||
|
||||
bool operator==(const vector2d<T>& other) const; // Defined in vector2d.h
|
||||
//! Divide width and height by scalar
|
||||
dimension2d<T> &operator/=(const T &scale)
|
||||
{
|
||||
Width /= scale;
|
||||
Height /= scale;
|
||||
return *this;
|
||||
}
|
||||
|
||||
bool operator!=(const vector2d<T>& other) const
|
||||
{
|
||||
return !(*this == other);
|
||||
}
|
||||
//! Divide width and height by scalar
|
||||
dimension2d<T> operator/(const T &scale) const
|
||||
{
|
||||
return dimension2d<T>(Width / scale, Height / scale);
|
||||
}
|
||||
|
||||
//! Set to new values
|
||||
dimension2d<T>& set(const T& width, const T& height)
|
||||
{
|
||||
Width = width;
|
||||
Height = height;
|
||||
return *this;
|
||||
}
|
||||
//! Multiply width and height by scalar
|
||||
dimension2d<T> &operator*=(const T &scale)
|
||||
{
|
||||
Width *= scale;
|
||||
Height *= scale;
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Divide width and height by scalar
|
||||
dimension2d<T>& operator/=(const T& scale)
|
||||
{
|
||||
Width /= scale;
|
||||
Height /= scale;
|
||||
return *this;
|
||||
}
|
||||
//! Multiply width and height by scalar
|
||||
dimension2d<T> operator*(const T &scale) const
|
||||
{
|
||||
return dimension2d<T>(Width * scale, Height * scale);
|
||||
}
|
||||
|
||||
//! Divide width and height by scalar
|
||||
dimension2d<T> operator/(const T& scale) const
|
||||
{
|
||||
return dimension2d<T>(Width/scale, Height/scale);
|
||||
}
|
||||
//! Add another dimension to this one.
|
||||
dimension2d<T> &operator+=(const dimension2d<T> &other)
|
||||
{
|
||||
Width += other.Width;
|
||||
Height += other.Height;
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Multiply width and height by scalar
|
||||
dimension2d<T>& operator*=(const T& scale)
|
||||
{
|
||||
Width *= scale;
|
||||
Height *= scale;
|
||||
return *this;
|
||||
}
|
||||
//! Add two dimensions
|
||||
dimension2d<T> operator+(const dimension2d<T> &other) const
|
||||
{
|
||||
return dimension2d<T>(Width + other.Width, Height + other.Height);
|
||||
}
|
||||
|
||||
//! Multiply width and height by scalar
|
||||
dimension2d<T> operator*(const T& scale) const
|
||||
{
|
||||
return dimension2d<T>(Width*scale, Height*scale);
|
||||
}
|
||||
//! Subtract a dimension from this one
|
||||
dimension2d<T> &operator-=(const dimension2d<T> &other)
|
||||
{
|
||||
Width -= other.Width;
|
||||
Height -= other.Height;
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Add another dimension to this one.
|
||||
dimension2d<T>& operator+=(const dimension2d<T>& other)
|
||||
{
|
||||
Width += other.Width;
|
||||
Height += other.Height;
|
||||
return *this;
|
||||
}
|
||||
//! Subtract one dimension from another
|
||||
dimension2d<T> operator-(const dimension2d<T> &other) const
|
||||
{
|
||||
return dimension2d<T>(Width - other.Width, Height - other.Height);
|
||||
}
|
||||
|
||||
//! Add two dimensions
|
||||
dimension2d<T> operator+(const dimension2d<T>& other) const
|
||||
{
|
||||
return dimension2d<T>(Width+other.Width, Height+other.Height);
|
||||
}
|
||||
//! Get area
|
||||
T getArea() const
|
||||
{
|
||||
return Width * Height;
|
||||
}
|
||||
|
||||
//! Subtract a dimension from this one
|
||||
dimension2d<T>& operator-=(const dimension2d<T>& other)
|
||||
{
|
||||
Width -= other.Width;
|
||||
Height -= other.Height;
|
||||
return *this;
|
||||
}
|
||||
//! Get the optimal size according to some properties
|
||||
/** This is a function often used for texture dimension
|
||||
calculations. The function returns the next larger or
|
||||
smaller dimension which is a power-of-two dimension
|
||||
(2^n,2^m) and/or square (Width=Height).
|
||||
\param requirePowerOfTwo Forces the result to use only
|
||||
powers of two as values.
|
||||
\param requireSquare Makes width==height in the result
|
||||
\param larger Choose whether the result is larger or
|
||||
smaller than the current dimension. If one dimension
|
||||
need not be changed it is kept with any value of larger.
|
||||
\param maxValue Maximum texturesize. if value > 0 size is
|
||||
clamped to maxValue
|
||||
\return The optimal dimension under the given
|
||||
constraints. */
|
||||
dimension2d<T> getOptimalSize(
|
||||
bool requirePowerOfTwo = true,
|
||||
bool requireSquare = false,
|
||||
bool larger = true,
|
||||
u32 maxValue = 0) const
|
||||
{
|
||||
u32 i = 1;
|
||||
u32 j = 1;
|
||||
if (requirePowerOfTwo) {
|
||||
while (i < (u32)Width)
|
||||
i <<= 1;
|
||||
if (!larger && i != 1 && i != (u32)Width)
|
||||
i >>= 1;
|
||||
while (j < (u32)Height)
|
||||
j <<= 1;
|
||||
if (!larger && j != 1 && j != (u32)Height)
|
||||
j >>= 1;
|
||||
} else {
|
||||
i = (u32)Width;
|
||||
j = (u32)Height;
|
||||
}
|
||||
|
||||
//! Subtract one dimension from another
|
||||
dimension2d<T> operator-(const dimension2d<T>& other) const
|
||||
{
|
||||
return dimension2d<T>(Width-other.Width, Height-other.Height);
|
||||
}
|
||||
if (requireSquare) {
|
||||
if ((larger && (i > j)) || (!larger && (i < j)))
|
||||
j = i;
|
||||
else
|
||||
i = j;
|
||||
}
|
||||
|
||||
//! Get area
|
||||
T getArea() const
|
||||
{
|
||||
return Width*Height;
|
||||
}
|
||||
if (maxValue > 0 && i > maxValue)
|
||||
i = maxValue;
|
||||
|
||||
//! Get the optimal size according to some properties
|
||||
/** This is a function often used for texture dimension
|
||||
calculations. The function returns the next larger or
|
||||
smaller dimension which is a power-of-two dimension
|
||||
(2^n,2^m) and/or square (Width=Height).
|
||||
\param requirePowerOfTwo Forces the result to use only
|
||||
powers of two as values.
|
||||
\param requireSquare Makes width==height in the result
|
||||
\param larger Choose whether the result is larger or
|
||||
smaller than the current dimension. If one dimension
|
||||
need not be changed it is kept with any value of larger.
|
||||
\param maxValue Maximum texturesize. if value > 0 size is
|
||||
clamped to maxValue
|
||||
\return The optimal dimension under the given
|
||||
constraints. */
|
||||
dimension2d<T> getOptimalSize(
|
||||
bool requirePowerOfTwo=true,
|
||||
bool requireSquare=false,
|
||||
bool larger=true,
|
||||
u32 maxValue = 0) const
|
||||
{
|
||||
u32 i=1;
|
||||
u32 j=1;
|
||||
if (requirePowerOfTwo)
|
||||
{
|
||||
while (i<(u32)Width)
|
||||
i<<=1;
|
||||
if (!larger && i!=1 && i!=(u32)Width)
|
||||
i>>=1;
|
||||
while (j<(u32)Height)
|
||||
j<<=1;
|
||||
if (!larger && j!=1 && j!=(u32)Height)
|
||||
j>>=1;
|
||||
}
|
||||
else
|
||||
{
|
||||
i=(u32)Width;
|
||||
j=(u32)Height;
|
||||
}
|
||||
if (maxValue > 0 && j > maxValue)
|
||||
j = maxValue;
|
||||
|
||||
if (requireSquare)
|
||||
{
|
||||
if ((larger && (i>j)) || (!larger && (i<j)))
|
||||
j=i;
|
||||
else
|
||||
i=j;
|
||||
}
|
||||
return dimension2d<T>((T)i, (T)j);
|
||||
}
|
||||
|
||||
if ( maxValue > 0 && i > maxValue)
|
||||
i = maxValue;
|
||||
//! Get the interpolated dimension
|
||||
/** \param other Other dimension to interpolate with.
|
||||
\param d Value between 0.0f and 1.0f. d=0 returns other, d=1 returns this, values between interpolate.
|
||||
\return Interpolated dimension. */
|
||||
dimension2d<T> getInterpolated(const dimension2d<T> &other, f32 d) const
|
||||
{
|
||||
f32 inv = (1.0f - d);
|
||||
return dimension2d<T>((T)(other.Width * inv + Width * d), (T)(other.Height * inv + Height * d));
|
||||
}
|
||||
|
||||
if ( maxValue > 0 && j > maxValue)
|
||||
j = maxValue;
|
||||
//! Width of the dimension.
|
||||
T Width;
|
||||
//! Height of the dimension.
|
||||
T Height;
|
||||
};
|
||||
|
||||
return dimension2d<T>((T)i,(T)j);
|
||||
}
|
||||
|
||||
//! Get the interpolated dimension
|
||||
/** \param other Other dimension to interpolate with.
|
||||
\param d Value between 0.0f and 1.0f. d=0 returns other, d=1 returns this, values between interpolate.
|
||||
\return Interpolated dimension. */
|
||||
dimension2d<T> getInterpolated(const dimension2d<T>& other, f32 d) const
|
||||
{
|
||||
f32 inv = (1.0f - d);
|
||||
return dimension2d<T>( (T)(other.Width*inv + Width*d), (T)(other.Height*inv + Height*d));
|
||||
}
|
||||
|
||||
|
||||
//! Width of the dimension.
|
||||
T Width;
|
||||
//! Height of the dimension.
|
||||
T Height;
|
||||
};
|
||||
|
||||
//! Typedef for an f32 dimension.
|
||||
typedef dimension2d<f32> dimension2df;
|
||||
//! Typedef for an unsigned integer dimension.
|
||||
typedef dimension2d<u32> dimension2du;
|
||||
|
||||
//! Typedef for an integer dimension.
|
||||
/** There are few cases where negative dimensions make sense. Please consider using
|
||||
dimension2du instead. */
|
||||
typedef dimension2d<s32> dimension2di;
|
||||
//! Typedef for an f32 dimension.
|
||||
typedef dimension2d<f32> dimension2df;
|
||||
//! Typedef for an unsigned integer dimension.
|
||||
typedef dimension2d<u32> dimension2du;
|
||||
|
||||
//! Typedef for an integer dimension.
|
||||
/** There are few cases where negative dimensions make sense. Please consider using
|
||||
dimension2du instead. */
|
||||
typedef dimension2d<s32> dimension2di;
|
||||
|
||||
} // end namespace core
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
|
|
|
@ -15,51 +15,47 @@ namespace core
|
|||
#define IRR_ATOF_TABLE_SIZE 17
|
||||
// we write [IRR_ATOF_TABLE_SIZE] here instead of [] to work around a swig bug
|
||||
const float fast_atof_table[17] = {
|
||||
0.f,
|
||||
0.1f,
|
||||
0.01f,
|
||||
0.001f,
|
||||
0.0001f,
|
||||
0.00001f,
|
||||
0.000001f,
|
||||
0.0000001f,
|
||||
0.00000001f,
|
||||
0.000000001f,
|
||||
0.0000000001f,
|
||||
0.00000000001f,
|
||||
0.000000000001f,
|
||||
0.0000000000001f,
|
||||
0.00000000000001f,
|
||||
0.000000000000001f,
|
||||
0.0000000000000001f
|
||||
};
|
||||
0.f,
|
||||
0.1f,
|
||||
0.01f,
|
||||
0.001f,
|
||||
0.0001f,
|
||||
0.00001f,
|
||||
0.000001f,
|
||||
0.0000001f,
|
||||
0.00000001f,
|
||||
0.000000001f,
|
||||
0.0000000001f,
|
||||
0.00000000001f,
|
||||
0.000000000001f,
|
||||
0.0000000000001f,
|
||||
0.00000000000001f,
|
||||
0.000000000000001f,
|
||||
0.0000000000000001f};
|
||||
|
||||
//! Convert a simple string of base 10 digits into an unsigned 32 bit integer.
|
||||
/** \param[in] in: The string of digits to convert. No leading chars are
|
||||
allowed, only digits 0 to 9. Parsing stops at the first non-digit.
|
||||
\param[out] out: (optional) If provided, it will be set to point at the
|
||||
first character not used in the calculation.
|
||||
\return The unsigned integer value of the digits. If the string specifies
|
||||
too many digits to encode in an u32 then INT_MAX will be returned.
|
||||
allowed, only digits 0 to 9. Parsing stops at the first non-digit.
|
||||
\param[out] out: (optional) If provided, it will be set to point at the
|
||||
first character not used in the calculation.
|
||||
\return The unsigned integer value of the digits. If the string specifies
|
||||
too many digits to encode in an u32 then INT_MAX will be returned.
|
||||
*/
|
||||
inline u32 strtoul10(const char* in, const char** out=0)
|
||||
inline u32 strtoul10(const char *in, const char **out = 0)
|
||||
{
|
||||
if (!in)
|
||||
{
|
||||
if (!in) {
|
||||
if (out)
|
||||
*out = in;
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool overflow=false;
|
||||
bool overflow = false;
|
||||
u32 unsignedValue = 0;
|
||||
while ( ( *in >= '0') && ( *in <= '9' ))
|
||||
{
|
||||
const u32 tmp = ( unsignedValue * 10 ) + ( *in - '0' );
|
||||
if (tmp<unsignedValue)
|
||||
{
|
||||
unsignedValue=(u32)0xffffffff;
|
||||
overflow=true;
|
||||
while ((*in >= '0') && (*in <= '9')) {
|
||||
const u32 tmp = (unsignedValue * 10) + (*in - '0');
|
||||
if (tmp < unsignedValue) {
|
||||
unsignedValue = (u32)0xffffffff;
|
||||
overflow = true;
|
||||
}
|
||||
if (!overflow)
|
||||
unsignedValue = tmp;
|
||||
|
@ -74,18 +70,17 @@ inline u32 strtoul10(const char* in, const char** out=0)
|
|||
|
||||
//! Convert a simple string of base 10 digits into a signed 32 bit integer.
|
||||
/** \param[in] in: The string of digits to convert. Only a leading - or +
|
||||
followed by digits 0 to 9 will be considered. Parsing stops at the first
|
||||
non-digit.
|
||||
\param[out] out: (optional) If provided, it will be set to point at the
|
||||
first character not used in the calculation.
|
||||
\return The signed integer value of the digits. If the string specifies
|
||||
too many digits to encode in an s32 then +INT_MAX or -INT_MAX will be
|
||||
returned.
|
||||
followed by digits 0 to 9 will be considered. Parsing stops at the first
|
||||
non-digit.
|
||||
\param[out] out: (optional) If provided, it will be set to point at the
|
||||
first character not used in the calculation.
|
||||
\return The signed integer value of the digits. If the string specifies
|
||||
too many digits to encode in an s32 then +INT_MAX or -INT_MAX will be
|
||||
returned.
|
||||
*/
|
||||
inline s32 strtol10(const char* in, const char** out=0)
|
||||
inline s32 strtol10(const char *in, const char **out = 0)
|
||||
{
|
||||
if (!in)
|
||||
{
|
||||
if (!in) {
|
||||
if (out)
|
||||
*out = in;
|
||||
return 0;
|
||||
|
@ -95,16 +90,13 @@ inline s32 strtol10(const char* in, const char** out=0)
|
|||
if (negative || ('+' == *in))
|
||||
++in;
|
||||
|
||||
const u32 unsignedValue = strtoul10(in,out);
|
||||
if (unsignedValue > (u32)INT_MAX)
|
||||
{
|
||||
const u32 unsignedValue = strtoul10(in, out);
|
||||
if (unsignedValue > (u32)INT_MAX) {
|
||||
if (negative)
|
||||
return (s32)INT_MIN;
|
||||
else
|
||||
return (s32)INT_MAX;
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
if (negative)
|
||||
return -((s32)unsignedValue);
|
||||
else
|
||||
|
@ -114,9 +106,9 @@ inline s32 strtol10(const char* in, const char** out=0)
|
|||
|
||||
//! Convert a hex-encoded character to an unsigned integer.
|
||||
/** \param[in] in The digit to convert. Only digits 0 to 9 and chars A-F,a-f
|
||||
will be considered.
|
||||
\return The unsigned integer value of the digit. 0xffffffff if the input is
|
||||
not hex
|
||||
will be considered.
|
||||
\return The unsigned integer value of the digit. 0xffffffff if the input is
|
||||
not hex
|
||||
*/
|
||||
inline u32 ctoul16(char in)
|
||||
{
|
||||
|
@ -132,26 +124,24 @@ inline u32 ctoul16(char in)
|
|||
|
||||
//! Convert a simple string of base 16 digits into an unsigned 32 bit integer.
|
||||
/** \param[in] in: The string of digits to convert. No leading chars are
|
||||
allowed, only digits 0 to 9 and chars A-F,a-f are allowed. Parsing stops
|
||||
at the first illegal char.
|
||||
\param[out] out: (optional) If provided, it will be set to point at the
|
||||
first character not used in the calculation.
|
||||
\return The unsigned integer value of the digits. If the string specifies
|
||||
too many digits to encode in an u32 then INT_MAX will be returned.
|
||||
allowed, only digits 0 to 9 and chars A-F,a-f are allowed. Parsing stops
|
||||
at the first illegal char.
|
||||
\param[out] out: (optional) If provided, it will be set to point at the
|
||||
first character not used in the calculation.
|
||||
\return The unsigned integer value of the digits. If the string specifies
|
||||
too many digits to encode in an u32 then INT_MAX will be returned.
|
||||
*/
|
||||
inline u32 strtoul16(const char* in, const char** out=0)
|
||||
inline u32 strtoul16(const char *in, const char **out = 0)
|
||||
{
|
||||
if (!in)
|
||||
{
|
||||
if (!in) {
|
||||
if (out)
|
||||
*out = in;
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool overflow=false;
|
||||
bool overflow = false;
|
||||
u32 unsignedValue = 0;
|
||||
while (true)
|
||||
{
|
||||
while (true) {
|
||||
u32 tmp = 0;
|
||||
if ((*in >= '0') && (*in <= '9'))
|
||||
tmp = (unsignedValue << 4u) + (*in - '0');
|
||||
|
@ -161,10 +151,9 @@ inline u32 strtoul16(const char* in, const char** out=0)
|
|||
tmp = (unsignedValue << 4u) + (*in - 'a') + 10;
|
||||
else
|
||||
break;
|
||||
if (tmp<unsignedValue)
|
||||
{
|
||||
unsignedValue=(u32)INT_MAX;
|
||||
overflow=true;
|
||||
if (tmp < unsignedValue) {
|
||||
unsignedValue = (u32)INT_MAX;
|
||||
overflow = true;
|
||||
}
|
||||
if (!overflow)
|
||||
unsignedValue = tmp;
|
||||
|
@ -179,35 +168,32 @@ inline u32 strtoul16(const char* in, const char** out=0)
|
|||
|
||||
//! Convert a simple string of base 8 digits into an unsigned 32 bit integer.
|
||||
/** \param[in] in The string of digits to convert. No leading chars are
|
||||
allowed, only digits 0 to 7 are allowed. Parsing stops at the first illegal
|
||||
char.
|
||||
\param[out] out (optional) If provided, it will be set to point at the
|
||||
first character not used in the calculation.
|
||||
\return The unsigned integer value of the digits. If the string specifies
|
||||
too many digits to encode in an u32 then INT_MAX will be returned.
|
||||
allowed, only digits 0 to 7 are allowed. Parsing stops at the first illegal
|
||||
char.
|
||||
\param[out] out (optional) If provided, it will be set to point at the
|
||||
first character not used in the calculation.
|
||||
\return The unsigned integer value of the digits. If the string specifies
|
||||
too many digits to encode in an u32 then INT_MAX will be returned.
|
||||
*/
|
||||
inline u32 strtoul8(const char* in, const char** out=0)
|
||||
inline u32 strtoul8(const char *in, const char **out = 0)
|
||||
{
|
||||
if (!in)
|
||||
{
|
||||
if (!in) {
|
||||
if (out)
|
||||
*out = in;
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool overflow=false;
|
||||
bool overflow = false;
|
||||
u32 unsignedValue = 0;
|
||||
while (true)
|
||||
{
|
||||
while (true) {
|
||||
u32 tmp = 0;
|
||||
if ((*in >= '0') && (*in <= '7'))
|
||||
tmp = (unsignedValue << 3u) + (*in - '0');
|
||||
else
|
||||
break;
|
||||
if (tmp<unsignedValue)
|
||||
{
|
||||
unsignedValue=(u32)INT_MAX;
|
||||
overflow=true;
|
||||
if (tmp < unsignedValue) {
|
||||
unsignedValue = (u32)INT_MAX;
|
||||
overflow = true;
|
||||
}
|
||||
if (!overflow)
|
||||
unsignedValue = tmp;
|
||||
|
@ -222,39 +208,37 @@ inline u32 strtoul8(const char* in, const char** out=0)
|
|||
|
||||
//! Convert a C-style prefixed string (hex, oct, integer) into an unsigned 32 bit integer.
|
||||
/** \param[in] in The string of digits to convert. If string starts with 0x the
|
||||
hex parser is used, if only leading 0 is used, oct parser is used. In all
|
||||
other cases, the usual unsigned parser is used.
|
||||
\param[out] out (optional) If provided, it will be set to point at the
|
||||
first character not used in the calculation.
|
||||
\return The unsigned integer value of the digits. If the string specifies
|
||||
too many digits to encode in an u32 then INT_MAX will be returned.
|
||||
hex parser is used, if only leading 0 is used, oct parser is used. In all
|
||||
other cases, the usual unsigned parser is used.
|
||||
\param[out] out (optional) If provided, it will be set to point at the
|
||||
first character not used in the calculation.
|
||||
\return The unsigned integer value of the digits. If the string specifies
|
||||
too many digits to encode in an u32 then INT_MAX will be returned.
|
||||
*/
|
||||
inline u32 strtoul_prefix(const char* in, const char** out=0)
|
||||
inline u32 strtoul_prefix(const char *in, const char **out = 0)
|
||||
{
|
||||
if (!in)
|
||||
{
|
||||
if (!in) {
|
||||
if (out)
|
||||
*out = in;
|
||||
return 0;
|
||||
}
|
||||
if ('0'==in[0])
|
||||
return ('x'==in[1] ? strtoul16(in+2,out) : strtoul8(in+1,out));
|
||||
return strtoul10(in,out);
|
||||
if ('0' == in[0])
|
||||
return ('x' == in[1] ? strtoul16(in + 2, out) : strtoul8(in + 1, out));
|
||||
return strtoul10(in, out);
|
||||
}
|
||||
|
||||
//! Converts a sequence of digits into a whole positive floating point value.
|
||||
/** Only digits 0 to 9 are parsed. Parsing stops at any other character,
|
||||
including sign characters or a decimal point.
|
||||
\param in: the sequence of digits to convert.
|
||||
\param out: (optional) will be set to point at the first non-converted
|
||||
character.
|
||||
\return The whole positive floating point representation of the digit
|
||||
sequence.
|
||||
including sign characters or a decimal point.
|
||||
\param in: the sequence of digits to convert.
|
||||
\param out: (optional) will be set to point at the first non-converted
|
||||
character.
|
||||
\return The whole positive floating point representation of the digit
|
||||
sequence.
|
||||
*/
|
||||
inline f32 strtof10(const char* in, const char** out = 0)
|
||||
inline f32 strtof10(const char *in, const char **out = 0)
|
||||
{
|
||||
if (!in)
|
||||
{
|
||||
if (!in) {
|
||||
if (out)
|
||||
*out = in;
|
||||
return 0.f;
|
||||
|
@ -265,8 +249,7 @@ inline f32 strtof10(const char* in, const char** out = 0)
|
|||
|
||||
// Use integer arithmetic for as long as possible, for speed
|
||||
// and precision.
|
||||
while ( ( *in >= '0') && ( *in <= '9' ) )
|
||||
{
|
||||
while ((*in >= '0') && (*in <= '9')) {
|
||||
// If it looks like we're going to overflow, bail out
|
||||
// now and start using floating point.
|
||||
if (intValue >= MAX_SAFE_U32_VALUE)
|
||||
|
@ -280,8 +263,7 @@ inline f32 strtof10(const char* in, const char** out = 0)
|
|||
|
||||
// If there are any digits left to parse, then we need to use
|
||||
// floating point arithmetic from here.
|
||||
while ( ( *in >= '0') && ( *in <= '9' ) )
|
||||
{
|
||||
while ((*in >= '0') && (*in <= '9')) {
|
||||
floatValue = (floatValue * 10.f) + (f32)(*in - '0');
|
||||
++in;
|
||||
if (floatValue > FLT_MAX) // Just give up.
|
||||
|
@ -296,13 +278,13 @@ inline f32 strtof10(const char* in, const char** out = 0)
|
|||
|
||||
//! Provides a fast function for converting a string into a float.
|
||||
/** This is not guaranteed to be as accurate as atof(), but is
|
||||
approximately 6 to 8 times as fast.
|
||||
\param[in] in The string to convert.
|
||||
\param[out] result The resultant float will be written here.
|
||||
\return Pointer to the first character in the string that wasn't used
|
||||
to create the float value.
|
||||
approximately 6 to 8 times as fast.
|
||||
\param[in] in The string to convert.
|
||||
\param[out] result The resultant float will be written here.
|
||||
\return Pointer to the first character in the string that wasn't used
|
||||
to create the float value.
|
||||
*/
|
||||
inline const char* fast_atof_move(const char* in, f32& result)
|
||||
inline const char *fast_atof_move(const char *in, f32 &result)
|
||||
{
|
||||
// Please run the regression test when making any modifications to this function.
|
||||
|
||||
|
@ -311,29 +293,24 @@ inline const char* fast_atof_move(const char* in, f32& result)
|
|||
return 0;
|
||||
|
||||
const bool negative = ('-' == *in);
|
||||
if (negative || ('+'==*in))
|
||||
if (negative || ('+' == *in))
|
||||
++in;
|
||||
|
||||
f32 value = strtof10(in, &in);
|
||||
|
||||
if ( *in == '.' )
|
||||
{
|
||||
const char* afterDecimal = ++in;
|
||||
if (*in == '.') {
|
||||
const char *afterDecimal = ++in;
|
||||
const f32 decimal = strtof10(in, &afterDecimal);
|
||||
const size_t numDecimals = afterDecimal - in;
|
||||
if (numDecimals < IRR_ATOF_TABLE_SIZE)
|
||||
{
|
||||
if (numDecimals < IRR_ATOF_TABLE_SIZE) {
|
||||
value += decimal * fast_atof_table[numDecimals];
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
value += decimal * (f32)pow(10.f, -(float)numDecimals);
|
||||
}
|
||||
in = afterDecimal;
|
||||
}
|
||||
|
||||
if ('e' == *in || 'E' == *in)
|
||||
{
|
||||
if ('e' == *in || 'E' == *in) {
|
||||
++in;
|
||||
// Assume that the exponent is a whole number.
|
||||
// strtol10() will deal with both + and - signs,
|
||||
|
@ -342,21 +319,21 @@ inline const char* fast_atof_move(const char* in, f32& result)
|
|||
value *= (f32)pow(10.f, (f32)strtol10(in, &in));
|
||||
}
|
||||
|
||||
result = negative?-value:value;
|
||||
result = negative ? -value : value;
|
||||
return in;
|
||||
}
|
||||
|
||||
//! Convert a string to a floating point number
|
||||
/** \param floatAsString The string to convert.
|
||||
\param out Optional pointer to the first character in the string that
|
||||
wasn't used to create the float value.
|
||||
\result Float value parsed from the input string
|
||||
\param out Optional pointer to the first character in the string that
|
||||
wasn't used to create the float value.
|
||||
\result Float value parsed from the input string
|
||||
*/
|
||||
inline float fast_atof(const char* floatAsString, const char** out=0)
|
||||
inline float fast_atof(const char *floatAsString, const char **out = 0)
|
||||
{
|
||||
float ret;
|
||||
if (out)
|
||||
*out=fast_atof_move(floatAsString, ret);
|
||||
*out = fast_atof_move(floatAsString, ret);
|
||||
else
|
||||
fast_atof_move(floatAsString, ret);
|
||||
return ret;
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user