API BREAKER: Replacing defines in irrTypes.h which are conflicting with c++ reserved identifier rules.

C++ has undefined behavior for identifiers starting with __ or with _ followed by an uppercase letter.
We still have many more (in IrrCompileConfig.h and in all header-guards), will likely replace those later as well.
As a workaround for users which might use irrlicht defines in their code, I've added the header irrLegacyDefines.h
Including that allows to continue using old defines for a while - or make it easier to have code which compiles 
with old and new Irrlicht library versions.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6251 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2021-08-27 12:55:10 +00:00
parent ee180dbd24
commit ffd7b63af0
289 changed files with 3401 additions and 3379 deletions

View File

@ -33,116 +33,116 @@ namespace scene
virtual ~CSkinnedMesh();
//! returns the amount of frames. If the amount is 1, it is a static (=non animated) mesh.
virtual u32 getFrameCount() const _IRR_OVERRIDE_;
virtual u32 getFrameCount() const IRR_OVERRIDE;
//! 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. */
virtual f32 getAnimationSpeed() const _IRR_OVERRIDE_;
virtual f32 getAnimationSpeed() const IRR_OVERRIDE;
//! 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.*/
virtual void setAnimationSpeed(f32 fps) _IRR_OVERRIDE_;
virtual void setAnimationSpeed(f32 fps) IRR_OVERRIDE;
//! returns the animated mesh based on a detail level (which is ignored)
virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) _IRR_OVERRIDE_;
virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) IRR_OVERRIDE;
//! Animates this mesh's joints based on frame input
//! blend: {0-old position, 1-New position}
virtual void animateMesh(f32 frame, f32 blend) _IRR_OVERRIDE_;
virtual void animateMesh(f32 frame, f32 blend) IRR_OVERRIDE;
//! Preforms a software skin on this mesh based of joint positions
virtual void skinMesh() _IRR_OVERRIDE_;
virtual void skinMesh() IRR_OVERRIDE;
//! returns amount of mesh buffers.
virtual u32 getMeshBufferCount() const _IRR_OVERRIDE_;
virtual u32 getMeshBufferCount() const IRR_OVERRIDE;
//! returns pointer to a mesh buffer
virtual IMeshBuffer* getMeshBuffer(u32 nr) const _IRR_OVERRIDE_;
virtual IMeshBuffer* getMeshBuffer(u32 nr) const IRR_OVERRIDE;
//! 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. */
virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const _IRR_OVERRIDE_;
virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const IRR_OVERRIDE;
//! returns an axis aligned bounding box
virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_;
virtual const core::aabbox3d<f32>& getBoundingBox() const IRR_OVERRIDE;
//! set user axis aligned bounding box
virtual void setBoundingBox( const core::aabbox3df& box) _IRR_OVERRIDE_;
virtual void setBoundingBox( const core::aabbox3df& box) IRR_OVERRIDE;
//! sets a flag of all contained materials to a new value
virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) _IRR_OVERRIDE_;
virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) IRR_OVERRIDE;
//! set the hardware mapping hint, for driver
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) _IRR_OVERRIDE_;
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) IRR_OVERRIDE;
//! flags the meshbuffer as changed, reloads hardware buffers
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) _IRR_OVERRIDE_;
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) IRR_OVERRIDE;
//! Returns the type of the animated mesh.
virtual E_ANIMATED_MESH_TYPE getMeshType() const _IRR_OVERRIDE_;
virtual E_ANIMATED_MESH_TYPE getMeshType() const IRR_OVERRIDE;
//! Gets joint count.
virtual u32 getJointCount() const _IRR_OVERRIDE_;
virtual u32 getJointCount() const IRR_OVERRIDE;
//! Gets the name of a joint.
virtual const c8* getJointName(u32 number) const _IRR_OVERRIDE_;
virtual const c8* getJointName(u32 number) const IRR_OVERRIDE;
//! Gets a joint number from its name
virtual s32 getJointNumber(const c8* name) const _IRR_OVERRIDE_;
virtual s32 getJointNumber(const c8* name) const IRR_OVERRIDE;
//! uses animation from another mesh
virtual bool useAnimationFrom(const ISkinnedMesh *mesh) _IRR_OVERRIDE_;
virtual bool useAnimationFrom(const ISkinnedMesh *mesh) IRR_OVERRIDE;
//! Update Normals when Animating
//! False= Don't (default)
//! True = Update normals, slower
virtual void updateNormalsWhenAnimating(bool on) _IRR_OVERRIDE_;
virtual void updateNormalsWhenAnimating(bool on) IRR_OVERRIDE;
//! Sets Interpolation Mode
virtual void setInterpolationMode(E_INTERPOLATION_MODE mode) _IRR_OVERRIDE_;
virtual void setInterpolationMode(E_INTERPOLATION_MODE mode) IRR_OVERRIDE;
//! Convertes the mesh to contain tangent information
virtual void convertMeshToTangents() _IRR_OVERRIDE_;
virtual void convertMeshToTangents() IRR_OVERRIDE;
//! Does the mesh have no animation
virtual bool isStatic() _IRR_OVERRIDE_;
virtual bool isStatic() IRR_OVERRIDE;
//! (This feature is not implemented in irrlicht yet)
virtual bool setHardwareSkinning(bool on) _IRR_OVERRIDE_;
virtual bool setHardwareSkinning(bool on) IRR_OVERRIDE;
//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() _IRR_OVERRIDE_;
virtual core::array<SSkinMeshBuffer*> &getMeshBuffers() IRR_OVERRIDE;
//! alternative method for adding joints
virtual core::array<SJoint*> &getAllJoints() _IRR_OVERRIDE_;
virtual core::array<SJoint*> &getAllJoints() IRR_OVERRIDE;
//! alternative method for adding joints
virtual const core::array<SJoint*> &getAllJoints() const _IRR_OVERRIDE_;
virtual const core::array<SJoint*> &getAllJoints() const IRR_OVERRIDE;
//! loaders should call this after populating the mesh
virtual void finalize() _IRR_OVERRIDE_;
virtual void finalize() IRR_OVERRIDE;
//! Adds a new meshbuffer to the mesh, access it as last one
virtual SSkinMeshBuffer *addMeshBuffer() _IRR_OVERRIDE_;
virtual SSkinMeshBuffer *addMeshBuffer() IRR_OVERRIDE;
//! Adds a new joint to the mesh, access it as last one
virtual SJoint *addJoint(SJoint *parent=0) _IRR_OVERRIDE_;
virtual SJoint *addJoint(SJoint *parent=0) IRR_OVERRIDE;
//! Adds a new position key to the mesh, access it as last one
virtual SPositionKey *addPositionKey(SJoint *joint) _IRR_OVERRIDE_;
virtual SPositionKey *addPositionKey(SJoint *joint) IRR_OVERRIDE;
//! Adds a new rotation key to the mesh, access it as last one
virtual SRotationKey *addRotationKey(SJoint *joint) _IRR_OVERRIDE_;
virtual SRotationKey *addRotationKey(SJoint *joint) IRR_OVERRIDE;
//! Adds a new scale key to the mesh, access it as last one
virtual SScaleKey *addScaleKey(SJoint *joint) _IRR_OVERRIDE_;
virtual SScaleKey *addScaleKey(SJoint *joint) IRR_OVERRIDE;
//! Adds a new weight to the mesh, access it as last one
virtual SWeight *addWeight(SJoint *joint) _IRR_OVERRIDE_;
virtual SWeight *addWeight(SJoint *joint) IRR_OVERRIDE;
virtual void updateBoundingBox(void);