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381 Commits

Author SHA1 Message Date
celeron55 7173c2c629
Update README.md: Add notice about IrrlichtMt having been moved into the main repo 2024-05-13 15:29:27 +03:00
sfan5 124708784f Restore buildability with SDL 2.0.10 2024-03-21 22:48:22 +01:00
Desour bcb952c3ca Move source/Irrlicht/ to src/ 2024-03-21 22:08:26 +01:00
Desour 594e88bf3b Remove the tab removal script again 2024-03-21 22:08:26 +01:00
Desour dd1043c4c0 Replace non-leading tabs with spaces, 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
  xargs -n 1 -P $(nproc) ./replace_non_leading_tabs.lua  # reformat everything
2024-03-21 22:08:26 +01:00
Desour 72e303238e Add a small script for tab removal 2024-03-21 22:08:26 +01:00
Desour adc96072cd Fix ugly formatted arrays
Found via: `rg --multiline "=\n\t*\{\n"`
2024-03-21 22:08:26 +01:00
Desour 7cf801244c Reformat test/image_loader_test.cpp manually 2024-03-21 22:08:26 +01:00
numzero b01a3ea781 Fix ifs clang-format didn’t get 2024-03-21 22:08:26 +01:00
Desour e5b97d440a Remove .clang-format again 2024-03-21 22:08:26 +01:00
Desour f5c6d3e945 Reformat the code, using:
find -type f |  # list all regular files
  grep -E '\.(h|cpp|mm)$' |  # 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>
2024-03-21 22:08:26 +01:00
numzero 9814510b1b Add clang-format file, based on that from Minetest 2024-03-21 22:08:26 +01:00
sfan5 05c8bc8314 Try to fix macOS CI 2024-03-20 20:37:22 +01:00
sfan5 a9c4683b18 Do not include core::string in matrix4.h 2024-03-17 23:25:45 +01:00
sfan5 26c4f4e63d Ensure enough alignment for IImages 2024-03-10 13:58:24 +01:00
sfan5 9d07f906a7 Delete mesh writing support entirely
CB3DMeshWriter.cpp was not even being compiled
2024-03-10 10:11:27 +01:00
sfan5 d26c0aeaaf Remove more dead code 2024-03-09 23:00:33 +01:00
sfan5 70b0b46d50 Delete deprecated video driver methods 2024-03-09 23:00:33 +01:00
sfan5 a7dd075dec Mark some common constructors and other stuff as constexpr 2024-03-09 22:05:06 +01:00
sfan5 1e89db1b80 Consistently include C headers by their C++ wrapper 2024-02-25 22:10:04 +01:00
sfan5 44a368ef0e Migrate public headers to `#pragma once` 2024-02-25 22:10:04 +01:00
sfan5 7ddf740f9b Remove unused includes in public headers 2024-02-25 22:10:04 +01:00
ROllerozxa 2bbfa178ea
Don't link against SDL2main (#265) 2024-02-23 22:44:16 +01:00
sfan5 61682104df COpenGLCoreTexture: fix abort when format not supported 2024-02-23 21:31:33 +01:00
sfan5 46542793d6 OpenGL: Fix BGRA format mapping 2024-02-23 21:31:33 +01:00
sfan5 9f2d13a2b6 OpenGL: Print more debug info at init time 2024-02-23 21:31:33 +01:00
sfan5 602a4050b5 Adjust CI vcpkg run package installation 2024-02-23 21:31:33 +01:00
sfan5 54de743641 Workaround for too old GL header on older SDL versions
Problem: Since the removal of !_IRR_OPENGL_USE_EXTPOINTER_ we require some quite recent
symbols to compile the legacy GL driver. (*) Since the previous commit we prefer including
them via SDL but those are sometimes too old.

(*) This was in fact always a problem since USE_EXTPOINTER is the default.
    I guess people just had recent enough headers usually.
2024-02-23 21:31:33 +01:00
sfan5 3e8d8440e3 Vendor GL headers again
primary reason:
The unified GLES2 driver requires OpenGL headers (really), which Android does not provide.
2024-02-23 21:31:33 +01:00
sfan5 8189b2338a Remove now unused legacy OGLES2 driver 2024-02-23 21:31:33 +01:00
sfan5 0a77ef5dc2 Enable unified driver with all devices 2024-02-23 21:31:33 +01:00
sfan5 19f0f707a6 Use ContextManager to resolve symbols in GL driver 2024-02-23 21:31:33 +01:00
sfan5 83998f7471 Reduce OGLES extension array to ones actually used 2024-02-23 21:31:33 +01:00
sfan5 b7bb4b5958 Remove all !_IRR_OGLES1_USE_EXTPOINTER_ code 2024-02-23 21:31:33 +01:00
sfan5 f28e442bfa Drop all !_IRR_OGLES2_USE_EXTPOINTER_ code 2024-02-23 21:31:33 +01:00
sfan5 4cd5c3489e Drop all !_IRR_OPENGL_USE_EXTPOINTER_ code 2024-02-23 21:31:33 +01:00
sfan5 52e4d72ae2 Migrate OpenGL cache and texture handler to GL pointers
this makes the OpenGL 3 driver free of GL symbol references!
2024-02-23 21:31:33 +01:00
sfan5 7241a49566 Compile at least one CI build as debug 2024-02-23 13:19:23 +01:00
Muhammad Rifqi Priyo Susanto 2db8c8728e Missing value_or() when printing std::optional 2024-02-23 13:17:41 +01:00
paradust7 270b2bec6e Ensure that std::abs is used and not integer abs 2024-02-21 23:25:52 +01:00
sfan5 c83f28431b Add API to delete shader materials 2024-02-21 21:53:38 +01:00
sfan5 e60921f0cb Drop old shader material functions
I'm not sure what these actually are, but the situation is the same as the last commit.
2024-02-21 21:53:38 +01:00
sfan5 92252f70d2 Drop low-level shader constant setters
These don't work on the modern drivers and are unused anyway.
2024-02-21 21:53:38 +01:00
sfan5 4e9d0db4be Delete a broken method
implementation commented out, lol?
2024-02-19 21:22:54 +01:00
SmallJoker 2bb2d3fe01
CFileSystem: Fix signed integer conversion on MinGW 2024-02-18 23:45:39 +01:00
sfan5 45ace61007 OpenGL: support scene::EHM_STREAM
the relevant enum value is defined in both gl3 and gles2
2024-02-18 22:43:25 +01:00
sfan5 89d0717779 Delete some dead code 2024-02-18 17:12:51 +01:00
sfan5 19819bd23a Reduce needless use of wchar / stringw 2024-02-18 17:12:51 +01:00
sfan5 2894d9ab03 Add debug output to GL shader loading 2024-02-18 17:12:51 +01:00
sfan5 e56605d7ce
Update README for new SDL status 2024-02-17 22:15:02 +01:00
HybridDog f91be59811 Remove support for GL_POINT_SMOOTH and GL_LINE_SMOOTH antialiasing
These antialiasing techniques have been removed in OpenGL 3.1, they were often executed by the CPU, and Minetest does not use them.
The OpenGL wiki recommends that we do not use this functionality in our program.
https://www.khronos.org/opengl/wiki/Multisampling#Smooth_antialiasing
2024-02-17 22:04:01 +01:00
wsor4035 0069837920
Upgrade CI actions (#290)
* update ci package versions to resolve warnings
* fix bug with duplicate package names under msvc
2024-02-17 21:07:25 +01:00
sfan5 ad96fabe4a Remove mistaken code block from OGLES1 driver
Version can never be 200 here, this was probably mistakenly copy-pasted from the OpenGL driver.
2024-02-17 21:01:15 +01:00
sfan5 6ba6118b8c Upgrade SDL CI to 22.04 everywhere
fed up with stuff not working for random reasons.
2024-02-16 22:42:49 +01:00
sfan5 7f11d2f950 Switch to llvm-mingw 2024-02-16 21:30:07 +01:00
sfan5 fe3e41e7ea Set minimum SDL version
It was determined that the touch/mouse hints only exist in this version.
Since it's from 2019 this should be a reasonable minimum.
2024-02-15 10:37:24 +01:00
sfan5 4478b1f1ec Remove old SDL Windows workaround
suggested by @waxtatect
2024-02-15 10:35:21 +01:00
sfan5 3992129735 Bind keypad enter on SDL
fixes https://github.com/minetest/minetest/issues/14170
2024-02-15 10:34:23 +01:00
Fatih Uzunoglu 0dab737d60 Do not use `core::max_()` with variable that can not be addressed
header struct is packed, and `core::max_()` takes the input as reference.
2024-02-12 16:31:10 +01:00
Fatih Uzunoglu 330150854b SDL: set default for ActiveIcon
getActiveIcon() may be called before ActiveIcon
is initialized, leading to undefined behavior.
2024-02-12 16:31:10 +01:00
y5nw 6779ac83f9
SDL: Improve handling of IMEs (#285)
* Set text input rectangle for IMEs
* Avoid unnecessarily "restarting" text input
2024-02-09 00:08:03 +01:00
Lars Müller f1504093d1
Ensure that absent bone names work (#284) 2024-02-06 20:22:44 +01:00
sfan5 8482cc3db8 Adjust package config dependency again
Predictably, this broke dynamic linking setups where
SDL is not available at build-time (it doesn't need to be).
2024-01-30 14:23:33 +01:00
sfan5 a4f94b7656 Add missing dependency find to package config
refer to <https://cmake.org/cmake/help/latest/guide/importing-exporting/index.html#creating-a-package-configuration-file>
2024-01-28 01:06:17 +01:00
SmallJoker 4299ee21d8
CMake: Move generator conditional expressions (#281) 2024-01-22 09:50:29 +01:00
Vitaliy 5b81694b1d
CI: Android support (#197) 2024-01-21 15:51:11 +01:00
grorp 66786d0059
Make IrrlichtDevice::isWindowVisible do what it says on the tin (#279) 2024-01-19 18:17:26 +01:00
David Heidelberg 9df2f0b944 Undefine SDL2 DirectFB video driver
1. we don't need it
2. it's dropped in SDL 3
3. it breaks compilation on Alpine and postmarketOS with SDL2 enabled
   (and the bug never going to get fixed on SDL2 side)

Signed-off-by: David Heidelberg <david@ixit.cz>
2024-01-18 23:28:45 +01:00
sfan5 c3571261ca Fix build with OpenGL ES 1 2024-01-17 17:55:19 +01:00
sfan5 bdcd27ab5b Bump revision 2024-01-17 17:19:03 +01:00
savilli 345285786f Make vector comparison operators transitive 2024-01-17 17:09:46 +01:00
savilli dda9b23c3d Make equals method symmetric 2024-01-17 17:09:46 +01:00
sfan5 b349266855 Enable SDL to compile on macOS 2024-01-17 11:00:40 +01:00
sfan5 ee2467d622 Remove some dead code 2024-01-16 23:59:46 +01:00
sfan5 88ca26c418 Define extpointer for SDL + OGLES2 2024-01-16 20:23:23 +01:00
sfan5 8f44270e4a Rip out compressed color formats 2024-01-16 20:23:23 +01:00
jordan4ibanez edc678f995
Update minimum CMake version 2024-01-16 18:48:30 +01:00
Lars Müller 0faeea33c3
build.yml: Upgrade bionic/jammy -> focal (current oldest LTS) 2024-01-16 18:34:24 +01:00
sfan5 f86b9b93e8 Fix crash when SDL context fails to create 2024-01-16 18:24:02 +01:00
Lars Mueller a3ec3a88e8 Fix scene nodes not dropping meshes (memleak) 2024-01-13 18:13:04 +01:00
Gregor Parzefall 7df45b4cf3 SDL: Implement touchscreen support 2024-01-13 14:08:13 +01:00
sfan5 a2b6244f54 Fix build with older SDL2 2024-01-08 23:51:34 +01:00
Lars Müller 3983c29645
Optimize scene node child removal to constant time (#275) 2024-01-08 18:43:24 +01:00
David Heidelberg 73e62f8676 Keep RTTI for Minetest IPO/LTO
Minetest using RTTI, so we cannot apply the flag here
if we want to start using IPO/LTO.

If we keep `-fno-rtti` here, compiler loses part of informations and
cannot do efficient optimizations.

The benefit of using RTTI on Irrlicht disappears with IPO/LTO on whole binary.

Signed-off-by: David Heidelberg <david@ixit.cz>
2024-01-06 21:30:15 +01:00
HybridDog fb4ee6ac93 Fix mip map size calculation for non-square textures
The size of a mip map is `max{floor(width / 2 ^ level), 1} x max{floor(height / 2 ^ level), 1}`,
where `width x height` is the size of the full-resolution image,
`level` is the integer mip map level
and the smallest mip map has `1 x 1` resolution.
If `regenerateMipMapLevels` is called with custom mip map data,
the mip map sizes are calculated in this function and separately in `uploadTexture`.
`uploadTexture` calculates a size by `floor(width / 2 ^ level) x floor(height / 2 ^ level)`.

To support non-square textures, after this change,
`uploadTexture` sets the mip map width or height to `1` if it is `0`.
2024-01-05 14:09:50 +01:00
Muhammad Rifqi Priyo Susanto 91e4129615
Windows: Return early if the clipboard data is not Unicode text 2024-01-04 21:24:50 +01:00
grorp 54b82aad26
Add IrrlichtDevice::isWindowVisible for Android 2024-01-04 16:48:35 +01:00
sfan5 03dd8b0336 Update vendored khrplatform.h 2023-12-19 22:56:31 +01:00
sfan5 6e6b4a6f3c Fix some minor issues with GL loader
fixes #258
2023-12-19 22:56:31 +01:00
sfan5 0110826ce9 Resync mt_opengl_loader.cpp with BindingGenerator.lua
also add a warning that you can't edit it by hand
2023-12-19 22:56:31 +01:00
sfan5 4e52d547b2 MinGW toolchain refresh 2023-12-17 20:47:29 +01:00
Vitaliy 9a439a3646
Use SDL2 by default
Except on Android and macOS, for now
2023-12-17 18:46:08 +01:00
Josiah VanderZee 854e97f57c Add size_t to u32/s32 static_casts in irrArray
This fixes 5 narrowing cast warnings from Visual Studio 17 2022.
2023-12-17 17:02:22 +01:00
Josiah VanderZee 22f2c37322 Add size_t to u32 static_casts to irrString
The irrString implementation doesn't allow constructing a string with a
size that would exceed a u32, so it should be safe to narrow the size of
the underlying STL container back to a u32.

This fixes 5 narrowing cast warnings from Visual Studio 17 2022.
2023-12-17 17:02:22 +01:00
paradust7 94cb0cc19d
Use KHRONOS_APIENTRY to fix win32 crash 2023-12-17 17:00:41 +01:00
sfan5 9b52d6fb0d Hash-check windows CI dependencies 2023-12-13 12:17:54 +01:00
sfan5 16a99c2079 Add a file to gitignore 2023-12-13 12:17:04 +01:00
paradust7 bb7c06d32a Initialize X11 thread safety 2023-12-10 16:29:22 +01:00
Muhammad Rifqi Priyo Susanto a2884e4000
Android: Make ALooper_pollAll call always non-blocking (#255) 2023-11-30 15:52:04 +01:00
sfan5 b284ea076b Use newer vcpkg in Windows CI 2023-11-30 15:43:24 +01:00
numzero 85081d6fe0 Fix off-by-one error in the TGA RLE decompressor 2023-11-01 14:40:11 +01:00
numzero eafc282efd Add unit tests for image loaders 2023-11-01 14:40:11 +01:00
numzero 8c2ad025b1 Add CTest 2023-11-01 14:40:11 +01:00
numzero a07cfc0f7a Require C++17 at the top level 2023-11-01 14:40:11 +01:00
sfan5 f725b68c57 Remove irrUString.h
now unused
2023-10-31 10:10:31 +01:00
sfan5 99be15f40b Bump revision 2023-10-27 17:48:29 +02:00
sfan5 6fccc79270 Convert built-in font to PNG 2023-10-25 16:54:43 +02:00
Loic Blot 7cade6f27f cleanup: remove _IRR_COMPILE_ANDROID_ASSET_READER_ build flag
it's enabled inconditionally on android

also remove some _IRR_COMPILE_WITH_ANDROID_DEVICE_ which are useless because cmake is already properly configured
2023-10-22 12:19:14 +02:00
Loic Blot ae63f1bf02 build: drop _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
it's enabled inconditionally
2023-10-22 12:19:14 +02:00
Loic Blot dd14486d3f cleanup: replace remaining #ifndef #define with #pragma once 2023-10-22 12:19:14 +02:00
cutealien 4a7d3de89a Merging r6555 through r6560 from branch releases/1.8 to trunk
- Fixing buffer overflow in tga loader

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6561 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-21 17:27:11 +02:00
cutealien 631c0fa77b Add warning about rotateXZBy using right handed rotation
Rest of Irrlicht is using left-handed rotatations.
But 2d vector rotations all uses ccw which is kinda the same direction as this one if you consider those as rotations around Y, so I guess that was maybe the reason back then.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6536 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:54:48 +02:00
cutealien 9813b460e1 Fix number overflows in TGA loader causing crashes
Image size calculation could overflow s32 in one place (but not others where it was done correct), which first lead to wrong amount of memory getting allocated for image data and later crash in the CColorConverter.
Thanks @sfan5 for his fuzzing tests @https://github.com/minetest/irrlicht/issues/236
and @erlehmann for passing them on: https://irrlicht.sourceforge.io/forum/viewtopic.php?t=52925
Also updating changes.txt with TGA loader changes from this and previous commits.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6535 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:54:39 +02:00
cutealien 565f14677c Fix crash caused by memory overwriting in TGA loader caused by bad RLE data
From sfan5's fuzzing test reported in Minetest here: https://github.com/minetest/irrlicht/issues/236
Was missing test if it writes beyond allocated memory which can be triggered by TGA's which lie in their RLE data.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6534 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:54:24 +02:00
cutealien f53af0f2cf TGA images with palettes in 24 or 32 bit now create 32 bit images
Was creating 16-bit images for those before.
Could also support 24-bit images, but either we need another convert function or another palette for that (the 16 and 32 bit both work with 32 bit palettes, the 24 bit conversion function only with 24 bit palettes)

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6533 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:54:21 +02:00
cutealien 05ebc43222 Fix TGA's with bad palette colors reading from behind palette memory
TGA's can claim to use less palette colors than they later do.
We only support 8-bit palettes, so to make this safer lets just always allocate at least 256 bytes.
Thanks @erlehmann for report and testcase: https://irrlicht.sourceforge.io/forum/viewtopic.php?p=307191
Based on Minetest bug report: https://github.com/minetest/irrlicht/issues/236

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6532 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:54:16 +02:00
cutealien c01de80583 Merging r6511 through r6520 from branch releases/1.8 to trunk
Note: Due to OSX always failing merge OSX it's rather applying a second patch
from Ryan Schmidt from bugreport #462 to trunk
(Not sure why svn merging always fails for OSX. Probably related to MacOSX files getting moved in the past. Was that done without svn move commands? I guess that can't be fixed anymore now)

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6521 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:49:54 +02:00
cutealien fbdc4ee8d5 Optimization in quaternion::rotationFromTo from Robert Eisele
Turns out we can avoid a square root and a division.
Patch comes even with proof: https://raw.org/proof/quaternion-from-two-vectors
(I also tested it a while and indeed got same results)

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6511 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:47:43 +02:00
cutealien 2c086e5fdc Improve documentation
What Irrlicht calls ShaderConstants is called uniforms by everyone else. So let's mention this at least.
Also reworked setVertexShaderConstant interface had an example for the old interface in the header.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6497 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:45:50 +02:00
cutealien 627a3a5172 Spelling fixes
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6475 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:39:42 +02:00
cutealien 01e05f3c94 Fix recently broken scroll behaviour of listbox with moveOverSelect
This also fixes the combobox which users the listbox like that.
This got broken in [r6454] which had fixed the events send out by the listbox
Note: Still a bit strange behaviour when leaving the combobox at the bottom, but that was already that way in Irrlicht 1.8, so I've got to investigate that on it's own.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6463 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:38:24 +02:00
cutealien b673a4b2bb Tiny spelling fixes
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6462 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:38:06 +02:00
cutealien 5e01152f56 Avoid warning in VS 2022
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6460 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:37:30 +02:00
cutealien c2dd664fc6 CIrrDeviceWin32::yield() now uses Sleep(0) instead of Sleep(1).
We had changed that once before in the other direction in svn r421
Reason back then was "Sleep(0) doesn't allow any lower priority threads to execute"
But Microsoft changed the behaviour of Sleep(0) after Windows XP so that's no longer true.
And the costs of it is pretty high - due to this using a timer with a 15ms resolutions it meant not just giving up the thread but it also always waited for 15ms on Windows.
I also replaced a few sleep calls in examples for that reason with yield() calls.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6459 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:37:26 +02:00
cutealien 774d3d6d2b Spelling fixes
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6458 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:36:47 +02:00
cutealien e1f41edd29 Spelling fixes
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6456 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:36:22 +02:00
Gregor Parzefall c766c3a023 Fix character encoding conversion issues 2023-10-15 12:59:40 +02:00
Gregor Parzefall 93eebed8c9 Unify documentation between IOSOperator and COSOperator 2023-10-15 12:59:40 +02:00
numzero 645b51a34d OpenGL3: Use std::vector in VertexType instead of clever lifetime games 2023-10-13 11:36:52 +02:00
numzero bcc53e1e1a OpenGL3: Make sure mt_opengl is only included after GLAPI is defined 2023-10-13 11:36:52 +02:00
numzero d4735ebc76 OpenGL3: Replace direct calls into libGL with mt_opengl 2023-10-13 11:36:52 +02:00
numzero 063079b372 OpenGL3: Make VertexType reference and not store the attribute list 2023-10-13 11:36:52 +02:00
numzero 3b198bdfda OpenGL3: Fix noexcept mismatch 2023-10-13 11:36:52 +02:00
Gregor Parzefall 5b2f1927d0
Revert #225 (d98dc90b38)
Fixes that Windows+SDL builds use the Windows Irrlicht device instead of the SDL Irrlicht device.
2023-10-04 23:29:59 +02:00
Vitaliy 9954667c45
Cleanup line endings (#245)
The exact commands to make this commit were:

git reset --hard origin/master
find -type f |  # list all regular files
  grep -E '\.(h|cpp|fsh|vsh|mm)|LICENSE$' |  # filter for text files
  xargs -n 1 -P $(nproc) sed -i 's:\s*$::'  # for each file, trim trailing whitespace including the CR
git commit -a
2023-10-03 20:37:00 +02:00
Gregor Parzefall ea1b58387e
ComboBox API additions for minetest#13814
- Allow reliably detecting when the user opens a combobox.
- Allow preventing comboboxes from opening.
- Allow sending a combobox change event.
2023-09-30 16:46:30 +02:00
sfan5 d767d27ca8 CXMeshFileLoader: revise error checking
Even when an error was encountered ::load() would still attempt
to assemble the mesh, this was a pretty big problem.
2023-09-29 13:49:03 +02:00
sfan5 6f4f7c4d75 CXMeshFileLoader: fix buffer overreads with text format 2023-09-29 13:49:03 +02:00
sfan5 103ab16679 CB3DMeshFileLoader: fix string read primitive 2023-09-29 13:49:03 +02:00
sfan5 64688f4490 CB3DMeshFileLoader: add some bounds checks 2023-09-29 13:49:03 +02:00
sfan5 827710f74a COBJMeshFileLoader: properly check indices 2023-09-29 13:49:03 +02:00
sfan5 80e160935d COBJMeshFileLoader: fix buffer overruns 2023-09-29 13:49:03 +02:00
sfan5 4506d23dc3 CImageLoaderBMP: add bound checks to RLE decompression 2023-09-29 13:49:03 +02:00
sfan5 028cb8dbed CImageLoaderBMP: check bitmap data against required size 2023-09-29 13:49:03 +02:00
sfan5 a5c9945bb8 CImageLoaderBMP: fix palette overreads 2023-09-29 13:49:03 +02:00
numzero cfb73d07d7 Remove more obsolete files 2023-09-26 17:42:00 +02:00
numzero 87f7cf3438 Drop unused resource script 2023-09-26 17:42:00 +02:00
numzero ebe4fd0a59 Refer to the origins in README 2023-09-26 17:42:00 +02:00
numzero fc7e3f2dff Move license to the root 2023-09-26 17:42:00 +02:00
numzero b0a070d980 Drop Irrlicht icon 2023-09-26 17:42:00 +02:00
numzero d9216362ec Drop obsolete docs 2023-09-26 17:42:00 +02:00
numzero d8a21cb25f Drop unused CIndexBuffer 2023-09-20 20:43:33 +02:00
numzero 9c54d927b9 Drop unused CVertexBuffer 2023-09-20 20:43:33 +02:00
numzero b89455f385 Build OpenGL3 by default 2023-09-17 21:07:07 +02:00
numzero 6a5fceb8fd Hide OpenGL3 behind SDL2 (it won’t build otherwise anyway) 2023-09-17 21:07:07 +02:00
Gregor Parzefall 0b9ee5884f Fix Android build after #231 2023-09-17 20:34:43 +02:00
sfan5 679dfd3343 Fix CNullDriver::removeTexture() segfault
`Textures` is not an one-to-one mapping.
Minetest still crashes with this commit but that's because
it attempts to double-free a texture.
broken by 7298b46504
2023-09-13 15:16:57 +02:00
sfan5 f9d7a632f5 CI: Add MinGW builds with SDL 2023-09-13 13:26:01 +02:00
numzero dc43583a2c CI: Merge 32- and 64-bit MinGW builds 2023-09-13 13:26:01 +02:00
Desour 03fd4ff533 Remove unused IVideoDriver::getTextureByIndex and IVideoDriver::renameTexture
* getTextureByIndex is pretty useless (apart from iterating over all texture,
  which we don't do), as you can't get an id.
* renameTexture is broken anyway: The sort call does nothing because the array
  is still flagged as sorted.
2023-09-13 13:24:08 +02:00
Desour b7292226b4 Remove the unnecessary sort in CNullDriver::addTexture 2023-09-13 13:24:08 +02:00
sfan5 7298b46504 Use binary search in CNullDriver::removeTexture() 2023-09-13 12:33:50 +02:00
Caleb Butler af20d9ff86 Remove deprecated function transformBox 2023-09-05 17:21:35 +02:00
Caleb Butler 00dd1f8ef3 Remove deprecated functionality of SMaterial 2023-09-05 17:21:35 +02:00
Caleb Butler 364cb37698 Remove deprecated methods from IVideoDriver 2023-09-05 17:21:35 +02:00
Caleb Butler 7ce9169d8d Remove deprecated method getOperatingSystemVersion 2023-09-05 17:21:35 +02:00
Caleb Butler ebdb2e410b Remove deprecated member functions of IMeshCache 2023-09-05 17:21:35 +02:00
Caleb Butler a28b8f9e91 Remove deprecated member functions
Removes deprecated member functions of IMaterialRendererServices.
2023-09-05 17:21:35 +02:00
Caleb Butler 6cd27d5dca Remove deprecated IImage member functions 2023-09-05 17:21:35 +02:00
Caleb Butler 04ab99f218 Removes deprecated function getNumber
Removes deprecated function getNumber as well as makes all
line terminators the proper CR LN combo.
2023-09-05 17:21:35 +02:00
Caleb Butler d753c8b782 Remove deprecated functions related to FileSystem 2023-09-05 17:21:35 +02:00
Caleb Butler 6a3ed6428f Remove deprecated getBoneName method 2023-09-05 17:21:35 +02:00
Caleb Butler 3492fd0d2d Remove primitive types not supported in OpenGL 3+
I removed old primitive types that do not work with modern OpenGL.
2023-09-05 17:21:35 +02:00
Kai Giebeler c6b06533f3
Deduplicate KP_5 from KP_HOME 2023-09-01 15:54:55 +02:00
sfan5 e609f5f263 Remove leftovers from D3D 2023-09-01 12:45:56 +02:00
sfan5 ddecc0fae2 Inline a pointless function 2023-09-01 12:26:43 +02:00
sfan5 dd3a34d674 Remove unused (I)Timer methods 2023-09-01 12:22:27 +02:00
Desour 0735220f86 Suppress a -Wunused-but-set-variable warning 2023-08-29 17:33:25 +02:00
Desour 0740d055ac Fix uninitialized memory error in operator- for ustring16 iterators 2023-08-29 17:33:25 +02:00
Gregor Parzefall 1d4672bd92 Remove the now unused SMaterialLayer::setFiltersMinetest method 2023-08-24 17:20:54 +02:00
Jessica Clarke ef3bab610d CIrrDeviceLinux: Fix type for NET_WM_PID XChangeProperty
This uses format=32 which in X11's API means a C type of long (with
restricted range when > 32 bits). pid_t is of unknown type, though on
Linux and FreeBSD it's a 32-bit type, so does not have the same size as
long on 64-bit architectures, and thus XChangeProperty reads outside its
bounds. Fix this by casting to and passing a long.
2023-08-15 20:42:12 +02:00
Loïc Blot d98dc90b38
cleanup: only build some files on WIN32 and compile EGL only if needed 2023-08-01 20:53:25 +02:00
sfan5 c311d01c07 Bump revision 2023-07-20 20:14:50 +02:00
Loic Blot d7f75ae882 gitignore: add vscode cmake extension support 2023-07-20 16:29:09 +02:00
Loic Blot e0d4d7d8b4 cleanup: get rid of the legacy #ifndef #define craziness 2023-07-20 16:29:09 +02:00
Gregor Parzefall fb7a0e4298 2D rendering: Enable bilinear filter for downscaling textures
This looks much better and doesn't have any downsides (e.g. regarding pixel art).
2023-07-16 13:02:48 +02:00
Gregor Parzefall a994c31ccf Expose all OpenGL filtering modes, use OpenGL names for them
Because of a review comment by numberZero.
2023-07-16 13:02:48 +02:00
Gregor Parzefall c40045a40a Rename SMaterial::TextureLayer -> SMaterial::TextureLayers
It's not the "texture layer" of the material, but an array of texture layers.
2023-07-16 13:02:48 +02:00
Gregor Parzefall c0ef1092c0 Rename E_MATERIAL_FLAG -> E_MATERIAL_PROP
The enum values don't reference material flags, but material properties.
2023-07-16 13:02:47 +02:00
Gregor Parzefall 5ececc7d29 Split up texture filtering properties of SMaterialLayer into MinFilter and MagFilter
You can now set the filter used when scaling textures down and the filter used when scaling textures up separately.
2023-07-16 13:02:26 +02:00
Gregor Parzefall 9e0189019e Refactor the way you set material properties
Instead	of using SMaterial::setFlag, you now set them directly on SMaterial or SMaterialLayer.
2023-07-16 13:02:25 +02:00
ndren b249e4523d
Use precise y-direction scroll values in SDL 2023-07-03 22:46:08 +02:00
numzero 041377c24c CI: Add MSVC/SDL builds 2023-07-03 21:03:37 +02:00
Gregor Parzefall 83699a835d Remove content-less comments 2023-06-15 10:01:34 +02:00
Gregor Parzefall 98589d2fd2 Remove unused fixed function materials 2023-06-15 10:01:34 +02:00
Desour 8c856408f5 Remove use of std::iterator
(Deprecated in C++17.)
2023-06-14 09:45:16 +02:00
Desour cbc7aeb302 Bump C++ std to 17 2023-06-14 09:45:16 +02:00
Gregor Parzefall 09af5ac00d Actually fix Android build 2023-06-06 16:20:06 +02:00
sfan5 2c6efbdf06 Remove native_app_glue linkage
We don't provide android_main(), Minetest does. This also didn't even work correctly.
2023-06-04 19:56:30 +02:00
JosiahWI 510976f130
Prefer GLVND at CMake>=3.11
CMake 3.10 introduced GLVND support. CMake 3.11 introduced CMP0072,
which prefers GLVND when NEW behavior is set. I set default policies to
3.11 for CMake versions >=3.11 and did not bother with requesting GLVND
for CMake 3.10.
2023-05-14 20:54:03 +02:00
numzero b958fdc271 Fix casing for Android device name (`MATCHES` is case sensitive) 2023-05-11 22:34:08 +02:00
numzero 1387370260 OpenGL3: Sort out texture color format support 2023-04-29 13:07:57 +02:00
Desour 49b6ccde72 SDL: Implement getDisplayDensity() and setWindowIcon() 2023-04-29 13:06:35 +02:00
Desour acbc90a000 Add the platform-dependent stuff from renderingengine.cpp 2023-04-29 13:06:35 +02:00
Desour 6a2a569233 Add IImage::copyToNoScaling
(Useful for const-correctness.)
2023-04-29 13:06:35 +02:00
numzero 1f15fd0805 OpenGL3: Support min/max blend modes 2023-04-24 21:43:36 +02:00
numzero 81ad195aa3 OpenGL3: New extension listing system 2023-04-23 09:48:04 +02:00
Vitaliy 13680ef42d OpenGL3: Use DrawBuffer[s] from mt_opengl 2023-04-18 23:22:53 +02:00
numzero 44f7c22bbf OpenGL3: Version asserts 2023-04-18 23:22:53 +02:00
numzero 2e477a07d1 OpenGL3: Add version check helper 2023-04-18 23:22:53 +02:00
numzero 78d0819a2c Add missing include 2023-04-18 23:22:53 +02:00
numzero df07b3bf99 OpenGL3: Remove stencil buffer presence test 2023-04-18 23:22:53 +02:00
numzero 523590e16c OpenGL3: Refuse 3.0 and 3.1 2023-04-18 23:22:53 +02:00
numzero 8cf02ea27f OpenGL3: ExtensionHandler::initExtensionsNew: use GetInteger 2023-04-18 23:22:53 +02:00
numzero efb660e7ed OpenGL3: drop unused ExtensionHandler functions 2023-04-18 23:22:53 +02:00
numzero 5f88555ed3 OpenGL3: restore MRT support 2023-04-18 23:22:53 +02:00
numzero 4ee1ab261e OpenGL3: Add driver-dependent feature checks 2023-04-18 23:22:53 +02:00
numzero ab628e641c OpenGL3: Add two missing OpenGL extensions to COGLESCoreExtensionHandler 2023-04-18 23:22:53 +02:00
numzero 1d782702e1 OpenGL3: new version format 2023-04-18 23:22:53 +02:00
Ben Gardner c4ab49201b
Fix compile warning when appending UTF-8/ASCII strings to ustring16
String constants are (const char *), but UTF-8 strings must be treated as
an array of bytes when fiddling with the bits.

The following comparison fails without this change, as uchar8_t is a
signed char, which cannot be 0xC0:

   const uchar8_t* c2 = other;
   ...
   else if (c2[l] == 0xC0 || c2[l] == 0xC1)
   ...
2023-04-15 09:43:40 +02:00
rubenwardy 896c825b9e
Fix ComboBox changing on scroll when in a scroll container (#192) 2023-04-14 19:58:13 +01:00
nephele 7a3fc62ada
Haiku: build fix 2023-04-11 20:16:35 +02:00
sfan5 09043e3da7 Update MinGW dependencies 2023-04-11 18:19:36 +02:00
sfan5 2d81374b34 Revert "Fix: Listbox was sometimes sending EGET_LISTBOX_SELECTED_AGAIN instead of EGET_LISTBOX_CHANGED."
This broke scrolling in listboxes, as they would always reset to top position.
reverts commit 1967d71cfb
2023-04-11 14:36:44 +02:00
Vitaliy aa1696a7e6
Use a buffer for quads indices
also use glDrawRangeElements for quad drawing
2023-04-08 19:08:03 +02:00
numzero e01f285c8f Extract and use singular CNullDriver::checkImage 2023-04-08 19:07:16 +02:00
numzero 5eb607f86f Drop createImagesFromFile in favor of createImageFromFile 2023-04-08 19:07:16 +02:00
numzero fc0440ff89 Drop IImageLoader::loadImages as only IImageLoader::loadImage is usable 2023-04-08 19:07:16 +02:00
numzero 462657960d OpenGL3: Drop always-zero vSpecularColor from the shaders 2023-04-07 17:42:54 +02:00
numzero 6a152e8629 OpenGL3: Drop unused material property uniforms 2023-04-07 17:42:54 +02:00
numzero 718ba69e1b OpenGL3: Drop unused fixed-function emulation materials 2023-04-07 17:42:54 +02:00
sfan5 54314691ec
Fix mistake in a677f5a01a 2023-04-06 15:00:12 +02:00
sfan5 36a3a7f349 Don't compile unused driver sources 2023-04-06 12:38:25 +02:00
sfan5 ca5f005b74 Fix OpenGL3 driver to compile standalone
also test this configuration in CI
2023-04-06 12:38:25 +02:00
sfan5 e850bd102a Minor adjustments to configuration flow 2023-04-06 12:12:46 +02:00
sfan5 a677f5a01a Only try to link libraries when relevant feature is enabled
fixes #182
2023-04-06 11:56:04 +02:00
sfan5 f5d3448b17 Document new CMake options 2023-04-06 11:35:30 +02:00
sfan5 3a074e4124 Merge branch 'opengl3' of https://github.com/numberZero/irrlicht 2023-04-06 11:20:03 +02:00
numzero 70ee4b05aa Indicate chosen OpenGL ES 2 driver during configuration 2023-04-05 22:52:43 +03:00
Vitaliy 58a96b7d23 Mark the repo as root in the editorconfig
Necessary due to CR/LF mess, it shouldn’t inherit the LF setting from Minetest.
2023-04-02 21:50:56 +02:00
DS ba1cd19983
Use non-static member vars for SDL clipboard / primary selection buffers 2023-03-26 14:13:58 +02:00
sfan5 a67f3003de Revert "Avoid some broken calculations for IBoneSceneNode positions."
This was reported to cause broken models in some cases.
reverts commit edb381bd50
2023-03-26 14:09:40 +02:00
numzero 4dda28450f Provide sources as private to IRRVIDEOOBJ 2023-03-25 11:26:52 +03:00
numzero 219b7fd7d2 Fix line endings in the new driver 2023-03-25 11:11:09 +03:00
numzero 28d0e0644c Add shaders for COpenGL3DriverBase
Currently, they are identical to OGLES2 shaders, except of version specification.
2023-03-25 11:10:05 +03:00
numzero d97d1708d6 Resolve conflicts with master 2023-03-25 10:42:47 +03:00
Desour 799c8b936f SDL: Support primary selection
Requires SDL >= 2.25.0 (newest master).
2023-03-24 17:59:06 +01:00
Desour 8da1bcf58b SDL: Support clipboard 2023-03-24 17:59:06 +01:00
Desour d86abb40c1 CGUIEditBox: Use primary selection
This is essentially the same as the commit in the minetest repo for GUIEditBox.
2023-03-24 17:59:06 +01:00
Desour 53b9eaa831 Implement X11 primary selection 2023-03-24 17:59:06 +01:00
cutealien 1967d71cfb Fix: Listbox was sometimes sending EGET_LISTBOX_SELECTED_AGAIN instead of EGET_LISTBOX_CHANGED.
When pressed mouse was moved over an item before releasing the mouse button it was sending immediately EGET_LISTBOX_SELECTED_AGAIN instead of expected EGET_LISTBOX_CHANGED (mouse  move changes do not send any events).

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6454 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
cutealien c5373262ca Use qualifed id instead of virtual function calls in CVertexBuffer constructors
Another find by cppcheck tool

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6448 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
cutealien 939b3f7bfb Avoid undefined arithmetic on nullptr in buffer_offset function
Not quite sure why it was done that way. Maybe to ensure we work with byte-pointers of correct size or something?
Anyway, this doesn't seem to be defined in c++, so let's try working with a cast instead.
Just something cppcheck tool complained about.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6447 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
cutealien 9c2c91776e Fix spelling of enums in header comments
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6445 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
cutealien 6f3435f349 Prevent potential 0 pointer access when release not acquired joystick.
Found by clang analyser. Not sure if it could really ever have happened, but won't hurt to fix

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6443 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
cutealien 9f9d22ca33 Fix some problems with CMatrix4::getRotationDegrees
- Only the getRotationDegrees without parameter is allowed to try fixing scale.
  My fault when I added a new function which takes scale parameter, that one is
  not allowed to be changed.
  On the up-side - we know have for the first time an option which works in cases only
  scale and rotation had been used and the user still has the correct scale.
  Before any solution for that was broken
- getRotationDegrees fixes 2 places which caused wrong results due to floating point inaccuracies
  New test for that got added
- Document the current restrains and problems of getRotationDegrees and getScale some more.
- Improve docs for other matrix4 functions.
- Add some comments about further improvements (I'll try if I find time)

Note: Irrlicht still assumes in at least 2 places (getting bone animations and Collada loader) that matrix
decomposing works. Which it doesn't yet for matrices which switch handedness (or have further transformations like skewing axes)
The bone animation is mostly fine for now with recent workaround (but that might cause other problems as it may be used too often), haven't checked Collada yet in detail.

TL/DR: This improves things with getRotationDegrees, but does not yet fix all troubles.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6439 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
cutealien edb381bd50 Avoid some broken calculations for IBoneSceneNode positions.
This is based on bugreport #458 reported by viwrap who also made a nice test-case model.
Note: While solution seems to work and would even be faster, I'm not 100% sure yet if there are no downsides.
The other solution seems to regard last column in matrices - thought I don't think we ever set or use that.
And I also haven't found out yet _why_ the original solution goes wrong.
But animation system uses right-hand quaternions unlike rest of Irrlicht which is obviously a bit dangerous, will have to check the conversions some day.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6438 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
cutealien 8ffa7eafea Fix warning
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6434 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
cutealien 2bff147904 Fix: Make CBillboardSceneNode bounding-box large enough to fit the billboard inside.
It still won't work yet for scaled boundingboxes (or parents being scaled).
But at least it's now large enough for typical unscaled boundingboxes.
Before it was always too small - even for the simplest quadratic billboard case seen without rotation.
Now it's always a bit too large, but that's way less of a problem (collisions still work and culling simply happens a bit less often, but not too often which is way worse)

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6431 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
cutealien 3cf75cdce4 Fix IGUIElements not getting a tab order because of invisible or disabled parents.
First problem was that IGUIElement::getNextElement wasn't passing includeInvisible and includeDisabled flags recursively, so anything deeper than one level could fail if an element was disabled/invisible in between while it was created.
Second problem was that setTabOrder(-1) did ignore disabled elements. So when any parent was disabled when elements were created they never got a tab order.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6428 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
cutealien a7f9afd289 Avoid ambigious conversions when compiling with c++20
Yay, more ugly casts needed.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6427 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
cutealien 98df6eae77 Unify & improve log messages
Lots of places where coders did not realize our Printer::log with hint adds a ": " string between message and hint
Which caused uglier messages in a few places (added documentation for that, maybe helps?)
Some added info in a few places
Some whitespace unification
Some spelling unification

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6414 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
cutealien 3ce4b2b5dc Prevent crash when creating CCameraSceneNode while rendertarget has height 0
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6405 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
cutealien 424eb85f4d Minor const changes.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6402 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
cutealien 6a9e0f109c Avoid potential number overflows.
Found by VS code analyser

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6393 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
engineer_apple 15e3f15b48 SpriteBank: error check on non existing textureNumber
seen in broken Fonts. unified getFrameNr

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6368 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
cutealien 263f243523 S3DVertex initialize color always. It's derived classes now both accept const S3DVertex& constructor.
color intitialization has some cost, but we initialized all other values already (vectors are always set to 0).
Don't think it's a good idea to have one value around which is random.
S3DVertex2TCoords(S3DVertex& o) to S3DVertex2TCoords(const S3DVertex& o) simply because it makes more sense
S3DVertexTangents(const S3DVertex& o) added because I'll need it later (and no idea why only S3DVertex2TCoords got one of those before).

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6359 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
cutealien c5ee8c8397 CVertexBuffer no longer re-allocates stuff when type doesn't change
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6339 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
cutealien b0c03b6f3b Add documentation that sourceRect of draw2dImage is based on the OriginalSize
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6324 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
cutealien 679d3a8ba7 Avoid some more warnings when working with CMatrix4<f64>
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6304 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
cutealien d1f441787a Avoid warnings when working with CMatrix4<f64>
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6303 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
cutealien 739a9eaf7c IVideoDriver::setMaterialRendererName now using u32 for index like other similar functions
Other functions like getMaterialRendererName got switched to u32 in the past. I can see no reason why this one was left out, so changing it to be same as the rest.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6300 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
sfan5 0acf0de2db Delete changes.txt
Gets in the way of cherry-picking and isn't up to date anyway.
2023-03-20 14:46:27 +01:00
numzero 52a0b9d8e5 Drop dependency on FileSystem from SceneManager 2023-03-19 19:47:43 +01:00
numzero 0160cdc51d Drop unused dependency of SceneManager on GUIEnvironment 2023-03-19 19:47:43 +01:00
numzero 5a1565072a Drop unused dependency on FileSystem in mesh loaders 2023-03-19 19:47:43 +01:00
numzero 25a7074c9a Remove all mentions of iOS 2023-03-14 17:54:08 +01:00
numzero df8881898d Remove CIrrDeviceiOS 2023-03-14 17:54:08 +01:00
numzero ba77d01c91 Error out early on unsupported SDL2+GLES1 combo 2023-03-13 19:16:06 +03:00
numzero f641500d01 Add xvfb (for tests) 2023-03-13 18:45:50 +03:00
numzero 02c6449f0d Add CI for the new GL ES 2 driver 2023-03-13 18:40:11 +03:00
numzero 2331083837 Add CI for the new OpenGL 3 driver 2023-03-13 18:40:06 +03:00
numzero d84dc18e13 Add OpenGL3 support to the autotests 2023-03-13 18:38:47 +03:00
numzero ea0ca7f917 Small Fixes 2023-03-13 18:33:58 +03:00
numzero 82d1feb933 Accommodate lack of ETS_TEXTURE_1 2023-03-13 18:17:47 +03:00
numzero d81db9dd6d Merge branch 'drop-irr-compile-config' into opengl3 2023-03-13 18:07:25 +03:00
numzero 6c68217426 Merge branch 'master' into drop-irr-compile-config 2023-03-13 18:05:36 +03:00
sfan5 21c61e9973 Bump revision early 2023-03-11 15:12:05 +01:00
Vitaliy 5a5a7d04b7
Drop IrrCompileConfig (#163) 2023-03-11 15:04:09 +01:00
numzero b279810437 Consolidate import/export attribute definitions 2023-03-06 17:32:03 +03:00
numzero e484698ba2 Restrict X11 options to X11 device 2023-03-06 14:22:48 +03:00
numzero 5f76be9380 Restore isDriverSupported, but in a cpp file 2023-03-06 14:22:48 +03:00
numzero 6de0afa8b3 Drop ETS_TEXTURE_1
The transformation state itself is still available via ETS_TEXTURE_0+1
2023-03-06 14:22:48 +03:00
sfan5 1d43ea17ca Bump revision 2023-03-05 21:45:09 +01:00
Vitaliy a6d062ebd9
Apply suggestions from code review
Co-authored-by: sfan5 <sfan5@live.de>
2023-03-04 22:27:43 +03:00
numzero 2e9ed529b1 Restore obsolete constants as they are still used in some code I don’t want to touch 2023-03-03 22:01:50 +03:00
numzero ceb53be9e3 Merge branch 'master' into opengl3 2023-03-03 22:01:30 +03:00
numzero df28a4cc46 Fix ifdefs around includes in CIrrDeviceSDL 2023-03-03 21:23:07 +03:00
numzero 8dd8652f5f Split new GL3/GLES2 drivers
The classes are tiny wrappers currently but should they be customized, they are there
2023-03-03 20:29:36 +03:00
numzero 2932065346 Report as OpenGL 3 2023-03-02 03:03:17 +03:00
numzero 1326dfbcb1 Error out on unsupported configurations 2023-03-02 02:44:52 +03:00
numzero 1bbe341daa Support both OpenGL3 and GLES2 on SDL2 2023-03-02 02:44:52 +03:00
numzero d6716ec31b Support GLES2 2023-03-02 02:41:58 +03:00
numzero 620f4869a1 Drop obsolete video drivers 2023-03-02 01:22:04 +03:00
numzero 05384fdc5e Unify drawing functions 2023-02-28 00:51:29 +03:00
numzero 48270029cd Drop obsolete stuff 2023-02-27 23:36:56 +03:00
numzero c5ce853148 Unify quad drawing 2023-02-27 23:36:47 +03:00
numzero 4fba496917 Unify plain image drawing 2023-02-27 21:27:23 +03:00
numzero 79fdab0551 Drop obsolete IVideoDriver features 2023-02-27 21:26:46 +03:00
numzero 608aa150ff Load extensions the OpenGL 3 way 2023-02-27 20:32:06 +03:00
numzero 1f750cd7b2 Add debug handler 2023-02-27 20:31:51 +03:00
numzero 8c521939b9 Enumerate extensions in the OpenGL 3 way 2023-02-27 17:41:03 +03:00
numzero cfa8dd7845 Request OpenGL 3.2 2023-02-27 17:39:28 +03:00
numzero 01295c9ce6 Add OpenGL3 renderer 2023-02-27 17:05:11 +03:00
numzero 5a95b40a0e Reduce IrrCompileConfig usage to files that actually need it 2023-02-22 21:11:12 +03:00
numzero 8efd4527f6 Drop _IRR_MATERIAL_MAX_TEXTURES_ 2023-02-22 21:11:12 +03:00
numzero a0e1e39ea7 Drop _IRR_SCENEMANAGER_DEBUG 2023-02-22 21:11:12 +03:00
numzero d8e09f14bd Drop _IRR_COMPILE_WITH_GUI_ 2023-02-22 21:11:12 +03:00
numzero 67f852be57 Drop obsolete configuration macros 2023-02-22 21:11:12 +03:00
numzero 5a2b807890 Move import/export macros into CMake 2023-02-22 21:11:12 +03:00
numzero 06db7b7ab7 Move platform detection to CMake 2023-02-22 21:11:12 +03:00
Desour 09e6eeb65b Remove irr::core::hash
Its use of std::unary_function was deprecated.
And it wasn't used anywhere.
2023-02-22 11:43:42 +01:00
Desour 839bdc1a65 Fix -Wignored-qualifiers warnings in irrUString.h 2023-02-22 11:43:42 +01:00
Desour ea297196b7 Resolve some -Wreorder warnings 2023-02-22 11:43:42 +01:00
numzero 38f18eec56 Drop unused stuff from IrrCompileConfig 2023-02-21 18:16:39 +03:00
DS 5527b9f373
SDL: Use SDL_WINDOW_FULLSCREEN_DESKTOP and allow to maximize+fullscreen at once (#156) 2023-02-20 13:22:28 +01:00
ndren cd3e784534
Refactor SDL input code to fix menu exit (#146) 2023-02-18 16:16:17 +01:00
DS 51dffc416a
Add WindowMaximized creation parameter and isWindowMaximized() (#142) 2023-02-06 15:05:44 +01:00
lhofhansl 8f13ae81e5
Merge pull request #154 from lhofhansl/skinned
Avoid reskinning joints for animated meshes twice for each frame.
2023-01-12 11:02:52 -08:00
Lars 3de3ff524a Avoid reskinning joints for animated meshes twice for each frame. 2023-01-07 16:59:02 -08:00
sfan5 7d3142b969 Remove leftover code from software rendering 2023-01-02 21:21:53 +01:00
sfan5 a9230e5f49 Delete profiler 2023-01-02 21:05:07 +01:00
sfan5 b5a6dc0a15 Delete leak hunter 2023-01-02 20:37:18 +01:00
sfan5 ce0d29df93 Update workflow to address deprecations 2022-12-31 12:30:10 +01:00
x2048 2ae816b5a6
Use swap_control from MESA and EXT before SGI (#151)
SGI extension does not support interval == 0 (disabling VSync)
2022-12-29 23:42:52 +01:00
x2048 61af99adfa Use swap_control from MESA and EXT before SGI
SGI does not support disabling vsync (interval == 0)
2022-12-29 22:48:36 +01:00
SmallJoker afbe41019c CGUITabControl: Center selected tab whenever possible
This greatly improves the navigation speed by clicking through the tabs
without losing track of the current scroll position.
2022-12-23 20:07:15 +01:00
sfan5 05a00a8d91 Completely remove irrAllocator 2022-12-23 19:56:21 +01:00
sfan5 07fd32da50 Replace core::string implementation with std::basic_string 2022-12-23 19:17:08 +01:00
sfan5 735af8eec6 Add missing string tests 2022-12-23 19:17:08 +01:00
Andrei E 29a448de4d Point to Irrlicht license in root 2022-11-26 19:32:03 +01:00
DS 1579ce2740
SDL: implement cursor icon API (#135) 2022-11-12 15:52:39 +01:00
sfan5 b9e0641203 Add unittests for irrString 2022-11-11 16:25:49 +01:00
sfan5 6f98515f34 Fix two irrString bugs
* append() missing null-termination
* eraseTrailingFloatZeros() was accidentally broken, comment it out for now
2022-11-11 16:24:27 +01:00
Andrei E a549d0bfed Add setRelativeMode for SDL driver (#123) 2022-10-24 21:19:11 +02:00
sfan5 a0af653c3d Bump revision early 2022-10-24 21:17:53 +02:00
sfan5 cac4e62852 Fix buffer overflow in COBJMeshFileLoader 2022-10-24 11:07:51 +02:00
Herman Semenov d6766fb8f4
Add Windows build steps to README (#129) 2022-10-20 22:02:37 +02:00
Lars Müller e46ab74859
Fix line drawing: Explicitly draw both first & last pixel (#110) 2022-10-16 23:47:51 +02:00
DS 57705d57cf
SDL: Always set X, Y, Shift and Control in mouse input events 2022-10-16 17:42:15 +02:00
sfan5 e9908ca545 Add build with SDL2 to CI 2022-10-15 11:13:20 +02:00
sfan5 2709c937d9 Fix SDL device to work with null driver 2022-10-15 11:13:20 +02:00
JosiahWI 59fc4401f1 Replace _IRR_OVERRIDE_ macro with override keyword
The commit also establishes a precedent of leaving off the `virtual`
keyword in overrides. Although not strictly necessary, I believe this is
good for readability because it makes it clear it is an override and not
a pure virtual function, and it helps keep line lengths shorter. We
should move towards eliminating the macro altogether, but the definition
has been left in with a note on deprecation so that in-progress work
will not suffer merge conflicts.
2022-10-15 01:09:09 +02:00
sfan5 f3a1f9f656 Move Ubuntu builds into docker to keep them working 2022-10-14 16:09:17 +02:00
Riceball LEE 1128d9deab
win32: use the unicode window instead of ansi window (#138) 2022-10-14 15:52:10 +02:00
sfan5 9b541f2948 Fix buffer size for wchar-multibyte conversion 2022-10-14 15:47:49 +02:00
Tobias Frost 1cf0f3bef0
Fix typo in CXMeshFileLoader.cpp (#133)
This patch was provided from J. Puydt to Debian.
Origin: https://salsa.debian.org/games-team/minetest/-/blob/master/debian/patches/fix-typos.patch
2022-09-21 10:47:19 +02:00
sfan5 3225007e8d Bump revision 2022-09-16 19:39:46 +02:00
sfan5 e9f205f952 Avoid using XIWarpPointer on certain setups where it's broken
fixes minetest/minetest#12697
2022-09-12 16:20:31 +02:00
Herman Semenov d733e03430
Fix glHint parameter, type size and add more null checks (#130) 2022-09-02 08:40:02 +02:00
savilli f0766c845f
Fix crash in COGLES1Driver (#128) 2022-08-22 19:12:40 +02:00
sfan5 ff645cc876 Bump revision 2022-07-21 20:20:13 +02:00
sfan5 f6ec00e1c4 Include revision in SOVERSION for (in)compatibility checks 2022-07-21 20:04:34 +02:00
sfan5 51f0acb7c1 Replace std::min in irrArray.h
should fix #122
2022-07-20 22:09:07 +02:00
sfan5 91edd214aa Enable XInput2 by default (and improve CMake detection)
closes #73
2022-07-18 21:42:43 +02:00
sfan5 538c9e5cde Drop gamma ramp code
We definitely won't be wanting to set the gamma for the entire display in the future.
2022-07-18 21:22:38 +02:00
sfan5 abebac8bd4 Return nullptr pointer for empty core::array
fixes minetest/minetest#12532
2022-07-17 12:44:58 +02:00
ndren 67c0cb5740
Support Unicode characters properly in SDL2 (#114) 2022-07-17 12:08:37 +02:00
sfan5 748e005794 Update README a bit 2022-07-10 00:11:49 +02:00
sfan5 a7b306f702 Drop Console and Framebuffer device
fbdev is long legacy and the console was just an ASCII art gimmick
2022-07-09 23:53:04 +02:00
sfan5 074e81f78f Stop dlopening libGL(ESv2).so
GLX/EGL are supposed to abstract exactly this away,
this is a bad hack at best and might totally break stuff at worst.
2022-07-09 23:03:53 +02:00
sfan5 25ae156944 Fix CreateContextAttribsARB fallback behaviour
fixes minetest/minetest#12518
2022-07-09 22:04:51 +02:00
LoneWolfHT c4ca31313f
Add MSVC CI build (#26) 2022-07-07 21:44:48 +02:00
JosiahWI b787ec3e3e
Cleaner ListItem initialization (#117)
Should fix Coverity report CIDs 1516434 and 1518460.
2022-07-07 21:44:15 +02:00
JosiahWI 6db035e0aa
Fix null dereference reported by coverity (#115) 2022-07-04 12:12:33 +02:00
JosiahWI 6064e12133
Remove dead code detected by Coverity (#116)
fixes coverity reports CID 1518478, 1518465
2022-07-03 19:34:12 +02:00
Dmitry Kostenko 53e1b52ff4 Reset blend equation in 2D mode in OGLES1 and OGLES2 drivers 2022-06-10 08:35:05 +02:00
Dmitry Kostenko a04a0d2a4b Reset blend operation in 2d mode 2022-06-09 08:20:23 +02:00
paradust7 392df9bae3 Use CGWarpMouseCursorPosition 2022-06-06 12:03:16 +02:00
sfan5 426730bf91 Don't crash attempting to scale zero-sized images
fixes minetest/minetest#12393
2022-06-01 23:33:17 +02:00
sfan5 aa095d9525
Remove more dead code (#108) 2022-06-01 15:03:52 +02:00
562 changed files with 103925 additions and 138174 deletions

View File

@ -1,3 +1,5 @@
root = true
[*]
charset = utf-8

View File

@ -8,43 +8,46 @@ on:
jobs:
linux-gl:
runs-on: ubuntu-18.04
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v2
- uses: actions/checkout@v4
- name: Install deps
run: |
sudo apt-get update
sudo apt-get install g++ cmake libxxf86vm-dev libgl1-mesa-dev libpng-dev libjpeg-dev zlib1g-dev -qyy
sudo apt-get install g++ cmake libxi-dev libgl1-mesa-dev libpng-dev libjpeg-dev zlib1g-dev -qyy
- name: Build
run: |
cmake .
cmake . -DUSE_SDL2=OFF
make VERBOSE=1 -j2
- name: Test
run: |
ctest --output-on-failure
- name: Package
run: |
make DESTDIR=$PWD/_install install
tar -c -I "gzip -9" -f irrlicht-linux.tar.gz -C ./_install/usr/local .
- uses: actions/upload-artifact@v2
- uses: actions/upload-artifact@v4
with:
name: irrlicht-linux
path: ./irrlicht-linux.tar.gz
linux-gles:
runs-on: ubuntu-18.04
# Xvfb test is broken on 20.04 for unknown reasons (not our bug)
runs-on: ubuntu-22.04
steps:
- uses: actions/checkout@v2
- uses: actions/checkout@v4
- name: Install deps
run: |
sudo apt-get update
sudo apt-get install g++ cmake libxxf86vm-dev libgles2-mesa-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy
sudo apt-get install g++ cmake libxi-dev libgles2-mesa-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy
- name: Build
run: |
sed '/#define _IRR_COMPILE_WITH_OGLES2_/ s|^//||g' -i include/IrrCompileConfig.h
sed '/#define _IRR_COMPILE_WITH_OPENGL_/ s|^|//|g' -i include/IrrCompileConfig.h
cmake . -DBUILD_EXAMPLES=1
cmake . -DBUILD_EXAMPLES=1 -DUSE_SDL2=OFF -DENABLE_OPENGL=OFF -DENABLE_GLES2=ON
make -j2
- name: Test (headless)
@ -55,60 +58,118 @@ jobs:
- name: Test (Xvfb)
run: |
cd bin/Linux
LIBGL_ALWAYS_SOFTWARE=true xvfb-run ./AutomatedTest
LIBGL_ALWAYS_SOFTWARE=true xvfb-run ./AutomatedTest ogles2
win32:
linux-sdl:
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v2
- name: Install compiler
run: |
sudo apt-get update && sudo apt-get install cmake -qyy
wget http://minetest.kitsunemimi.pw/mingw-w64-i686_11.2.0_ubuntu20.04.tar.xz -O mingw.tar.xz
sudo tar -xaf mingw.tar.xz -C /usr
- name: Build
run: |
./scripts/ci-build-mingw.sh package
env:
CC: i686-w64-mingw32-gcc
CXX: i686-w64-mingw32-g++
- uses: actions/upload-artifact@v2
with:
name: irrlicht-win32
path: ./irrlicht-win32.zip
win64:
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v2
- name: Install compiler
run: |
sudo apt-get update && sudo apt-get install cmake -qyy
wget http://minetest.kitsunemimi.pw/mingw-w64-x86_64_11.2.0_ubuntu20.04.tar.xz -O mingw.tar.xz
sudo tar -xaf mingw.tar.xz -C /usr
- name: Build
run: |
./scripts/ci-build-mingw.sh package
env:
CC: x86_64-w64-mingw32-gcc
CXX: x86_64-w64-mingw32-g++
- uses: actions/upload-artifact@v2
with:
name: irrlicht-win64
path: ./irrlicht-win64.zip
macos:
runs-on: macos-10.15
steps:
- uses: actions/checkout@v2
- uses: actions/checkout@v4
- name: Install deps
run: |
brew update
sudo apt-get update
sudo apt-get install g++ cmake libsdl2-dev libpng-dev libjpeg-dev zlib1g-dev -qyy
- name: Build
run: |
cmake . -DBUILD_EXAMPLES=1 -DUSE_SDL2=ON -DCMAKE_BUILD_TYPE=Debug
make -j2
- name: Test (headless)
run: |
cd bin/Linux
./AutomatedTest null
linux-sdl-gl3:
# Xvfb test is broken on 20.04 for unknown reasons (not our bug)
runs-on: ubuntu-22.04
steps:
- uses: actions/checkout@v4
- name: Install deps
run: |
sudo apt-get update
sudo apt-get install g++ cmake libsdl2-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy
- name: Build
run: |
cmake . -DBUILD_EXAMPLES=1 -DUSE_SDL2=ON -DENABLE_OPENGL=OFF -DENABLE_OPENGL3=ON
make -j2
- name: Test (headless)
run: |
cd bin/Linux
./AutomatedTest null
- name: Test (Xvfb)
run: |
cd bin/Linux
LIBGL_ALWAYS_SOFTWARE=true xvfb-run ./AutomatedTest opengl3
linux-sdl-gles2:
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v4
- name: Install deps
run: |
sudo apt-get update
sudo apt-get install g++ cmake libsdl2-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy
- name: Build
run: |
cmake . -DBUILD_EXAMPLES=1 -DUSE_SDL2=ON -DENABLE_OPENGL=OFF -DENABLE_GLES2=ON
make -j2
- name: Test (headless)
run: |
cd bin/Linux
./AutomatedTest null
- name: Test (Xvfb)
run: |
cd bin/Linux
LIBGL_ALWAYS_SOFTWARE=true xvfb-run ./AutomatedTest ogles2
mingw:
name: "MinGW ${{matrix.config.variant}}${{matrix.config.extras}}"
runs-on: ubuntu-22.04
strategy:
fail-fast: false
matrix:
config:
- {variant: win32, arch: i686}
- {variant: win64, arch: x86_64}
- {variant: win32, arch: i686, extras: "-sdl"}
- {variant: win64, arch: x86_64, extras: "-sdl"}
steps:
- uses: actions/checkout@v4
- name: Install compiler
run: |
sudo apt-get update && sudo apt-get install cmake -qyy
./scripts/ci-get-mingw.sh
- name: Build
run: |
./scripts/ci-build-mingw.sh package
env:
CC: ${{matrix.config.arch}}-w64-mingw32-clang
CXX: ${{matrix.config.arch}}-w64-mingw32-clang++
extras: ${{matrix.config.extras}}
- uses: actions/upload-artifact@v4
with:
name: irrlicht-${{matrix.config.variant}}${{matrix.config.extras}}
path: ./irrlicht-${{matrix.config.variant}}${{matrix.config.extras}}.zip
macos:
runs-on: macos-latest
steps:
- uses: actions/checkout@v4
- name: Install deps
run: |
brew update --auto-update
brew install cmake libpng jpeg
env:
HOMEBREW_NO_INSTALLED_DEPENDENTS_CHECK: 1
HOMEBREW_NO_INSTALL_CLEANUP: 1
- name: Build
run: |
@ -118,3 +179,132 @@ jobs:
- name: Test (headless)
run: |
./bin/OSX/AutomatedTest null
macos-sdl:
runs-on: macos-latest
steps:
- uses: actions/checkout@v4
- name: Install deps
run: |
brew update --auto-update
brew install cmake libpng jpeg sdl2
env:
HOMEBREW_NO_INSTALLED_DEPENDENTS_CHECK: 1
HOMEBREW_NO_INSTALL_CLEANUP: 1
- name: Build
run: |
cmake . -DCMAKE_FIND_FRAMEWORK=LAST -DBUILD_EXAMPLES=1 -DUSE_SDL2=1
make -j3
msvc:
name: VS 2019 ${{ matrix.config.arch }} ${{ matrix.sdl.label }}
runs-on: windows-2019
env:
VCPKG_VERSION: 8eb57355a4ffb410a2e94c07b4dca2dffbee8e50
# 2023.10.19
vcpkg_packages: zlib libpng libjpeg-turbo
strategy:
fail-fast: false
matrix:
config:
-
arch: x86
generator: "-G'Visual Studio 16 2019' -A Win32"
vcpkg_triplet: x86-windows
-
arch: x64
generator: "-G'Visual Studio 16 2019' -A x64"
vcpkg_triplet: x64-windows
sdl:
-
use: FALSE
label: '(no SDL)'
vcpkg_packages: opengl-registry
-
use: TRUE
label: '(with SDL)'
vcpkg_packages: sdl2
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Restore from cache and run vcpkg
uses: lukka/run-vcpkg@v7
with:
vcpkgArguments: ${{env.vcpkg_packages}} ${{matrix.sdl.vcpkg_packages}}
vcpkgDirectory: '${{ github.workspace }}\vcpkg'
appendedCacheKey: ${{ matrix.config.vcpkg_triplet }}
vcpkgGitCommitId: ${{ env.VCPKG_VERSION }}
vcpkgTriplet: ${{ matrix.config.vcpkg_triplet }}
- name: CMake
run: |
cmake ${{matrix.config.generator}} `
-DUSE_SDL2=${{matrix.sdl.use}} `
-DCMAKE_TOOLCHAIN_FILE="${{ github.workspace }}\vcpkg\scripts\buildsystems\vcpkg.cmake" `
-DCMAKE_BUILD_TYPE=Release .
- name: Build
run: cmake --build . --config Release
- name: Create artifact folder
run: |
mkdir artifact/
mkdir artifact/lib/
- name: Move dlls into artifact folder
run: move bin\Win32-VisualStudio\Release\* artifact\lib\
- name: Move includes into artifact folder
run: move include artifact/
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: msvc-${{ matrix.config.arch }}-${{matrix.sdl.use}}
path: artifact/
android:
name: Android ${{ matrix.arch }}
runs-on: ubuntu-20.04
env:
ndk_version: "r25c"
ANDROID_NDK: ${{ github.workspace }}/android-ndk
strategy:
matrix:
arch: [armeabi-v7a, arm64-v8a, x86, x86_64]
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Install deps
run: |
sudo rm /var/lib/man-db/auto-update
sudo apt-get update
sudo apt-get install -qyy wget unzip zip gcc-multilib make cmake
- name: Cache NDK
id: cache-ndk
uses: actions/cache@v4
with:
key: android-ndk-${{ env.ndk_version }}-linux
path: ${{ env.ANDROID_NDK }}
- name: Install NDK
run: |
wget --progress=bar:force "http://dl.google.com/android/repository/android-ndk-${ndk_version}-linux.zip"
unzip -q "android-ndk-${ndk_version}-linux.zip"
rm "android-ndk-${ndk_version}-linux.zip"
mv "android-ndk-${ndk_version}" "${ANDROID_NDK}"
if: ${{ steps.cache-ndk.outputs.cache-hit != 'true' }}
- name: Build
run: ./scripts/ci-build-android.sh ${{ matrix.arch }}
#- name: Upload Artifact
# uses: actions/upload-artifact@v4
# with:
# name: irrlicht-android-${{ matrix.arch }}
# path: ${{ runner.temp }}/pkg/${{ matrix.arch }}

8
.gitignore vendored
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@ -5,6 +5,7 @@ install_manifest.txt
IrrlichtMtConfig.cmake
IrrlichtMtConfigVersion.cmake
IrrlichtMtTargets.cmake
CTestTestfile.cmake
Makefile
libs/*
*.so*
@ -15,3 +16,10 @@ bin/Linux
scripts/gl2ext.h
scripts/glcorearb.h
scripts/glext.h
*.vcxproj*
*.dir/
*.sln
*visualstudio/
# vscode cmake plugin
build/*

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@ -1,19 +1,17 @@
cmake_minimum_required(VERSION 3.5)
cmake_minimum_required(VERSION 3.12)
# Set policies up to 3.9 since we want to enable the IPO option
if(${CMAKE_VERSION} VERSION_LESS 3.9)
cmake_policy(VERSION ${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION})
else()
cmake_policy(VERSION 3.9)
endif()
set(IRRLICHTMT_REVISION 15)
project(Irrlicht
VERSION 1.9.0
VERSION 1.9.0.${IRRLICHTMT_REVISION}
LANGUAGES CXX
)
message(STATUS "*** Building IrrlichtMt ${PROJECT_VERSION} ***")
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
include(GNUInstallDirs)
if(ANDROID)
@ -36,7 +34,9 @@ if(NOT CMAKE_BUILD_TYPE)
endif()
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
add_subdirectory(source/Irrlicht)
enable_testing()
add_subdirectory(src)
add_subdirectory(test)
option(BUILD_EXAMPLES "Build example applications" FALSE)
if(BUILD_EXAMPLES)

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@ -1,5 +1,11 @@
@PACKAGE_INIT@
include(CMakeFindDependencyMacro)
if(NOT TARGET IrrlichtMt::IrrlichtMt)
# private dependency only explicitly needed with static libs
if(@USE_SDL2@ AND NOT @BUILD_SHARED_LIBS@)
find_dependency(SDL2)
endif()
include("${CMAKE_CURRENT_LIST_DIR}/IrrlichtMtTargets.cmake")
endif()

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@ -1,9 +1,17 @@
IrrlichtMt version 1.9
======================
The Irrlicht Engine is an open source realtime 3D engine written in C++.
Notice
------
This is a fork by the [Minetest](https://github.com/minetest) developers that contains features, customizations and fixes specifically for use in Minetest.
IrrlichtMt has been moved into the [main Minetest repository](https://github.com/minetest) during Minetest 5.9 development. This repository is an archive useful for building older versions of Minetest.
About
-----
IrrlichtMt is the 3D engine of [Minetest](https://github.com/minetest).
It is based on the [Irrlicht Engine](https://irrlicht.sourceforge.io/) but is now developed independently.
It is intentionally not compatible to upstream and is planned to be eventually absorbed into Minetest.
Build
-----
@ -15,10 +23,16 @@ The following libraries are required to be installed:
* OpenGL
* or on mobile: OpenGL ES (can be optionally enabled on desktop too)
* on Unix: X11
* SDL2 (see below)
Aside from standard search options (`ZLIB_INCLUDE_DIR`, `ZLIB_LIBRARY`, ...) the following options are available:
* `BUILD_SHARED_LIBS` (default: `ON`) - Build IrrlichtMt as a shared library
* `BUILD_EXAMPLES` (default: `OFF`) - Build example applications
* `ENABLE_OPENGL` - Enable OpenGL driver
* `ENABLE_OPENGL3` (default: `OFF`) - Enable OpenGL 3+ driver
* `ENABLE_GLES1` - Enable OpenGL ES driver, legacy
* `ENABLE_GLES2` - Enable OpenGL ES 2+ driver
* `USE_SDL2` (default: platform-dependent, usually `ON`) - Use SDL2 instead of older native device code
e.g. on a Linux system you might want to build for local use like this:
@ -29,6 +43,21 @@ e.g. on a Linux system you might want to build for local use like this:
This will put an IrrlichtMtTargets.cmake file into the cmake directory in the current build directory, and it can then be imported from another project by pointing `find_package()` to the build directory, or by setting the `CMAKE_PREFIX_PATH` variable to that same path.
on Windows system:
It is highly recommended to use vcpkg as package manager.
After you successfully built vcpkg you can easily install the required libraries:
vcpkg install zlib libjpeg-turbo libpng sdl2 --triplet x64-windows
Run the following script in PowerShell:
git clone https://github.com/minetest/irrlicht
cd irrlicht
cmake -B build -G "Visual Studio 17 2022" -A "Win64" -DCMAKE_TOOLCHAIN_FILE=[vcpkg-root]/scripts/buildsystems/vcpkg.cmake -DBUILD_SHARED_LIBS=OFF
cmake --build build --config Release
Platforms
---------

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@ -1,4 +0,0 @@
If you wish to compile the engine in linux yourself,
goto the \source directory. Run a 'make' in the subfolder 'Irrlicht'.
After this, you should be able to make all example applications in \examples.
Then just start an X Server and run them, from the directory where they are.

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@ -1 +0,0 @@
If you want to compile only the Irrlicht Engine you should use XCode project available at source/Irrlicht/ directory. You can also use examples/BuildAllExamples.xcworkspace file to build the Irrlicht Engine + all examples.

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@ -1,25 +0,0 @@
The Win32-VisualStudio version is currently (Irrlicht 1.8) compiled with VS 2010 using the Windows 7.1 SDK as platform toolset.
You might get the necessary Windows Platform SDK here: http://msdn.microsoft.com/en-us/windows/bb980924.aspx
To link to that Irrlicht.dll you need to set platform toolset in your VS version to the same target or re-compile the Irrlicht.dll using another platform toolset.
To re-compile Irrlicht for Win32-VisualStudio:
There are several project files for different VS versions in source/Irrlicht.
Irrlicht10.0.sln is for VS 2010
Irrlicht11.0.sln is for VS 2012
Irrlicht12.0.sln is for VS 2013
To compile Irrlicht + all examples and all tools check the BuildAllExamples_*.sln files in the examples folder.
For newer VS versions you have update one of those projects (VS usually can do that automatically when you open an older solution file).
Currently each of those solutions does set the platform toolset "Windows 7.1 SDK" (to be compatible to each other).
You might want to change that in the project settings and set it to your current version.
Make sure you use the same platform toolset in your application and in the engine.
Also when compiling examples each example has to use the same platform toolset as was used for the engine.
Platform should be Win32
Configuration is by default "Release"
But you can also chose "Debug" if you want Irrlicht with Debug information.
Static builds are possible but you have to additionally set the _IRR_STATIC_LIB_ define in the application when linking to a static Irrlicht.lib

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@ -1,16 +0,0 @@
If you wish to compile Irrlicht for Win32-gcc you have several choices.
1. You can work from within a MinGW shell.
Go to the folder source/Irrlicht and run the Makefile with:
make win32
Examples can be build by going into the folder of the example (for example examples/01.HelloWorld) and running the Makefile with:
make all_win32
2. Use the Code::Blocks IDE
There is a project file called Irrlicht-gcc.cbp in source/Irrlicht to compile just the engine.
Be sure to select a Windows target like "Win32 - release - accurate math - dll"
There is also Code::Blocks workspace file in the examples folder called BuildAllExamples.workspace
Again be sure to select a Windows target like "Win32 - release - accurate math - dll"
This workspace allows you to compile the engine together with all examples and tools.

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@ -1 +0,0 @@
If you wish to compile Irrlicht for emscripten please check the documenation in examples/01.HelloWorld_emscripten.

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@ -1,63 +0,0 @@
Checklist for Irrlicht developers doing releases.
Note: Generally the more platforms, compilers, settings you can test the better. Ask for help for platforms which you don't own.
- PRE-BUILD TESTS:
- - Run tests in the tests folder
- - Compile and run examples.
- - Compile and run the tools. Note that some tools are in the buildall-examples VS project files on Windows,
but on Linux command line you have to compile them individually.
- VERSION UPDATES:
- - check IRRLICHT_SDK_VERSION (in IrrCompileConfig.h)
- - check version number in the Makefile
- - update readme.txt (version number, supported compilers)
- - Add new release information (date+version-number) in changes.txt
- - go through folders if other .txt files still make sense (things change and updating those files tends to be forgotten)
- DOCUMENTATION UPDATES:
- - run makedocumentation.sh in scripts\doc\irrlicht
- - run maketutorial.sh in scripts\doc\irrlicht (commit changed tutorial.html's)
- BUILDING THE RELEASE
(TBD - should we still release dll's? Newer and older VS builds are no longer compatible anyway)
- - run a clean build for buildAllExamples in the examples folder with the
target compiler for 32-bit and for release (old VS compiler - so far VS2010)
- - when possible compile the dll for MinGW on Windows (in release and with -s for smaller size)
- - when possible compile the dll for 64 bit (again with Visual Studio and release)
- - create a target directory, like irrlicht-1.8.1 for example
- - svn export to the target directory
- - copy the subfolders of doctemp into the doc folder of the target directory
careful, this should only be one(!) subfolder (we ended up with copies before, maybe Windows/Linux builds use different names?)
- - copy all .exe files (except test.exe) from bin\Win32-VisualStudio (.pdb's are not necessary)
- - copy Irrlicht.dll from bin\Win32-visualstudio
- - copy the files in lib\Win32-visualstudio
- - copy Irrlicht.dll from bin\Win64-VisualStudio
- - copy the files in lib\Win64-visualstudio
- - copy Irrlicht.dll from bin\Win32-gcc
- - copy the files in lib\Win32-gcc
- - remove the tests folder
- - remove scripts folder (if the release comes with docs, if you do a release
without docs for smaller filesizes then the script folder has to stay in).
- - create a zip file
- - figure out how to fix unix access right for shell-scripts in the zip file (my
trick so far is: unzip in Linux, set +x for all .sh files, zip again)
RELEASING:
- - upload the zip-file somewhere, then download it again on all platforms and do
another quick test with that file (do examples still run, can you compile)
- - give the link to the zip out on the mailinglist for others to look at
- - Upload new documentation (the content of doc/html) to: web.sourceforge.net
(sftp protocol, user and passwd are your sourceforge account, the folder
might not be shown - but you can still cd into it!):
/home/project-web/i/ir/irrlicht/htdocs
Best create first a folder with a new name, copy stuff in there, test (just
check the website), rename old folder and give new folder the "docu" name.
Then you can delete the old folder if you want.
- - upload the zip by logging in to sourceforge and using the "Files" menu (needs
admin privileges and it's the 'Files' menu between 'Summary' and 'Reviews').
The target is in one of the Irrlicht SDK subfolders. Then click the "i" beside
the file and "select all" to make it the active download.
- - write a forum post, tell everyone in facebook, reddit, your friends...
- - login to wordpress at http://irrlicht.sourceforge.net/wp-login.php, update the
downloads section and write a release post.

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@ -7,32 +7,44 @@ using namespace irr;
static IrrlichtDevice *device = nullptr;
static int test_fail = 0;
extern void test_irr_array();
void test_irr_array();
void test_irr_string();
static video::E_DRIVER_TYPE chooseDriver(const char *arg_)
static video::E_DRIVER_TYPE chooseDriver(core::stringc arg_)
{
if (core::stringc(arg_) == "null")
if (arg_ == "null")
return video::EDT_NULL;
if (IrrlichtDevice::isDriverSupported(video::EDT_OGLES1))
if (arg_ == "ogles1")
return video::EDT_OGLES1;
if (IrrlichtDevice::isDriverSupported(video::EDT_OGLES2))
if (arg_ == "ogles2")
return video::EDT_OGLES2;
if (arg_ == "opengl")
return video::EDT_OPENGL;
if (arg_ == "opengl3")
return video::EDT_OPENGL3;
std::cerr << "Unknown driver type: " << arg_.c_str() << ". Trying OpenGL." << std::endl;
return video::EDT_OPENGL;
}
static inline void check(bool ok, const char *msg)
{
if (!ok)
{
if (!ok) {
test_fail++;
device->getLogger()->log((core::stringc("FAILED TEST: ") + msg).c_str(), ELL_ERROR);
}
}
void run_unit_tests() {
void run_unit_tests()
{
std::cout << "Running unit tests:" << std::endl;
try {
test_irr_array();
test_irr_string();
} catch (const std::exception &e) {
std::cerr << e.what() << std::endl;
test_fail++;
}
std::cout << std::endl;
}
int main(int argc, char *argv[])
@ -60,62 +72,61 @@ int main(int argc, char *argv[])
device->setWindowCaption(L"Hello World!");
device->setResizable(true);
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
gui::IGUIEnvironment* guienv = device->getGUIEnvironment();
video::IVideoDriver *driver = device->getVideoDriver();
scene::ISceneManager *smgr = device->getSceneManager();
gui::IGUIEnvironment *guienv = device->getGUIEnvironment();
guienv->addStaticText(L"sample text", core::rect<s32>(10,10,110,22), false);
guienv->addStaticText(L"sample text", core::rect<s32>(10, 10, 110, 22), false);
gui::IGUIButton* button = guienv->addButton(
core::rect<s32>(10,30,110,30 + 32), 0, -1, L"sample button",
gui::IGUIButton *button = guienv->addButton(
core::rect<s32>(10, 30, 110, 30 + 32), 0, -1, L"sample button",
L"sample tooltip");
gui::IGUIEditBox* editbox = guienv->addEditBox(L"",
core::rect<s32>(10,70,60,70 + 16));
gui::IGUIEditBox *editbox = guienv->addEditBox(L"",
core::rect<s32>(10, 70, 60, 70 + 16));
const io::path mediaPath = getExampleMediaPath();
scene::IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "coolguy_opt.x");
auto mesh_file = device->getFileSystem()->createAndOpenFile(mediaPath + "coolguy_opt.x");
check(mesh_file, "mesh file loading");
scene::IAnimatedMesh *mesh = smgr->getMesh(mesh_file);
check(mesh, "mesh loading");
if (mesh)
{
video::ITexture* tex = driver->getTexture(mediaPath + "cooltexture.png");
if (mesh_file)
mesh_file->drop();
if (mesh) {
video::ITexture *tex = driver->getTexture(mediaPath + "cooltexture.png");
check(tex, "texture loading");
scene::IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(mesh);
if (node)
{
node->setMaterialFlag(video::EMF_LIGHTING, false);
scene::IAnimatedMeshSceneNode *node = smgr->addAnimatedMeshSceneNode(mesh);
if (node) {
node->forEachMaterial([tex](video::SMaterial &mat) {
mat.Lighting = false;
mat.setTexture(0, tex);
});
node->setFrameLoop(0, 29);
node->setAnimationSpeed(30);
node->setMaterialTexture(0, tex);
}
}
smgr->addCameraSceneNode(0, core::vector3df(0,4,5), core::vector3df(0,2,0));
smgr->addCameraSceneNode(0, core::vector3df(0, 4, 5), core::vector3df(0, 2, 0));
s32 n = 0;
SEvent event;
device->getTimer()->start();
while (device->run())
{
if (device->getTimer()->getTime() >= 1300)
{
while (device->run()) {
if (device->getTimer()->getTime() >= 1000) {
device->getTimer()->setTime(0);
++n;
if (n == 1) // Tooltip display
{
if (n == 1) { // Tooltip display
bzero(&event, sizeof(SEvent));
event.EventType = irr::EET_MOUSE_INPUT_EVENT;
event.MouseInput.Event = irr::EMIE_MOUSE_MOVED;
event.MouseInput.X = button->getAbsolutePosition().getCenter().X;
event.MouseInput.Y = button->getAbsolutePosition().getCenter().Y;
device->postEventFromUser(event);
}
else if (n == 2) // Text input focus
} else if (n == 2) // Text input focus
guienv->setFocus(editbox);
else if (n == 3) // Keypress for Text input
{
else if (n == 3) { // Keypress for Text input
bzero(&event, sizeof(SEvent));
event.EventType = irr::EET_KEY_INPUT_EVENT;
event.KeyInput.Char = L'a';
@ -124,13 +135,12 @@ int main(int argc, char *argv[])
device->postEventFromUser(event);
event.KeyInput.PressedDown = false;
device->postEventFromUser(event);
}
else
} else
device->closeDevice();
}
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH,
video::SColor(255,100,100,150));
video::SColor(255, 100, 100, 150));
smgr->drawAll();
guienv->drawAll();
driver->endScene();

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@ -1,10 +1,11 @@
#include "irrArray.h"
#include <irrArray.h>
#include "test_helper.h"
using namespace irr;
using core::array;
static void test_basics() {
static void test_basics()
{
array<int> v;
v.push_back(1); // 1
v.push_front(2); // 2, 1
@ -57,7 +58,8 @@ static void test_basics() {
UASSERTEQ(v.size(), 2);
}
static void test_linear_searches() {
static void test_linear_searches()
{
// Populate the array with 0, 1, 2, ..., 100, 100, 99, 98, 97, ..., 0
array<int> arr;
for (int i = 0; i <= 100; i++)
@ -75,14 +77,15 @@ static void test_linear_searches() {
}
}
static void test_binary_searches() {
const auto& values = { 3, 5, 1, 2, 5, 10, 19, 9, 7, 1, 2, 5, 8, 15 };
static void test_binary_searches()
{
const auto &values = {3, 5, 1, 2, 5, 10, 19, 9, 7, 1, 2, 5, 8, 15};
array<int> arr;
for (int value : values) {
arr.push_back(value);
}
// Test the const form first, it uses a linear search without sorting
const array<int> & carr = arr;
const array<int> &carr = arr;
UASSERTEQ(carr.binary_search(20), -1);
UASSERTEQ(carr.binary_search(0), -1);
UASSERTEQ(carr.binary_search(1), 2);

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@ -3,11 +3,13 @@
#include <exception>
#include <iostream>
class TestFailedException : public std::exception {
class TestFailedException : public std::exception
{
};
// Asserts the comparison specified by CMP is true, or fails the current unit test
#define UASSERTCMP(CMP, actual, expected) do { \
#define UASSERTCMP(CMP, actual, expected) \
do { \
const auto &a = (actual); \
const auto &e = (expected); \
if (!CMP(a, e)) { \
@ -15,11 +17,12 @@ class TestFailedException : public std::exception {
<< "Test assertion failed: " << #actual << " " << #CMP << " " \
<< #expected << std::endl \
<< " at " << __FILE__ << ":" << __LINE__ << std::endl \
<< " actual: " << a << std::endl << " expected: " \
<< " actual: " << a << std::endl \
<< " expected: " \
<< e << std::endl; \
throw TestFailedException(); \
} \
} while (0)
} while (0)
#define CMPEQ(a, e) (a == e)
#define CMPTRUE(a, e) (a)

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@ -0,0 +1,205 @@
#include <irrString.h>
#include <cstring>
#include <clocale>
#include <vector>
#include "test_helper.h"
using namespace irr;
using namespace irr::core;
#define CMPSTR(a, b) (!strcmp(a, b))
#define UASSERTSTR(actual, expected) UASSERTCMP(CMPSTR, actual.c_str(), expected)
static void test_basics()
{
// ctor
stringc s;
UASSERTEQ(s.c_str()[0], '\0');
s = stringc(0.1234567);
UASSERTSTR(s, "0.123457");
s = stringc(0x1p+53);
UASSERTSTR(s, "9007199254740992.000000");
s = stringc(static_cast<int>(-102400));
UASSERTSTR(s, "-102400");
s = stringc(static_cast<unsigned int>(102400));
UASSERTSTR(s, "102400");
s = stringc(static_cast<long>(-1024000));
UASSERTSTR(s, "-1024000");
s = stringc(static_cast<unsigned long>(1024000));
UASSERTSTR(s, "1024000");
s = stringc("YESno", 3);
UASSERTSTR(s, "YES");
s = stringc(L"test", 4);
UASSERTSTR(s, "test");
s = stringc("Hello World!");
UASSERTSTR(s, "Hello World!");
// operator=
s = stringw(L"abcdef");
UASSERTSTR(s, "abcdef");
s = L"abcdef";
UASSERTSTR(s, "abcdef");
s = static_cast<const char *>(nullptr);
UASSERTSTR(s, "");
// operator+
s = s + stringc("foo");
UASSERTSTR(s, "foo");
s = s + L"bar";
UASSERTSTR(s, "foobar");
// the rest
s = "f";
UASSERTEQ(s[0], 'f');
const auto &sref = s;
UASSERTEQ(sref[0], 'f');
UASSERT(sref == "f");
UASSERT(sref == stringc("f"));
s = "a";
UASSERT(sref < stringc("aa"));
UASSERT(sref < stringc("b"));
UASSERT(stringc("Z") < sref);
UASSERT(!(sref < stringc("a")));
UASSERT(sref.lower_ignore_case("AA"));
UASSERT(sref.lower_ignore_case("B"));
UASSERT(!sref.lower_ignore_case("A"));
s = "dog";
UASSERT(sref != "cat");
UASSERT(sref != stringc("cat"));
}
static void test_methods()
{
stringc s;
const auto &sref = s;
s = "irrlicht";
UASSERTEQ(sref.size(), 8);
UASSERT(!sref.empty());
s.clear();
UASSERTEQ(sref.size(), 0);
UASSERT(sref.empty());
UASSERT(sref[0] == 0);
s = "\tAz#`";
s.make_lower();
UASSERTSTR(s, "\taz#`");
s.make_upper();
UASSERTSTR(s, "\tAZ#`");
UASSERT(sref.equals_ignore_case("\taz#`"));
UASSERT(sref.equals_substring_ignore_case("Z#`", 2));
s = "irrlicht";
UASSERT(sref.equalsn(stringc("irr"), 3));
UASSERT(sref.equalsn("irr", 3));
s = "fo";
s.append('o');
UASSERTSTR(s, "foo");
s.append("bar", 1);
UASSERTSTR(s, "foob");
s.append("ar", 999999);
UASSERTSTR(s, "foobar");
s = "nyan";
s.append(stringc("cat"));
UASSERTSTR(s, "nyancat");
s.append(stringc("sam"), 1);
UASSERTSTR(s, "nyancats");
s = "fbar";
s.insert(1, "ooXX", 2);
UASSERTSTR(s, "foobar");
UASSERTEQ(sref.findFirst('o'), 1);
UASSERTEQ(sref.findFirst('X'), -1);
UASSERTEQ(sref.findFirstChar("abff", 2), 3);
UASSERTEQ(sref.findFirstCharNotInList("fobb", 2), 3);
UASSERTEQ(sref.findLast('o'), 2);
UASSERTEQ(sref.findLast('X'), -1);
UASSERTEQ(sref.findLastChar("abrr", 2), 4);
UASSERTEQ(sref.findLastCharNotInList("rabb", 2), 3);
UASSERTEQ(sref.findNext('o', 2), 2);
UASSERTEQ(sref.findLast('o', 1), 1);
s = "ob-oob";
UASSERTEQ(sref.find("ob", 1), 4);
UASSERTEQ(sref.find("ob"), 0);
UASSERTEQ(sref.find("?"), -1);
s = "HOMEOWNER";
stringc s2 = sref.subString(2, 4);
UASSERTSTR(s2, "MEOW");
s2 = sref.subString(2, 4, true);
UASSERTSTR(s2, "meow");
s = "land";
s.replace('l', 's');
UASSERTSTR(s, "sand");
s = ">dog<";
s.replace("dog", "cat");
UASSERTSTR(s, ">cat<");
s.replace("cat", "horse");
UASSERTSTR(s, ">horse<");
s.replace("horse", "gnu");
UASSERTSTR(s, ">gnu<");
s = " h e l p ";
s.remove(' ');
UASSERTSTR(s, "help");
s.remove("el");
UASSERTSTR(s, "hp");
s = "irrlicht";
s.removeChars("it");
UASSERTSTR(s, "rrlch");
s = "\r\nfoo bar ";
s.trim();
UASSERTSTR(s, "foo bar");
s = "foxo";
s.erase(2);
UASSERTSTR(s, "foo");
s = "a";
s.append('\0');
s.append('b');
UASSERTEQ(s.size(), 3);
s.validate();
UASSERTEQ(s.size(), 1);
UASSERTEQ(s.lastChar(), 'a');
std::vector<stringc> res;
s = "a,,b,c";
s.split(res, ",aa", 1, true, false);
UASSERTEQ(res.size(), 3);
UASSERTSTR(res[0], "a");
UASSERTSTR(res[2], "c");
res.clear();
s.split(res, ",", 1, false, true);
UASSERTEQ(res.size(), 7);
UASSERTSTR(res[0], "a");
UASSERTSTR(res[2], "");
for (int i = 0; i < 3; i++)
UASSERTSTR(res[2 * i + 1], ",");
}
static void test_conv()
{
// locale-independent
stringw out;
utf8ToWString(out, "†††");
UASSERTEQ(out.size(), 3);
for (int i = 0; i < 3; i++)
UASSERTEQ(static_cast<u16>(out[i]), 0x2020);
stringc out2;
wStringToUTF8(out2, L"†††");
UASSERTEQ(out2.size(), 9);
for (int i = 0; i < 3; i++) {
UASSERTEQ(static_cast<u8>(out2[3 * i]), 0xe2);
UASSERTEQ(static_cast<u8>(out2[3 * i + 1]), 0x80);
UASSERTEQ(static_cast<u8>(out2[3 * i + 2]), 0xa0);
}
// locale-dependent
if (!setlocale(LC_CTYPE, "C.UTF-8"))
setlocale(LC_CTYPE, "UTF-8"); // macOS
stringw out3;
multibyteToWString(out3, "†††");
UASSERTEQ(out3.size(), 3);
for (int i = 0; i < 3; i++)
UASSERTEQ(static_cast<u16>(out3[i]), 0x2020);
}
void test_irr_string()
{
test_basics();
test_methods();
test_conv();
std::cout << " test_irr_string PASSED" << std::endl;
}

View File

@ -1,6 +1,3 @@
set(CMAKE_CXX_STANDARD 11)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(IRREXAMPLES
# removed
)

View File

@ -1,226 +0,0 @@
// Copyright (C) 2008-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_INDEX_BUFFER_H_INCLUDED__
#define __C_INDEX_BUFFER_H_INCLUDED__
#include "IIndexBuffer.h"
namespace irr
{
namespace scene
{
class CIndexBuffer : public IIndexBuffer
{
class IIndexList
{
public:
virtual ~IIndexList(){};
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 void* pointer() =0;
virtual video::E_INDEX_TYPE getType() const =0;
};
template <class T>
class CSpecificIndexList : public IIndexList
{
public:
core::array<T> Indices;
virtual u32 stride() const _IRR_OVERRIDE_ {return sizeof(T);}
virtual u32 size() const _IRR_OVERRIDE_ {return Indices.size();}
virtual void push_back(const u32 &element) _IRR_OVERRIDE_
{
// push const ref due to compiler problem with gcc 4.6, big endian
Indices.push_back((const T&)element);
}
virtual u32 operator [](u32 index) const _IRR_OVERRIDE_
{
return (u32)(Indices[index]);
}
virtual u32 getLast() _IRR_OVERRIDE_ {return (u32)Indices.getLast();}
virtual void setValue(u32 index, u32 value) _IRR_OVERRIDE_
{
Indices[index]=(T)value;
}
virtual void set_used(u32 usedNow) _IRR_OVERRIDE_
{
Indices.set_used(usedNow);
}
virtual void reallocate(u32 new_size) _IRR_OVERRIDE_
{
Indices.reallocate(new_size);
}
virtual u32 allocated_size() const _IRR_OVERRIDE_
{
return Indices.allocated_size();
}
virtual void* pointer() _IRR_OVERRIDE_ {return Indices.pointer();}
virtual video::E_INDEX_TYPE getType() const _IRR_OVERRIDE_
{
if (sizeof(T)==sizeof(u16))
return video::EIT_16BIT;
else
return video::EIT_32BIT;
}
};
public:
IIndexList *Indices;
CIndexBuffer(video::E_INDEX_TYPE IndexType) :Indices(0), MappingHint(EHM_NEVER), ChangedID(1)
{
setType(IndexType);
}
CIndexBuffer(const IIndexBuffer &IndexBufferCopy) :Indices(0), MappingHint(EHM_NEVER), ChangedID(1)
{
setType(IndexBufferCopy.getType());
reallocate(IndexBufferCopy.size());
for (u32 n=0;n<IndexBufferCopy.size();++n)
push_back(IndexBufferCopy[n]);
}
virtual ~CIndexBuffer()
{
delete Indices;
}
//virtual void setType(video::E_INDEX_TYPE IndexType);
virtual void setType(video::E_INDEX_TYPE IndexType) _IRR_OVERRIDE_
{
IIndexList *NewIndices=0;
switch (IndexType)
{
case video::EIT_16BIT:
{
NewIndices=new CSpecificIndexList<u16>;
break;
}
case video::EIT_32BIT:
{
NewIndices=new CSpecificIndexList<u32>;
break;
}
}
if (Indices)
{
NewIndices->reallocate( Indices->size() );
for(u32 n=0;n<Indices->size();++n)
NewIndices->push_back((*Indices)[n]);
delete Indices;
}
Indices=NewIndices;
}
virtual void* getData() _IRR_OVERRIDE_ {return Indices->pointer();}
virtual video::E_INDEX_TYPE getType() const _IRR_OVERRIDE_ {return Indices->getType();}
virtual u32 stride() const _IRR_OVERRIDE_ {return Indices->stride();}
virtual u32 size() const _IRR_OVERRIDE_
{
return Indices->size();
}
virtual void push_back(const u32 &element) _IRR_OVERRIDE_
{
Indices->push_back(element);
}
virtual u32 operator [](u32 index) const _IRR_OVERRIDE_
{
return (*Indices)[index];
}
virtual u32 getLast() _IRR_OVERRIDE_
{
return Indices->getLast();
}
virtual void setValue(u32 index, u32 value) _IRR_OVERRIDE_
{
Indices->setValue(index, value);
}
virtual void set_used(u32 usedNow) _IRR_OVERRIDE_
{
Indices->set_used(usedNow);
}
virtual void reallocate(u32 new_size) _IRR_OVERRIDE_
{
Indices->reallocate(new_size);
}
virtual u32 allocated_size() const _IRR_OVERRIDE_
{
return Indices->allocated_size();
}
virtual void* pointer() _IRR_OVERRIDE_
{
return Indices->pointer();
}
//! get the current hardware mapping hint
virtual E_HARDWARE_MAPPING getHardwareMappingHint() const _IRR_OVERRIDE_
{
return MappingHint;
}
//! set the hardware mapping hint, for driver
virtual void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint ) _IRR_OVERRIDE_
{
MappingHint=NewMappingHint;
}
//! flags the mesh as changed, reloads hardware buffers
virtual void setDirty() _IRR_OVERRIDE_
{
++ChangedID;
}
//! Get the currently used ID for identification of changes.
/** This shouldn't be used for anything outside the VideoDriver. */
virtual u32 getChangedID() const _IRR_OVERRIDE_ {return ChangedID;}
E_HARDWARE_MAPPING MappingHint;
u32 ChangedID;
};
} // end namespace scene
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __T_MESH_BUFFER_H_INCLUDED__
#define __T_MESH_BUFFER_H_INCLUDED__
#pragma once
#include "irrArray.h"
#include "IMeshBuffer.h"
@ -12,178 +11,160 @@ namespace irr
{
namespace scene
{
//! Template implementation of the IMeshBuffer interface
template <class T>
class CMeshBuffer : public IMeshBuffer
{
public:
//! Template implementation of the IMeshBuffer interface
template <class T>
class CMeshBuffer : public IMeshBuffer
{
public:
//! Default constructor for empty meshbuffer
CMeshBuffer()
: ChangedID_Vertex(1), ChangedID_Index(1)
, MappingHint_Vertex(EHM_NEVER), MappingHint_Index(EHM_NEVER)
, HWBuffer(NULL)
, PrimitiveType(EPT_TRIANGLES)
CMeshBuffer() :
ChangedID_Vertex(1), ChangedID_Index(1), MappingHint_Vertex(EHM_NEVER), MappingHint_Index(EHM_NEVER), HWBuffer(NULL), PrimitiveType(EPT_TRIANGLES)
{
#ifdef _DEBUG
#ifdef _DEBUG
setDebugName("CMeshBuffer");
#endif
#endif
}
//! Get material of this meshbuffer
/** \return Material of this buffer */
virtual const video::SMaterial& getMaterial() const _IRR_OVERRIDE_
const video::SMaterial &getMaterial() const override
{
return Material;
}
//! Get material of this meshbuffer
/** \return Material of this buffer */
virtual video::SMaterial& getMaterial() _IRR_OVERRIDE_
video::SMaterial &getMaterial() override
{
return Material;
}
//! Get pointer to vertices
/** \return Pointer to vertices. */
virtual const void* getVertices() const _IRR_OVERRIDE_
const void *getVertices() const override
{
return Vertices.const_pointer();
}
//! Get pointer to vertices
/** \return Pointer to vertices. */
virtual void* getVertices() _IRR_OVERRIDE_
void *getVertices() override
{
return Vertices.pointer();
}
//! Get number of vertices
/** \return Number of vertices. */
virtual u32 getVertexCount() const _IRR_OVERRIDE_
u32 getVertexCount() const override
{
return Vertices.size();
}
//! Get type of index data which is stored in this meshbuffer.
/** \return Index type of this buffer. */
virtual video::E_INDEX_TYPE getIndexType() const _IRR_OVERRIDE_
video::E_INDEX_TYPE getIndexType() const override
{
return video::EIT_16BIT;
}
//! Get pointer to indices
/** \return Pointer to indices. */
virtual const u16* getIndices() const _IRR_OVERRIDE_
const u16 *getIndices() const override
{
return Indices.const_pointer();
}
//! Get pointer to indices
/** \return Pointer to indices. */
virtual u16* getIndices() _IRR_OVERRIDE_
u16 *getIndices() override
{
return Indices.pointer();
}
//! Get number of indices
/** \return Number of indices. */
virtual u32 getIndexCount() const _IRR_OVERRIDE_
u32 getIndexCount() const override
{
return Indices.size();
}
//! Get the axis aligned bounding box
/** \return Axis aligned bounding box of this buffer. */
virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_
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
virtual void setBoundingBox(const core::aabbox3df& box) _IRR_OVERRIDE_
void setBoundingBox(const core::aabbox3df &box) override
{
BoundingBox = box;
}
//! Recalculate the bounding box.
/** should be called if the mesh changed. */
virtual void recalculateBoundingBox() _IRR_OVERRIDE_
{
if (!Vertices.empty())
void recalculateBoundingBox() override
{
if (!Vertices.empty()) {
BoundingBox.reset(Vertices[0].Pos);
const irr::u32 vsize = Vertices.size();
for (u32 i=1; i<vsize; ++i)
for (u32 i = 1; i < vsize; ++i)
BoundingBox.addInternalPoint(Vertices[i].Pos);
} else
BoundingBox.reset(0, 0, 0);
}
else
BoundingBox.reset(0,0,0);
}
//! Get type of vertex data stored in this buffer.
/** \return Type of vertex data. */
virtual video::E_VERTEX_TYPE getVertexType() const _IRR_OVERRIDE_
video::E_VERTEX_TYPE getVertexType() const override
{
return T::getType();
}
//! returns position of vertex i
virtual const core::vector3df& getPosition(u32 i) const _IRR_OVERRIDE_
const core::vector3df &getPosition(u32 i) const override
{
return Vertices[i].Pos;
}
//! returns position of vertex i
virtual core::vector3df& getPosition(u32 i) _IRR_OVERRIDE_
core::vector3df &getPosition(u32 i) override
{
return Vertices[i].Pos;
}
//! returns normal of vertex i
virtual const core::vector3df& getNormal(u32 i) const _IRR_OVERRIDE_
const core::vector3df &getNormal(u32 i) const override
{
return Vertices[i].Normal;
}
//! returns normal of vertex i
virtual core::vector3df& getNormal(u32 i) _IRR_OVERRIDE_
core::vector3df &getNormal(u32 i) override
{
return Vertices[i].Normal;
}
//! returns texture coord of vertex i
virtual const core::vector2df& getTCoords(u32 i) const _IRR_OVERRIDE_
const core::vector2df &getTCoords(u32 i) const override
{
return Vertices[i].TCoords;
}
//! returns texture coord of vertex i
virtual core::vector2df& getTCoords(u32 i) _IRR_OVERRIDE_
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.
*/
virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) _IRR_OVERRIDE_
void append(const void *const vertices, u32 numVertices, const u16 *const indices, u32 numIndices) override
{
if (vertices == getVertices())
return;
@ -191,111 +172,78 @@ namespace scene
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);
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);
Indices.reallocate(getIndexCount() + numIndices);
for (i = 0; i < numIndices; ++i) {
Indices.push_back(indices[i] + vertexCount);
}
}
//! Append the meshbuffer 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.
\param other Meshbuffer to be appended to this one.
*/
virtual void append(const IMeshBuffer* const other) _IRR_OVERRIDE_
{
/*
if (this==other)
return;
const u32 vertexCount = getVertexCount();
u32 i;
Vertices.reallocate(vertexCount+other->getVertexCount());
for (i=0; i<other->getVertexCount(); ++i)
{
Vertices.push_back(reinterpret_cast<const T*>(other->getVertices())[i]);
}
Indices.reallocate(getIndexCount()+other->getIndexCount());
for (i=0; i<other->getIndexCount(); ++i)
{
Indices.push_back(other->getIndices()[i]+vertexCount);
}
BoundingBox.addInternalBox(other->getBoundingBox());
*/
}
//! get the current hardware mapping hint
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const _IRR_OVERRIDE_
E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const override
{
return MappingHint_Vertex;
}
//! get the current hardware mapping hint
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Index() const _IRR_OVERRIDE_
E_HARDWARE_MAPPING getHardwareMappingHint_Index() const override
{
return MappingHint_Index;
}
//! set the hardware mapping hint, for driver
virtual void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint, E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX ) _IRR_OVERRIDE_
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;
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
virtual void setPrimitiveType(E_PRIMITIVE_TYPE type) _IRR_OVERRIDE_
void setPrimitiveType(E_PRIMITIVE_TYPE type) override
{
PrimitiveType = type;
}
//! Get the kind of primitive geometry which is used by the meshbuffer
virtual E_PRIMITIVE_TYPE getPrimitiveType() const _IRR_OVERRIDE_
E_PRIMITIVE_TYPE getPrimitiveType() const override
{
return PrimitiveType;
}
//! flags the mesh as changed, reloads hardware buffers
virtual void setDirty(E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX) _IRR_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;
}
//! Get the currently used ID for identification of changes.
/** This shouldn't be used for anything outside the VideoDriver. */
virtual u32 getChangedID_Vertex() const _IRR_OVERRIDE_ {return ChangedID_Vertex;}
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. */
virtual u32 getChangedID_Index() const _IRR_OVERRIDE_ {return ChangedID_Index;}
u32 getChangedID_Index() const override { return ChangedID_Index; }
virtual void setHWBuffer(void *ptr) const _IRR_OVERRIDE_ {
void setHWBuffer(void *ptr) const override
{
HWBuffer = ptr;
}
virtual void *getHWBuffer() const _IRR_OVERRIDE_ {
void *getHWBuffer() const override
{
return HWBuffer;
}
u32 ChangedID_Vertex;
u32 ChangedID_Index;
@ -314,17 +262,13 @@ namespace scene
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
#endif

View File

@ -1,210 +0,0 @@
// Copyright (C) 2008-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_VERTEX_BUFFER_H_INCLUDED__
#define __C_VERTEX_BUFFER_H_INCLUDED__
#include "IVertexBuffer.h"
namespace irr
{
namespace scene
{
class CVertexBuffer : public IVertexBuffer
{
class IVertexList
{
public:
virtual ~IVertexList(){};
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;
virtual video::E_VERTEX_TYPE getType() const =0;
};
template <class T>
class CSpecificVertexList : public IVertexList
{
public:
core::array<T> Vertices;
virtual u32 stride() const _IRR_OVERRIDE_ {return sizeof(T);}
virtual u32 size() const _IRR_OVERRIDE_ {return Vertices.size();}
virtual void push_back (const video::S3DVertex &element) _IRR_OVERRIDE_
{Vertices.push_back((T&)element);}
virtual video::S3DVertex& operator [](const u32 index) const _IRR_OVERRIDE_
{return (video::S3DVertex&)Vertices[index];}
virtual video::S3DVertex& getLast() _IRR_OVERRIDE_
{return (video::S3DVertex&)Vertices.getLast();}
virtual void set_used(u32 usedNow) _IRR_OVERRIDE_
{Vertices.set_used(usedNow);}
virtual void reallocate(u32 new_size) _IRR_OVERRIDE_
{Vertices.reallocate(new_size);}
virtual u32 allocated_size() const _IRR_OVERRIDE_
{
return Vertices.allocated_size();
}
virtual video::S3DVertex* pointer() _IRR_OVERRIDE_ {return Vertices.pointer();}
virtual video::E_VERTEX_TYPE getType() const _IRR_OVERRIDE_ {return T::getType();}
};
public:
IVertexList *Vertices;
CVertexBuffer(video::E_VERTEX_TYPE vertexType) : Vertices(0),
MappingHint(EHM_NEVER), ChangedID(1)
{
setType(vertexType);
}
CVertexBuffer(const IVertexBuffer &VertexBufferCopy) :
Vertices(0), MappingHint(EHM_NEVER),
ChangedID(1)
{
setType(VertexBufferCopy.getType());
reallocate(VertexBufferCopy.size());
for (u32 n=0;n<VertexBufferCopy.size();++n)
push_back(VertexBufferCopy[n]);
}
virtual ~CVertexBuffer()
{
delete Vertices;
}
virtual void setType(video::E_VERTEX_TYPE vertexType) _IRR_OVERRIDE_
{
IVertexList *NewVertices=0;
switch (vertexType)
{
case video::EVT_STANDARD:
{
NewVertices=new CSpecificVertexList<video::S3DVertex>;
break;
}
case video::EVT_2TCOORDS:
{
NewVertices=new CSpecificVertexList<video::S3DVertex2TCoords>;
break;
}
case video::EVT_TANGENTS:
{
NewVertices=new CSpecificVertexList<video::S3DVertexTangents>;
break;
}
}
if (Vertices)
{
NewVertices->reallocate( Vertices->size() );
for(u32 n=0;n<Vertices->size();++n)
NewVertices->push_back((*Vertices)[n]);
delete Vertices;
}
Vertices=NewVertices;
}
virtual void* getData() _IRR_OVERRIDE_ {return Vertices->pointer();}
virtual video::E_VERTEX_TYPE getType() const _IRR_OVERRIDE_ {return Vertices->getType();}
virtual u32 stride() const _IRR_OVERRIDE_ {return Vertices->stride();}
virtual u32 size() const _IRR_OVERRIDE_
{
return Vertices->size();
}
virtual void push_back (const video::S3DVertex &element) _IRR_OVERRIDE_
{
Vertices->push_back(element);
}
virtual video::S3DVertex& operator [](const u32 index) const _IRR_OVERRIDE_
{
return (*Vertices)[index];
}
virtual video::S3DVertex& getLast() _IRR_OVERRIDE_
{
return Vertices->getLast();
}
virtual void set_used(u32 usedNow) _IRR_OVERRIDE_
{
Vertices->set_used(usedNow);
}
virtual void reallocate(u32 new_size) _IRR_OVERRIDE_
{
Vertices->reallocate(new_size);
}
virtual u32 allocated_size() const _IRR_OVERRIDE_
{
return Vertices->allocated_size();
}
virtual video::S3DVertex* pointer() _IRR_OVERRIDE_
{
return Vertices->pointer();
}
//! get the current hardware mapping hint
virtual E_HARDWARE_MAPPING getHardwareMappingHint() const _IRR_OVERRIDE_
{
return MappingHint;
}
//! set the hardware mapping hint, for driver
virtual void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint ) _IRR_OVERRIDE_
{
MappingHint=NewMappingHint;
}
//! flags the mesh as changed, reloads hardware buffers
virtual void setDirty() _IRR_OVERRIDE_
{
++ChangedID;
}
//! Get the currently used ID for identification of changes.
/** This shouldn't be used for anything outside the VideoDriver. */
virtual u32 getChangedID() const _IRR_OVERRIDE_ {return ChangedID;}
E_HARDWARE_MAPPING MappingHint;
u32 ChangedID;
};
} // end namespace scene
} // end namespace irr
#endif

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@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __E_ATTRIBUTES_H_INCLUDED__
#define __E_ATTRIBUTES_H_INCLUDED__
#pragma once
namespace irr
{
@ -19,75 +18,9 @@ enum E_ATTRIBUTE_TYPE
// float attribute
EAT_FLOAT,
// string attribute
EAT_STRING,
// boolean attribute
EAT_BOOL,
// enumeration attribute
EAT_ENUM,
// color attribute
EAT_COLOR,
// floating point color attribute
EAT_COLORF,
// 3d vector attribute
EAT_VECTOR3D,
// 2d position attribute
EAT_POSITION2D,
// vector 2d attribute
EAT_VECTOR2D,
// rectangle attribute
EAT_RECT,
// matrix attribute
EAT_MATRIX,
// quaternion attribute
EAT_QUATERNION,
// 3d bounding box
EAT_BBOX,
// plane
EAT_PLANE,
// 3d triangle
EAT_TRIANGLE3D,
// line 2d
EAT_LINE2D,
// line 3d
EAT_LINE3D,
// array of stringws attribute
EAT_STRINGWARRAY,
// array of float
EAT_FLOATARRAY,
// array of int
EAT_INTARRAY,
// binary data attribute
EAT_BINARY,
// texture reference attribute
EAT_TEXTURE,
// user pointer void*
EAT_USER_POINTER,
// dimension attribute
EAT_DIMENSION2D,
// known attribute type count
EAT_COUNT,
@ -97,5 +30,3 @@ enum E_ATTRIBUTE_TYPE
} // end namespace io
} // end namespace irr
#endif

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@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __E_CULLING_TYPES_H_INCLUDED__
#define __E_CULLING_TYPES_H_INCLUDED__
#pragma once
#include "irrTypes.h"
@ -12,30 +11,25 @@ namespace irr
namespace scene
{
//! An enumeration for all types of automatic culling for built-in scene nodes
enum E_CULLING_TYPE
{
//! 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[] =
{
//! 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
0,
};
} // end namespace scene
} // end namespace irr
#endif // __E_CULLING_TYPES_H_INCLUDED__

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@ -2,17 +2,16 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __E_DEBUG_SCENE_TYPES_H_INCLUDED__
#define __E_DEBUG_SCENE_TYPES_H_INCLUDED__
#pragma once
namespace irr
{
namespace scene
{
//! An enumeration for all types of debug data for built-in scene nodes (flags)
enum E_DEBUG_SCENE_TYPE
{
//! 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,
@ -28,9 +27,6 @@ namespace scene
//! Overlays Mesh Wireframe
EDS_MESH_WIRE_OVERLAY = 8,
//! Temporary use transparency Material Type
EDS_HALF_TRANSPARENCY = 16,
//! Show Bounding Boxes of all MeshBuffers
EDS_BBOX_BUFFERS = 32,
@ -39,12 +35,7 @@ namespace scene
//! Show all debug infos
EDS_FULL = 0xffffffff
};
};
} // end namespace scene
} // end namespace irr
#endif // __E_DEBUG_SCENE_TYPES_H_INCLUDED__

View File

@ -2,24 +2,19 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __E_DEVICE_TYPES_H_INCLUDED__
#define __E_DEVICE_TYPES_H_INCLUDED__
#pragma once
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 Windows CE devices
/** This device works on Windows Mobile, Pocket PC and Microsoft SmartPhone devices */
EIDT_WINCE,
//! 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. */
@ -29,27 +24,11 @@ namespace irr
/** This device uses Apple's Cocoa API and works in Mac OSX 10.2 and above. */
EIDT_OSX,
//! A device native to the iOS
/** This device should be used with the OpenGL-ES driver. */
EIDT_IOS,
//! A device which uses Simple DirectMedia Layer
/** The SDL device works under all platforms supported by SDL but first must be compiled
in by defining the _IRR_COMPILE_WITH_SDL_DEVICE_ macro in IrrCompileConfig.h */
in by setting the USE_SDL2 CMake option to ON */
EIDT_SDL,
//! A device for raw framebuffer access
/** Best used with embedded devices and mobile systems.
Does not need X11 or other graphical subsystems.
May support hw-acceleration via OpenGL-ES for FBDirect */
EIDT_FRAMEBUFFER,
//! A simple text only device supported by all platforms.
/** This device allows applications to run from the command line without opening a window.
It can render the output of the software drivers to the console as ASCII. It only supports
mouse and keyboard in Windows operating systems. */
EIDT_CONSOLE,
//! 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
@ -62,9 +41,6 @@ namespace irr
Does not need X11 or other graphical subsystems.
May support hw-acceleration via OpenGL-ES */
EIDT_ANDROID,
};
};
} // end namespace irr
#endif // __E_DEVICE_TYPES_H_INCLUDED__

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@ -2,17 +2,16 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __E_DRIVER_FEATURES_H_INCLUDED__
#define __E_DRIVER_FEATURES_H_INCLUDED__
#pragma once
namespace irr
{
namespace video
{
//! enumeration for querying features of the video driver.
enum E_VIDEO_DRIVER_FEATURE
{
//! 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,
@ -121,21 +120,6 @@ namespace video
//! Support for texture coord transformation via texture matrix
EVDF_TEXTURE_MATRIX,
//! Support for DXTn compressed textures.
EVDF_TEXTURE_COMPRESSED_DXT,
//! Support for PVRTC compressed textures.
EVDF_TEXTURE_COMPRESSED_PVRTC,
//! Support for PVRTC2 compressed textures.
EVDF_TEXTURE_COMPRESSED_PVRTC2,
//! Support for ETC1 compressed textures.
EVDF_TEXTURE_COMPRESSED_ETC1,
//! Support for ETC2 compressed textures.
EVDF_TEXTURE_COMPRESSED_ETC2,
//! Support for cube map textures.
EVDF_TEXTURE_CUBEMAP,
@ -147,11 +131,7 @@ namespace video
//! Only used for counting the elements of this enum
EVDF_COUNT
};
};
} // end namespace video
} // end namespace irr
#endif

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@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __E_DRIVER_TYPES_H_INCLUDED__
#define __E_DRIVER_TYPES_H_INCLUDED__
#pragma once
#include "irrTypes.h"
@ -12,41 +11,14 @@ namespace irr
namespace video
{
//! An enum for all types of drivers the Irrlicht Engine supports.
enum E_DRIVER_TYPE
{
//! 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,
//! The Irrlicht Engine Software renderer.
/** Runs on all platforms, with every hardware. It should only
be used for 2d graphics, but it can also perform some primitive
3d functions. These 3d drawing functions are quite fast, but
very inaccurate, and don't even support clipping in 3D mode. */
EDT_SOFTWARE,
//! The Burning's Software Renderer, an alternative software renderer
/** Basically it can be described as the Irrlicht Software
renderer on steroids. It rasterizes 3D geometry perfectly: It
is able to perform correct 3d clipping, perspective correct
texture mapping, perspective correct color mapping, and renders
sub pixel correct, sub texel correct primitives. In addition,
it does bilinear texel filtering and supports more materials
than the EDT_SOFTWARE driver. This renderer has been written
entirely by Thomas Alten, thanks a lot for this huge
contribution. */
EDT_BURNINGSVIDEO,
//! Direct3D8 device is longer supported in Irrlicht. You have to go back to Irrlicht 1.8 if you still need that.
DEPRECATED_EDT_DIRECT3D8_NO_LONGER_EXISTS, // keep enum to avoid breaking enumeration order (might be used in ini-files, serialization, etc)
//! Direct3D 9 device, only available on Win32 platforms.
/** Performs hardware accelerated rendering of 3D and 2D
primitives. */
EDT_DIRECT3D9,
//! OpenGL device, available on most platforms.
/** Performs hardware accelerated rendering of 3D and 2D
primitives. */
@ -62,40 +34,11 @@ namespace video
//! WebGL1 friendly subset of OpenGL-ES 2.x driver for Emscripten
EDT_WEBGL1,
EDT_OPENGL3,
//! No driver, just for counting the elements
EDT_COUNT
};
const c8* const DRIVER_TYPE_NAMES[] =
{
"NullDriver",
"Software Renderer",
"Burning's Video",
"Direct3D 8.1",
"Direct3D 9.0c",
"OpenGL 1.x/2.x/3.x",
"OpenGL ES1",
"OpenGL ES2",
"WebGL 1",
0
};
const c8* const DRIVER_TYPE_NAMES_SHORT[] =
{
"null",
"software",
"burning",
"d3d8",
"d3d9",
"opengl",
"ogles1",
"ogles2",
"webgl1",
0
};
};
} // end namespace video
} // end namespace irr
#endif

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@ -1,8 +1,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef E_FOCUS_FLAGS_H_INCLUDED__
#define E_FOCUS_FLAGS_H_INCLUDED__
#pragma once
namespace irr
{
@ -33,6 +32,3 @@ enum EFOCUS_FLAG
} // namespace gui
} // namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __E_GUI_ALIGNMENT_H_INCLUDED__
#define __E_GUI_ALIGNMENT_H_INCLUDED__
#pragma once
#include "irrTypes.h"
@ -14,7 +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
@ -24,16 +23,13 @@ enum EGUI_ALIGNMENT
};
//! Names for alignments
const c8* const GUIAlignmentNames[] =
{
const c8 *const GUIAlignmentNames[] = {
"upperLeft",
"lowerRight",
"center",
"scale",
0
};
0,
};
} // namespace gui
} // namespace irr
#endif // __E_GUI_ALIGNMENT_H_INCLUDED__

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __E_GUI_ELEMENT_TYPES_H_INCLUDED__
#define __E_GUI_ELEMENT_TYPES_H_INCLUDED__
#pragma once
#include "irrTypes.h"
@ -91,9 +90,6 @@ enum EGUI_ELEMENT_TYPE
//! The root of the GUI
EGUIET_ROOT,
//! IGUIProfiler
EGUIET_PROFILER,
//! Not an element, amount of elements in there
EGUIET_COUNT,
@ -103,8 +99,7 @@ enum EGUI_ELEMENT_TYPE
};
//! Names for built-in element types
const c8* const GUIElementTypeNames[] =
{
const c8 *const GUIElementTypeNames[] = {
"button",
"checkBox",
"comboBox",
@ -131,14 +126,8 @@ const c8* const GUIElementTypeNames[] =
"element",
"root",
"profiler",
0
};
0,
};
} // end namespace gui
} // end namespace irr
#endif

View File

@ -2,18 +2,17 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __E_HARDWARE_BUFFER_FLAGS_INCLUDED__
#define __E_HARDWARE_BUFFER_FLAGS_INCLUDED__
#pragma once
namespace irr
{
namespace scene
{
enum E_HARDWARE_MAPPING
{
enum E_HARDWARE_MAPPING
{
//! Don't store on the hardware
EHM_NEVER=0,
EHM_NEVER = 0,
//! Rarely changed, usually stored completely on the hardware
EHM_STATIC,
@ -23,22 +22,19 @@ namespace scene
//! Always changed, cache optimizing on the GPU
EHM_STREAM
};
};
enum E_BUFFER_TYPE
{
enum E_BUFFER_TYPE
{
//! Does not change anything
EBT_NONE=0,
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
#endif

View File

@ -1,101 +0,0 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __E_MATERIAL_FLAGS_H_INCLUDED__
#define __E_MATERIAL_FLAGS_H_INCLUDED__
namespace irr
{
namespace video
{
//! Material flags
enum E_MATERIAL_FLAG
{
//! Draw as wireframe or filled triangles? Default: false
EMF_WIREFRAME = 0x1,
//! Draw as point cloud or filled triangles? Default: false
EMF_POINTCLOUD = 0x2,
//! Flat or Gouraud shading? Default: true
EMF_GOURAUD_SHADING = 0x4,
//! Will this material be lighted? Default: true
EMF_LIGHTING = 0x8,
//! Is the ZBuffer enabled? Default: true
EMF_ZBUFFER = 0x10,
//! May be written to the zbuffer or is it readonly. Default: true
/** This flag is ignored, if the material type is a transparent type. */
EMF_ZWRITE_ENABLE = 0x20,
//! Is backface culling enabled? Default: true
EMF_BACK_FACE_CULLING = 0x40,
//! Is frontface culling enabled? Default: false
/** Overrides EMF_BACK_FACE_CULLING if both are enabled. */
EMF_FRONT_FACE_CULLING = 0x80,
//! Is bilinear filtering enabled? Default: true
EMF_BILINEAR_FILTER = 0x100,
//! Is trilinear filtering enabled? Default: false
/** If the trilinear filter flag is enabled,
the bilinear filtering flag is ignored. */
EMF_TRILINEAR_FILTER = 0x200,
//! Is anisotropic filtering? Default: false
/** 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. */
EMF_ANISOTROPIC_FILTER = 0x400,
//! Is fog enabled? Default: false
EMF_FOG_ENABLE = 0x800,
//! Normalizes normals. Default: false
/** You can enable this if you need to scale a dynamic lighted
model. Usually, its normals will get scaled too then and it
will get darker. If you enable the EMF_NORMALIZE_NORMALS flag,
the normals will be normalized again, and the model will look
as bright as it should. */
EMF_NORMALIZE_NORMALS = 0x1000,
//! Access to all layers texture wrap settings. Overwrites separate layer settings.
/** Note that if you want to change TextureWrapU, TextureWrapV, TextureWrapW
independently, then you can't work with this flag, but will have to set the variables
directly. */
EMF_TEXTURE_WRAP = 0x2000,
//! AntiAliasing mode
EMF_ANTI_ALIASING = 0x4000,
//! ColorMask bits, for enabling the color planes
EMF_COLOR_MASK = 0x8000,
//! ColorMaterial enum for vertex color interpretation
EMF_COLOR_MATERIAL = 0x10000,
//! Flag for enabling/disabling mipmap usage
EMF_USE_MIP_MAPS = 0x20000,
//! Flag for blend operation
EMF_BLEND_OPERATION = 0x40000,
//! Flag for polygon offset
EMF_POLYGON_OFFSET = 0x80000,
//! Flag for blend factor
EMF_BLEND_FACTOR = 0x160000
};
} // end namespace video
} // end namespace irr
#endif // __E_MATERIAL_FLAGS_H_INCLUDED__

82
include/EMaterialProps.h Normal file
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@ -0,0 +1,82 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once
namespace irr
{
namespace video
{
//! Material properties
enum E_MATERIAL_PROP
{
//! Corresponds to SMaterial::Wireframe.
EMP_WIREFRAME = 0x1,
//! Corresponds to SMaterial::PointCloud.
EMP_POINTCLOUD = 0x2,
//! Corresponds to SMaterial::GouraudShading.
EMP_GOURAUD_SHADING = 0x4,
//! Corresponds to SMaterial::Lighting.
EMP_LIGHTING = 0x8,
//! Corresponds to SMaterial::ZBuffer.
EMP_ZBUFFER = 0x10,
//! Corresponds to SMaterial::ZWriteEnable.
EMP_ZWRITE_ENABLE = 0x20,
//! Corresponds to SMaterial::BackfaceCulling.
EMP_BACK_FACE_CULLING = 0x40,
//! Corresponds to SMaterial::FrontfaceCulling.
EMP_FRONT_FACE_CULLING = 0x80,
//! Corresponds to SMaterialLayer::MinFilter.
EMP_MIN_FILTER = 0x100,
//! Corresponds to SMaterialLayer::MagFilter.
EMP_MAG_FILTER = 0x200,
//! Corresponds to SMaterialLayer::AnisotropicFilter.
EMP_ANISOTROPIC_FILTER = 0x400,
//! Corresponds to SMaterial::FogEnable.
EMP_FOG_ENABLE = 0x800,
//! Corresponds to SMaterial::NormalizeNormals.
EMP_NORMALIZE_NORMALS = 0x1000,
//! Corresponds to SMaterialLayer::TextureWrapU, TextureWrapV and
//! TextureWrapW.
EMP_TEXTURE_WRAP = 0x2000,
//! Corresponds to SMaterial::AntiAliasing.
EMP_ANTI_ALIASING = 0x4000,
//! Corresponds to SMaterial::ColorMask.
EMP_COLOR_MASK = 0x8000,
//! Corresponds to SMaterial::ColorMaterial.
EMP_COLOR_MATERIAL = 0x10000,
//! Corresponds to SMaterial::UseMipMaps.
EMP_USE_MIP_MAPS = 0x20000,
//! Corresponds to SMaterial::BlendOperation.
EMP_BLEND_OPERATION = 0x40000,
//! Corresponds to SMaterial::PolygonOffsetFactor, PolygonOffsetDirection,
//! PolygonOffsetDepthBias and PolygonOffsetSlopeScale.
EMP_POLYGON_OFFSET = 0x80000,
//! Corresponds to SMaterial::BlendFactor.
EMP_BLEND_FACTOR = 0x100000,
};
} // end namespace video
} // end namespace irr

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@ -2,91 +2,23 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __E_MATERIAL_TYPES_H_INCLUDED__
#define __E_MATERIAL_TYPES_H_INCLUDED__
#pragma once
#include "irrTypes.h"
namespace irr
{
namespace video
{
//! Abstracted and easy to use fixed function/programmable pipeline material modes.
enum E_MATERIAL_TYPE
{
//! 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,
//! Solid material with 2 texture layers.
/** The second is blended onto the first using the alpha value
of the vertex colors. This material is currently not implemented in OpenGL.
*/
EMT_SOLID_2_LAYER,
//! Material type with standard lightmap technique
/** There should be 2 textures: The first texture layer is a
diffuse map, the second is a light map. Dynamic light is
ignored. */
EMT_LIGHTMAP,
//! Material type with lightmap technique like EMT_LIGHTMAP.
/** But lightmap and diffuse texture are added instead of modulated. */
EMT_LIGHTMAP_ADD,
//! Material type with standard lightmap technique
/** There should be 2 textures: The first texture layer is a
diffuse map, the second is a light map. Dynamic light is
ignored. The texture colors are effectively multiplied by 2
for brightening. Like known in DirectX as D3DTOP_MODULATE2X. */
EMT_LIGHTMAP_M2,
//! Material type with standard lightmap technique
/** There should be 2 textures: The first texture layer is a
diffuse map, the second is a light map. Dynamic light is
ignored. The texture colors are effectively multiplied by 4
for brightening. Like known in DirectX as D3DTOP_MODULATE4X. */
EMT_LIGHTMAP_M4,
//! Like EMT_LIGHTMAP, but also supports dynamic lighting.
EMT_LIGHTMAP_LIGHTING,
//! Like EMT_LIGHTMAP_M2, but also supports dynamic lighting.
EMT_LIGHTMAP_LIGHTING_M2,
//! Like EMT_LIGHTMAP_M4, but also supports dynamic lighting.
EMT_LIGHTMAP_LIGHTING_M4,
//! Detail mapped material.
/** The first texture is diffuse color map, the second is added
to this and usually displayed with a bigger scale value so that
it adds more detail. The detail map is added to the diffuse map
using ADD_SIGNED, so that it is possible to add and subtract
color from the diffuse map. For example a value of
(127,127,127) will not change the appearance of the diffuse map
at all. Often used for terrain rendering. */
EMT_DETAIL_MAP,
//! Look like a reflection of the environment around it.
/** To make this possible, a texture called 'sphere map' is
used, which must be set as the first texture. */
EMT_SPHERE_MAP,
//! A reflecting material with an optional non reflecting texture layer.
/** The reflection map should be set as first texture. */
EMT_REFLECTION_2_LAYER,
//! A transparent material.
/** Only the first texture is used. The new color is calculated
by simply adding the source color and the dest color. This
means if for example a billboard using a texture with black
background and a red circle on it is drawn with this material,
the result is that only the red circle will be drawn a little
bit transparent, and everything which was black is 100%
transparent and not visible. This material type is useful for
particle effects. */
EMT_TRANSPARENT_ADD_COLOR,
//! 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
@ -115,12 +47,6 @@ namespace video
//! Makes the material transparent based on the vertex alpha value.
EMT_TRANSPARENT_VERTEX_ALPHA,
//! A transparent reflecting material with an optional additional non reflecting texture layer.
/** The reflection map should be set as first texture. The
transparency depends on the alpha value in the vertex colors. A
texture which will not reflect can be set as second texture.*/
EMT_TRANSPARENT_REFLECTION_2_LAYER,
//! BlendFunc = source * sourceFactor + dest * destFactor ( E_BLEND_FUNC )
/** Using only first texture. Generic blending method.
The blend function is set to SMaterial::MaterialTypeParam with
@ -129,35 +55,20 @@ namespace video
//! 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[] =
{
//! Array holding the built in material type names
const char *const sBuiltInMaterialTypeNames[] = {
"solid",
"solid_2layer",
"lightmap",
"lightmap_add",
"lightmap_m2",
"lightmap_m4",
"lightmap_light",
"lightmap_light_m2",
"lightmap_light_m4",
"detail_map",
"sphere_map",
"reflection_2layer",
"trans_add",
"trans_alphach",
"trans_alphach_ref",
"trans_vertex_alpha",
"trans_reflection_2layer",
"onetexture_blend",
0
0,
};
constexpr u32 numBuiltInMaterials =
sizeof(sBuiltInMaterialTypeNames) / sizeof(char *) - 1;
} // end namespace video
} // end namespace irr
#endif // __E_MATERIAL_TYPES_H_INCLUDED__

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@ -1,65 +0,0 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __E_MESH_WRITER_ENUMS_H_INCLUDED__
#define __E_MESH_WRITER_ENUMS_H_INCLUDED__
#include "irrTypes.h"
namespace irr
{
namespace scene
{
//! An enumeration for all supported types of built-in mesh writers
/** A scene mesh writers is represented by a four character code
such as 'irrm' or 'coll' instead of simple numbers, to avoid
name clashes with external mesh writers.*/
enum EMESH_WRITER_TYPE
{
//! Irrlicht native mesh writer, for static .irrmesh files.
EMWT_IRR_MESH = MAKE_IRR_ID('i','r','r','m'),
//! COLLADA mesh writer for .dae and .xml files
EMWT_COLLADA = MAKE_IRR_ID('c','o','l','l'),
//! STL mesh writer for .stl files
EMWT_STL = MAKE_IRR_ID('s','t','l',0),
//! OBJ mesh writer for .obj files
EMWT_OBJ = MAKE_IRR_ID('o','b','j',0),
//! PLY mesh writer for .ply files
EMWT_PLY = MAKE_IRR_ID('p','l','y',0),
//! B3D mesh writer, for static .b3d files
EMWT_B3D = MAKE_IRR_ID('b', '3', 'd', 0)
};
//! flags configuring mesh writing
enum E_MESH_WRITER_FLAGS
{
//! no writer flags
EMWF_NONE = 0,
//! write lightmap textures out if possible
//! Currently not used by any Irrlicht mesh-writer
// (Note: User meshwriters can still use it)
EMWF_WRITE_LIGHTMAPS = 0x1,
//! write in a way that consumes less disk space
// (Note: Mainly there for user meshwriters)
EMWF_WRITE_COMPRESSED = 0x2,
//! write in binary format rather than text
EMWF_WRITE_BINARY = 0x4
};
} // end namespace scene
} // end namespace irr
#endif // __E_MESH_WRITER_ENUMS_H_INCLUDED__

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@ -1,36 +0,0 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __E_MESSAGE_BOX_FLAGS_H_INCLUDED__
#define __E_MESSAGE_BOX_FLAGS_H_INCLUDED__
namespace irr
{
namespace gui
{
//! enumeration for message box layout flags
enum EMESSAGE_BOX_FLAG
{
//! Flag for the OK button
EMBF_OK = 0x1,
//! Flag for the cancel button
EMBF_CANCEL = 0x2,
//! Flag for the yes button
EMBF_YES = 0x4,
//! Flag for the no button
EMBF_NO = 0x8,
//! This value is not used. It only forces this enumeration to compile in 32 bit.
EMBF_FORCE_32BIT = 0x7fffffff
};
} // namespace gui
} // namespace irr
#endif

View File

@ -2,19 +2,18 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __E_PRIMITIVE_TYPES_H_INCLUDED__
#define __E_PRIMITIVE_TYPES_H_INCLUDED__
#pragma once
namespace irr
{
namespace scene
{
//! Enumeration for all primitive types there are.
enum E_PRIMITIVE_TYPE
{
//! Enumeration for all primitive types there are.
enum E_PRIMITIVE_TYPE
{
//! All vertices are non-connected points.
EPT_POINTS=0,
EPT_POINTS = 0,
//! All vertices form a single connected line.
EPT_LINE_STRIP,
@ -36,26 +35,9 @@ namespace scene
//! Explicitly set all vertices for each triangle.
EPT_TRIANGLES,
//! After the first two vertices each further two vertices create a quad with the preceding two.
//! Not supported by Direct3D
EPT_QUAD_STRIP,
//! Every four vertices create a quad.
//! Not supported by Direct3D
//! Deprecated with newer OpenGL drivers
EPT_QUADS,
//! Just as LINE_LOOP, but filled.
//! Not supported by Direct3D
//! Deprecated with newer OpenGL drivers
EPT_POLYGON,
//! The single vertices are expanded to quad billboards on the GPU.
EPT_POINT_SPRITES
};
};
} // end namespace scene
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __E_READ_FILE_TYPES_H_INCLUDED__
#define __E_READ_FILE_TYPES_H_INCLUDED__
#pragma once
#include "irrTypes.h"
@ -12,23 +11,20 @@ namespace irr
namespace io
{
//! An enumeration for different class types implementing IReadFile
enum EREAD_FILE_TYPE
{
//! An enumeration for different class types implementing IReadFile
enum EREAD_FILE_TYPE
{
//! CReadFile
ERFT_READ_FILE = MAKE_IRR_ID('r','e','a','d'),
ERFT_READ_FILE = MAKE_IRR_ID('r', 'e', 'a', 'd'),
//! CMemoryReadFile
ERFT_MEMORY_READ_FILE = MAKE_IRR_ID('r','m','e','m'),
ERFT_MEMORY_READ_FILE = MAKE_IRR_ID('r', 'm', 'e', 'm'),
//! CLimitReadFile
ERFT_LIMIT_READ_FILE = MAKE_IRR_ID('r','l','i','m'),
ERFT_LIMIT_READ_FILE = MAKE_IRR_ID('r', 'l', 'i', 'm'),
//! Unknown type
EFIT_UNKNOWN = MAKE_IRR_ID('u','n','k','n')
};
EFIT_UNKNOWN = MAKE_IRR_ID('u', 'n', 'k', 'n')
};
} // end namespace io
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __E_SCENE_NODE_TYPES_H_INCLUDED__
#define __E_SCENE_NODE_TYPES_H_INCLUDED__
#pragma once
#include "irrTypes.h"
@ -12,45 +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
{
//! 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'),
ESNT_SCENE_MANAGER = MAKE_IRR_ID('s', 'm', 'n', 'g'),
//! Mesh Scene Node
ESNT_MESH = MAKE_IRR_ID('m','e','s','h'),
ESNT_MESH = MAKE_IRR_ID('m', 'e', 's', 'h'),
//! Empty Scene Node
ESNT_EMPTY = MAKE_IRR_ID('e','m','t','y'),
ESNT_EMPTY = MAKE_IRR_ID('e', 'm', 't', 'y'),
//! Dummy Transformation Scene Node
ESNT_DUMMY_TRANSFORMATION = MAKE_IRR_ID('d','m','m','y'),
ESNT_DUMMY_TRANSFORMATION = MAKE_IRR_ID('d', 'm', 'm', 'y'),
//! Camera Scene Node
ESNT_CAMERA = MAKE_IRR_ID('c','a','m','_'),
ESNT_CAMERA = MAKE_IRR_ID('c', 'a', 'm', '_'),
//! Billboard Scene Node
ESNT_BILLBOARD = MAKE_IRR_ID('b','i','l','l'),
ESNT_BILLBOARD = MAKE_IRR_ID('b', 'i', 'l', 'l'),
//! Animated Mesh Scene Node
ESNT_ANIMATED_MESH = MAKE_IRR_ID('a','m','s','h'),
ESNT_ANIMATED_MESH = MAKE_IRR_ID('a', 'm', 's', 'h'),
//! Unknown scene node
ESNT_UNKNOWN = MAKE_IRR_ID('u','n','k','n'),
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','_')
};
ESNT_ANY = MAKE_IRR_ID('a', 'n', 'y', '_')
};
} // end namespace scene
} // end namespace irr
#endif

View File

@ -1,5 +1,4 @@
#ifndef __E_SHADER_TYPES_H_INCLUDED__
#define __E_SHADER_TYPES_H_INCLUDED__
#pragma once
#include "irrTypes.h"
@ -24,7 +23,7 @@ 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[] = {
const c8 *const VERTEX_SHADER_TYPE_NAMES[] = {
"vs_1_1",
"vs_2_0",
"vs_2_a",
@ -32,7 +31,7 @@ const c8* const VERTEX_SHADER_TYPE_NAMES[] = {
"vs_4_0",
"vs_4_1",
"vs_5_0",
0 };
0};
//! Compile target enumeration for the addHighLevelShaderMaterial() method.
enum E_PIXEL_SHADER_TYPE
@ -54,7 +53,7 @@ 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[] = {
const c8 *const PIXEL_SHADER_TYPE_NAMES[] = {
"ps_1_1",
"ps_1_2",
"ps_1_3",
@ -66,7 +65,7 @@ const c8* const PIXEL_SHADER_TYPE_NAMES[] = {
"ps_4_0",
"ps_4_1",
"ps_5_0",
0 };
0};
//! Enum for supported geometry shader types
enum E_GEOMETRY_SHADER_TYPE
@ -78,13 +77,9 @@ enum E_GEOMETRY_SHADER_TYPE
};
//! String names for supported geometry shader types
const c8* const GEOMETRY_SHADER_TYPE_NAMES[] = {
const c8 *const GEOMETRY_SHADER_TYPE_NAMES[] = {
"gs_4_0",
0 };
0};
} // end namespace video
} // end namespace irr
#endif // __E_SHADER_TYPES_H_INCLUDED__

View File

@ -1,5 +1,4 @@
#ifndef __E_VERTEX_ATTRIBUTES_H_INCLUDED__
#define __E_VERTEX_ATTRIBUTES_H_INCLUDED__
#pragma once
namespace irr
{
@ -20,8 +19,7 @@ enum E_VERTEX_ATTRIBUTES
};
//! Array holding the built in vertex attribute names
const char* const sBuiltInVertexAttributeNames[] =
{
const char *const sBuiltInVertexAttributeNames[] = {
"inVertexPosition",
"inVertexNormal",
"inVertexColor",
@ -29,10 +27,8 @@ const char* const sBuiltInVertexAttributeNames[] =
"inTexCoord1",
"inVertexTangent",
"inVertexBinormal",
0
};
0,
};
} // end namespace video
} // end namespace irr
#endif //__E_VERTEX_ATTRIBUTES_H_INCLUDED__

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_ANIMATED_MESH_H_INCLUDED__
#define __I_ANIMATED_MESH_H_INCLUDED__
#pragma once
#include "aabbox3d.h"
#include "IMesh.h"
@ -12,15 +11,14 @@ 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
{
public:
//! 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,
@ -38,7 +36,7 @@ namespace scene
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;
virtual void setAnimationSpeed(f32 fps) = 0;
//! Returns the IMesh interface for a frame.
/** \param frame: Frame number as zero based index. The maximum
@ -53,7 +51,7 @@ namespace scene
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;
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.
@ -61,14 +59,11 @@ namespace scene
if getMeshType() returns EAMT_MD2 it's safe to cast the
IAnimatedMesh to IAnimatedMeshMD2.
\returns Type of the mesh. */
virtual E_ANIMATED_MESH_TYPE getMeshType() const _IRR_OVERRIDE_
E_ANIMATED_MESH_TYPE getMeshType() const override
{
return EAMT_UNKNOWN;
}
};
};
} // end namespace scene
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__
#define __I_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__
#pragma once
#include "ISceneNode.h"
#include "IBoneSceneNode.h"
@ -13,8 +12,8 @@ namespace irr
{
namespace scene
{
enum E_JOINT_UPDATE_ON_RENDER
{
enum E_JOINT_UPDATE_ON_RENDER
{
//! do nothing
EJUOR_NONE = 0,
@ -23,38 +22,35 @@ namespace scene
//! 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:
//! 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;
};
//! Scene node capable of displaying an animated mesh.
class IAnimatedMeshSceneNode : public ISceneNode
{
public:
virtual void OnAnimationEnd(IAnimatedMeshSceneNode *node) = 0;
};
//! 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) {}
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) {}
//! Destructor
virtual ~IAnimatedMeshSceneNode() {}
@ -83,7 +79,7 @@ namespace scene
//! Gets the speed with which the animation is played.
/** \return Frames per second played. */
virtual f32 getAnimationSpeed() const =0;
virtual f32 getAnimationSpeed() 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
@ -100,10 +96,10 @@ namespace scene
\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;
virtual IBoneSceneNode *getJointNode(const c8 *jointName) = 0;
//! same as getJointNode(const c8* jointName), but based on id
virtual IBoneSceneNode* getJointNode(u32 jointID) = 0;
virtual IBoneSceneNode *getJointNode(u32 jointID) = 0;
//! Gets joint count.
/** \return Amount of joints in the mesh. */
@ -128,7 +124,7 @@ namespace scene
/** 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;
virtual void setAnimationEndCallback(IAnimationEndCallBack *callback = 0) = 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
@ -140,38 +136,34 @@ namespace scene
virtual bool isReadOnlyMaterials() const = 0;
//! Sets a new mesh
virtual void setMesh(IAnimatedMesh* mesh) = 0;
virtual void setMesh(IAnimatedMesh *mesh) = 0;
//! Returns the current mesh
virtual IAnimatedMesh* getMesh(void) = 0;
virtual IAnimatedMesh *getMesh(void) = 0;
//! Set how the joints should be updated on render
virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode)=0;
virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode) = 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;
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;
virtual void animateJoints(bool CalculateAbsolutePositions = true) = 0;
//! render mesh ignoring its transformation.
/** Culling is unaffected. */
virtual void setRenderFromIdentity( bool On )=0;
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;
};
virtual ISceneNode *clone(ISceneNode *newParent = 0, ISceneManager *newManager = 0) = 0;
};
} // end namespace scene
} // end namespace irr
#endif

View File

@ -2,35 +2,19 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_ATTRIBUTES_H_INCLUDED__
#define __I_ATTRIBUTES_H_INCLUDED__
#pragma once
#include "IReferenceCounted.h"
#include "SColor.h"
#include "vector3d.h"
#include "vector2d.h"
#include "line2d.h"
#include "line3d.h"
#include "triangle3d.h"
#include "position2d.h"
#include "rect.h"
#include "dimension2d.h"
#include "matrix4.h"
#include "quaternion.h"
#include "plane3d.h"
#include "triangle3d.h"
#include "line2d.h"
#include "line3d.h"
#include "irrString.h"
#include "irrArray.h"
#include "EAttributes.h"
#include "path.h"
// not needed here but I can't be bothered to clean the transitive includes up.
#include "quaternion.h"
namespace irr
{
namespace video
{
class ITexture;
class ITexture;
} // end namespace video
namespace io
{
@ -39,42 +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 the type string of the attribute
//! \param attributeName: String for the attribute type
//! \param defaultNotFound Value returned when attributeName was not found
virtual const wchar_t* getAttributeTypeString(const c8* attributeName, const wchar_t* defaultNotFound = L"unknown") const = 0;
//! Returns the type string of the attribute by index.
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
//! \param defaultNotFound Value returned for an invalid index
virtual const wchar_t* getAttributeTypeString(s32 index, const wchar_t* defaultNotFound = L"unknown") 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
@ -82,16 +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.
@ -107,16 +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.
@ -125,22 +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.
@ -148,10 +119,7 @@ public:
//! Sets an attribute as boolean value
virtual void setAttribute(s32 index, bool value) = 0;
};
} // end namespace io
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_BILLBOARD_SCENE_NODE_H_INCLUDED__
#define __I_BILLBOARD_SCENE_NODE_H_INCLUDED__
#pragma once
#include "ISceneNode.h"
@ -11,8 +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,
@ -22,14 +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.
@ -43,30 +41,30 @@ 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.
@ -74,7 +72,7 @@ public:
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;
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. */
@ -85,12 +83,8 @@ 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
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_BONE_SCENE_NODE_H_INCLUDED__
#define __I_BONE_SCENE_NODE_H_INCLUDED__
#pragma once
#include "ISceneNode.h"
@ -12,11 +11,11 @@ namespace irr
namespace scene
{
//! Enumeration for different bone animation modes
enum E_BONE_ANIMATION_MODE
{
//! 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,
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,
@ -27,41 +26,34 @@ namespace scene
//! Not an animation mode, just here to count the available modes
EBAM_COUNT
};
};
enum E_BONE_SKINNING_SPACE
{
enum E_BONE_SKINNING_SPACE
{
//! local skinning, standard
EBSS_LOCAL=0,
EBSS_LOCAL = 0,
//! global skinning
EBSS_GLOBAL,
EBSS_COUNT
};
};
//! Names for bone animation modes
const c8* const BoneAnimationModeNames[] =
{
//! 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) { }
//! Get the name of the bone
/** \deprecated Use getName instead. This method may be removed by Irrlicht 1.9 */
_IRR_DEPRECATED_ virtual const c8* getBoneName() const { return getName(); }
//! 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) {}
//! Get the index of the bone
virtual u32 getBoneIndex() const = 0;
@ -74,35 +66,31 @@ namespace scene
virtual E_BONE_ANIMATION_MODE getAnimationMode() const = 0;
//! Get the axis aligned bounding box of this node
virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_ = 0;
const core::aabbox3d<f32> &getBoundingBox() const override = 0;
//! Returns the relative transformation of the scene node.
//virtual core::matrix4 getRelativeTransformation() const = 0;
// virtual core::matrix4 getRelativeTransformation() const = 0;
//! The animation method.
virtual void OnAnimate(u32 timeMs) _IRR_OVERRIDE_ =0;
void OnAnimate(u32 timeMs) override = 0;
//! The render method.
/** Does nothing as bones are not visible. */
virtual void render() _IRR_OVERRIDE_ { }
void render() override {}
//! How the relative transformation of the bone is used
virtual void setSkinningSpace( E_BONE_SKINNING_SPACE space ) =0;
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;
virtual E_BONE_SKINNING_SPACE getSkinningSpace() const = 0;
//! Updates the absolute position based on the relative and the parents position
virtual void updateAbsolutePositionOfAllChildren()=0;
virtual void updateAbsolutePositionOfAllChildren() = 0;
s32 positionHint;
s32 scaleHint;
s32 rotationHint;
};
};
} // end namespace scene
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_CAMERA_SCENE_NODE_H_INCLUDED__
#define __I_CAMERA_SCENE_NODE_H_INCLUDED__
#pragma once
#include "ISceneNode.h"
#include "IEventReceiver.h"
@ -12,24 +11,24 @@ namespace irr
{
namespace scene
{
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.
*/
class ICameraSceneNode : public ISceneNode, public IEventReceiver
{
public:
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.
*/
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) {}
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
@ -44,26 +43,26 @@ namespace scene
\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;
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;
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;
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;
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;
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
@ -72,7 +71,7 @@ namespace scene
ISceneManager::addCameraSceneNodeFPS, may want to get
this input for changing their position, look at target or
whatever. */
virtual bool OnEvent(const SEvent& event) _IRR_OVERRIDE_ =0;
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
@ -82,7 +81,7 @@ namespace scene
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;
virtual void setTarget(const core::vector3df &pos) = 0;
//! Sets the rotation of the node.
/** This only modifies the relative rotation of the node.
@ -90,63 +89,63 @@ namespace scene
bindTargetAndRotation() ) then calling this will also change
the camera's target to match the rotation.
\param rotation New rotation of the node in degrees. */
virtual void setRotation(const core::vector3df& rotation) _IRR_OVERRIDE_ =0;
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;
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;
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;
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;
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;
virtual f32 getFarValue() const = 0;
//! Gets the aspect ratio of the camera.
/** \return The aspect ratio of the camera. */
virtual f32 getAspectRatio() const =0;
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;
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;
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;
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;
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;
virtual void setFOV(f32 fovy) = 0;
//! Get the view frustum.
/** \return The current view frustum. */
virtual const SViewFrustum* getViewFrustum() const =0;
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;
virtual void setInputReceiverEnabled(bool enabled) = 0;
//! Checks if the input receiver of the camera is currently enabled.
virtual bool isInputReceiverEnabled() const =0;
virtual bool isInputReceiverEnabled() const = 0;
//! Checks if a camera is orthogonal.
virtual bool isOrthogonal() const
@ -163,27 +162,23 @@ namespace scene
\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;
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;
virtual bool getTargetAndRotationBinding(void) const = 0;
protected:
void cloneMembers(const ICameraSceneNode* toCopyFrom)
protected:
void cloneMembers(const ICameraSceneNode *toCopyFrom)
{
IsOrthogonal = toCopyFrom->IsOrthogonal;
}
bool IsOrthogonal;
};
};
} // end namespace scene
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_I_CONTEXT_MANAGER_H_INCLUDED__
#define __IRR_I_CONTEXT_MANAGER_H_INCLUDED__
#pragma once
#include "SExposedVideoData.h"
#include "SIrrCreationParameters.h"
@ -13,30 +12,30 @@ namespace irr
{
namespace video
{
// For system specific window contexts (used for OpenGL)
class IContextManager : public virtual IReferenceCounted
{
public:
// 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;
virtual bool initialize(const SIrrlichtCreationParameters &params, 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;
virtual void terminate() = 0;
//! Create surface based on current window set
virtual bool generateSurface() =0;
virtual bool generateSurface() = 0;
//! Destroy current surface
virtual void destroySurface() =0;
virtual void destroySurface() = 0;
//! Create context based on current surface
virtual bool generateContext() =0;
virtual bool generateContext() = 0;
//! Destroy current context
virtual void destroyContext() =0;
virtual void destroyContext() = 0;
//! Get current context
virtual const SExposedVideoData& getContext() const =0;
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.
@ -47,17 +46,14 @@ namespace video
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;
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;
virtual void *getProcAddress(const std::string &procName) = 0;
//! Swap buffers.
virtual bool swapBuffers() =0;
};
virtual bool swapBuffers() = 0;
};
} // end namespace video
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_CURSOR_CONTROL_H_INCLUDED__
#define __I_CURSOR_CONTROL_H_INCLUDED__
#pragma once
#include "IReferenceCounted.h"
#include "position2d.h"
@ -14,11 +13,11 @@ namespace irr
namespace gui
{
class IGUISpriteBank;
class IGUISpriteBank;
//! Default icons for cursors
enum ECURSOR_ICON
{
//! 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
@ -26,7 +25,7 @@ namespace gui
ECI_HELP, // Arrow and question mark
ECI_IBEAM, // typical text-selection cursor
ECI_NO, // should not click icon
ECI_WAIT, // hourclass
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
@ -39,11 +38,10 @@ namespace gui
// additionally.
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] =
{
//! Names for ECURSOR_ICON
const c8 *const GUICursorIconNames[ECI_COUNT + 1] = {
"normal",
"cross",
"hand",
@ -57,30 +55,30 @@ namespace gui
"sizens",
"sizewe",
"sizeup",
0
0,
};
//! structure used to set sprites as cursors.
struct SCursorSprite
{
SCursorSprite()
: SpriteBank(0), SpriteId(-1)
//! structure used to set sprites as cursors.
struct SCursorSprite
{
SCursorSprite() :
SpriteBank(0), SpriteId(-1)
{
}
SCursorSprite( gui::IGUISpriteBank * spriteBank, s32 spriteId, const core::position2d<s32> &hotspot=(core::position2d<s32>(0,0)) )
: SpriteBank(spriteBank), SpriteId(spriteId), HotSpot(hotspot)
SCursorSprite(gui::IGUISpriteBank *spriteBank, s32 spriteId, const core::position2d<s32> &hotspot = (core::position2d<s32>(0, 0))) :
SpriteBank(spriteBank), SpriteId(spriteId), HotSpot(hotspot)
{
}
IGUISpriteBank * SpriteBank;
IGUISpriteBank *SpriteBank;
s32 SpriteId;
core::position2d<s32> HotSpot;
};
};
//! platform specific behavior flags for the cursor
enum ECURSOR_PLATFORM_BEHAVIOR
{
//! platform specific behavior flags for the cursor
enum ECURSOR_PLATFORM_BEHAVIOR
{
//! default - no platform specific behavior
ECPB_NONE = 0,
@ -91,13 +89,12 @@ namespace gui
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
{
public:
};
//! 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. */
@ -139,7 +136,7 @@ namespace gui
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;
virtual const core::position2d<s32> &getPosition(bool updateCursor = true) = 0;
//! Returns the current position of the mouse cursor.
/** \param updateCursor When true ask system/OS for current cursor position.
@ -150,7 +147,7 @@ namespace gui
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;
virtual core::position2d<f32> getRelativePosition(bool updateCursor = true) = 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
@ -158,8 +155,11 @@ namespace gui
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;
virtual void setReferenceRect(core::rect<s32> *rect = 0) = 0;
//! Internally fixes the mouse position, and reports relative mouse movement compared to the old position
/** Specific to SDL */
virtual void setRelativeMode(bool relative){};
//! Sets the active cursor icon
/** Setting cursor icons is so far only supported on Win32 and Linux */
@ -170,17 +170,17 @@ namespace gui
//! Add a custom sprite as cursor icon.
/** \return Identification for the icon */
virtual ECURSOR_ICON addIcon(const gui::SCursorSprite& icon) { return gui::ECI_NORMAL; }
virtual ECURSOR_ICON addIcon(const gui::SCursorSprite &icon) { return gui::ECI_NORMAL; }
//! 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) {}
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); }
virtual core::dimension2di getSupportedIconSize() const { return core::dimension2di(0, 0); }
//! Set platform specific behavior flags.
virtual void setPlatformBehavior(ECURSOR_PLATFORM_BEHAVIOR behavior) {}
@ -189,11 +189,7 @@ namespace gui
/** \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
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_DUMMY_TRANSFORMATION_SCENE_NODE_H_INCLUDED__
#define __I_DUMMY_TRANSFORMATION_SCENE_NODE_H_INCLUDED__
#pragma once
#include "ISceneNode.h"
@ -23,20 +22,15 @@ 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
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_EVENT_RECEIVER_H_INCLUDED__
#define __I_EVENT_RECEIVER_H_INCLUDED__
#pragma once
#include "ILogger.h"
#include "Keycodes.h"
@ -11,9 +10,9 @@
namespace irr
{
//! Enumeration for all event types there are.
enum EEVENT_TYPE
{
//! 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
@ -90,11 +89,11 @@ namespace irr
//! compile these enumeration values to 32 bit.
EGUIET_FORCE_32_BIT = 0x7fffffff
};
};
//! Enumeration for all mouse input events
enum EMOUSE_INPUT_EVENT
{
//! Enumeration for all mouse input events
enum EMOUSE_INPUT_EVENT
{
//! Left mouse button was pressed down.
EMIE_LMOUSE_PRESSED_DOWN = 0,
@ -154,11 +153,11 @@ namespace irr
//! No real event. Just for convenience to get number of events
EMIE_COUNT
};
};
//! Masks for mouse button states
enum E_MOUSE_BUTTON_STATE_MASK
{
//! Masks for mouse button states
enum E_MOUSE_BUTTON_STATE_MASK
{
EMBSM_LEFT = 0x01,
EMBSM_RIGHT = 0x02,
EMBSM_MIDDLE = 0x04,
@ -170,11 +169,11 @@ namespace irr
EMBSM_EXTRA2 = 0x10,
EMBSM_FORCE_32_BIT = 0x7fffffff
};
};
//! Enumeration for all touch input events
enum ETOUCH_INPUT_EVENT
{
//! Enumeration for all touch input events
enum ETOUCH_INPUT_EVENT
{
//! Touch was pressed down.
ETIE_PRESSED_DOWN = 0,
@ -186,10 +185,10 @@ namespace irr
//! No real event. Just for convenience to get number of events
ETIE_COUNT
};
};
enum ESYSTEM_EVENT_TYPE
{
enum ESYSTEM_EVENT_TYPE
{
//! From Android command handler for native activity messages
ESET_ANDROID_CMD = 0,
@ -197,11 +196,11 @@ namespace irr
//! 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
{
//! 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,
@ -222,16 +221,16 @@ namespace irr
//! 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
{
//! 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. */
@ -263,6 +262,10 @@ namespace irr
//! 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 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,
@ -280,18 +283,6 @@ namespace irr
//! A file open dialog has been closed without choosing a file
EGET_FILE_CHOOSE_DIALOG_CANCELLED,
//! 'Yes' was clicked on a messagebox
EGET_MESSAGEBOX_YES,
//! 'No' was clicked on a messagebox
EGET_MESSAGEBOX_NO,
//! 'OK' was clicked on a messagebox
EGET_MESSAGEBOX_OK,
//! 'Cancel' was clicked on a messagebox
EGET_MESSAGEBOX_CANCEL,
//! In an editbox 'ENTER' was pressed
EGET_EDITBOX_ENTER,
@ -304,41 +295,18 @@ namespace irr
//! The tab was changed in an tab control
EGET_TAB_CHANGED,
//! A menu item was selected in a (context) menu
EGET_MENU_ITEM_SELECTED,
//! The selection in a combo box has been changed
EGET_COMBO_BOX_CHANGED,
//! The value of a spin box has changed
EGET_SPINBOX_CHANGED,
//! A table has changed
EGET_TABLE_CHANGED,
EGET_TABLE_HEADER_CHANGED,
EGET_TABLE_SELECTED_AGAIN,
//! A tree view node lost selection. See IGUITreeView::getLastEventNode().
EGET_TREEVIEW_NODE_DESELECT,
//! A tree view node was selected. See IGUITreeView::getLastEventNode().
EGET_TREEVIEW_NODE_SELECT,
//! A tree view node was expanded. See IGUITreeView::getLastEventNode().
EGET_TREEVIEW_NODE_EXPAND,
//! A tree view node was collapsed. See IGUITreeView::getLastEventNode().
EGET_TREEVIEW_NODE_COLLAPSE,
//! deprecated - use EGET_TREEVIEW_NODE_COLLAPSE instead. This
//! may be removed by Irrlicht 1.9
EGET_TREEVIEW_NODE_COLLAPS = EGET_TREEVIEW_NODE_COLLAPSE,
//! No real event. Just for convenience to get number of events
EGET_COUNT
};
} // end namespace gui
};
} // end namespace gui
//! SEvents hold information about an event. See irr::IEventReceiver for details on event handling.
struct SEvent
@ -347,14 +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.
@ -371,10 +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.
@ -382,13 +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;
@ -408,13 +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.
@ -486,10 +453,10 @@ struct SEvent
/** Unlike other events, joystick events represent the result of polling
* each connected joystick once per run() of the device. Joystick events will
* not be generated by default. If joystick support is available for the
* active device, _IRR_COMPILE_WITH_JOYSTICK_EVENTS_ is defined, and
* @ref irr::IrrlichtDevice::activateJoysticks() has been called, an event of
* this type will be generated once per joystick per @ref IrrlichtDevice::run()
* regardless of whether the state of the joystick has actually changed. */
* active device, and @ref irr::IrrlichtDevice::activateJoysticks() has been
* called, an event of this type will be generated once per joystick per
* @ref IrrlichtDevice::run() regardless of whether the state of the joystick
* has actually changed. */
struct SJoystickEvent
{
enum
@ -502,7 +469,7 @@ struct SEvent
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
@ -534,7 +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;
@ -545,7 +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;
@ -603,7 +570,6 @@ struct SEvent
struct SSystemEvent SystemEvent;
struct SApplicationEvent ApplicationEvent;
};
};
//! Interface of an object which can receive events.
@ -615,7 +581,6 @@ path it takes through the system. */
class IEventReceiver
{
public:
//! Destructor
virtual ~IEventReceiver() {}
@ -625,10 +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
{
@ -665,8 +629,4 @@ struct SJoystickInfo
} PovHat;
}; // struct SJoystickInfo
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_FILE_ARCHIVE_H_INCLUDED__
#define __I_FILE_ARCHIVE_H_INCLUDED__
#pragma once
#include "IReadFile.h"
#include "IFileList.h"
@ -25,61 +24,45 @@ enum EFileSystemType
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'),
//! A virtual directory
EFAT_FOLDER = MAKE_IRR_ID('f','l','d','r'),
//! An ID Software PAK archive
EFAT_PAK = MAKE_IRR_ID('P','A','K', 0),
//! A Nebula Device archive
EFAT_NPK = MAKE_IRR_ID('N','P','K', 0),
//! A Tape ARchive
EFAT_TAR = MAKE_IRR_ID('T','A','R', 0),
//! A wad Archive, Quake2, Halflife
EFAT_WAD = MAKE_IRR_ID('W','A','D', 0),
EFAT_GZIP = MAKE_IRR_ID('g', 'z', 'i', 'p'),
//! An Android asset file archive
EFAT_ANDROID_ASSET = MAKE_IRR_ID('A','S','S','E'),
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
@ -111,38 +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
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_FILE_LIST_H_INCLUDED__
#define __I_FILE_LIST_H_INCLUDED__
#pragma once
#include "IReferenceCounted.h"
#include "path.h"
@ -28,13 +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.
@ -69,10 +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.
@ -80,7 +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;
@ -88,7 +87,3 @@ public:
} // end namespace irr
} // end namespace io
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_FILE_SYSTEM_H_INCLUDED__
#define __I_FILE_SYSTEM_H_INCLUDED__
#pragma once
#include "IReferenceCounted.h"
#include "IFileArchive.h"
@ -12,7 +11,7 @@ namespace irr
{
namespace video
{
class IVideoDriver;
class IVideoDriver;
} // end namespace video
namespace io
{
@ -22,7 +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
@ -30,13 +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.
@ -49,7 +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.
@ -61,8 +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.
@ -76,8 +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.
@ -87,7 +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
@ -111,11 +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
@ -143,19 +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
@ -163,7 +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
@ -177,7 +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
@ -185,21 +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;
@ -208,118 +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;
//! Adds a zip archive to the file system.
/** \deprecated This function is provided for compatibility
with older versions of Irrlicht and may be removed in Irrlicht 1.9,
you should use addFileArchive instead.
After calling this, the Irrlicht Engine will search and open files directly from this archive too.
This is useful for hiding data from the end user, speeding up file access and making it possible to
access for example Quake3 .pk3 files, which are no different than .zip files.
\param filename: Filename of the zip archive to add to the file system.
\param ignoreCase: If set to true, files in the archive can be accessed without
writing all letters in the right case.
\param ignorePaths: If set to true, files in the added archive can be accessed
without its complete path.
\return True if the archive was added successfully, false if not. */
_IRR_DEPRECATED_ virtual bool addZipFileArchive(const c8* filename, bool ignoreCase=true, bool ignorePaths=true)
{
return addFileArchive(filename, ignoreCase, ignorePaths, EFAT_ZIP);
}
//! Adds an unzipped archive (or basedirectory with subdirectories..) to the file system.
/** \deprecated This function is provided for compatibility
with older versions of Irrlicht and may be removed in Irrlicht 1.9,
you should use addFileArchive instead.
Useful for handling data which will be in a zip file
\param filename: Filename of the unzipped zip archive base directory to add to the file system.
\param ignoreCase: If set to true, files in the archive can be accessed without
writing all letters in the right case.
\param ignorePaths: If set to true, files in the added archive can be accessed
without its complete path.
\return True if the archive was added successful, false if not. */
_IRR_DEPRECATED_ virtual bool addFolderFileArchive(const c8* filename, bool ignoreCase=true, bool ignorePaths=true)
{
return addFileArchive(filename, ignoreCase, ignorePaths, EFAT_FOLDER);
}
//! Adds a pak archive to the file system.
/** \deprecated This function is provided for compatibility
with older versions of Irrlicht and may be removed in Irrlicht 1.9,
you should use addFileArchive instead.
After calling this, the Irrlicht Engine will search and open files directly from this archive too.
This is useful for hiding data from the end user, speeding up file access and making it possible to
access for example Quake2/KingPin/Hexen2 .pak files
\param filename: Filename of the pak archive to add to the file system.
\param ignoreCase: If set to true, files in the archive can be accessed without
writing all letters in the right case.
\param ignorePaths: If set to true, files in the added archive can be accessed
without its complete path.(should not use with Quake2 paks
\return True if the archive was added successful, false if not. */
_IRR_DEPRECATED_ virtual bool addPakFileArchive(const c8* filename, bool ignoreCase=true, bool ignorePaths=true)
{
return addFileArchive(filename, ignoreCase, ignorePaths, EFAT_PAK);
}
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
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GPU_PROGRAMMING_SERVICES_H_INCLUDED__
#define __I_GPU_PROGRAMMING_SERVICES_H_INCLUDED__
#pragma once
#include "EShaderTypes.h"
#include "EMaterialTypes.h"
@ -15,7 +14,7 @@ namespace irr
namespace io
{
class IReadFile;
class IReadFile;
} // end namespace io
namespace video
@ -28,7 +27,6 @@ class IShaderConstantSetCallBack;
class IGPUProgrammingServices
{
public:
//! Destructor
virtual ~IGPUProgrammingServices() {}
@ -74,33 +72,33 @@ 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,
const c8 *vertexShaderProgram,
const c8 *vertexShaderEntryPointName,
E_VERTEX_SHADER_TYPE vsCompileTarget,
const c8* pixelShaderProgram,
const c8* pixelShaderEntryPointName,
const c8 *pixelShaderProgram,
const c8 *pixelShaderEntryPointName,
E_PIXEL_SHADER_TYPE psCompileTarget,
const c8* geometryShaderProgram,
const c8* geometryShaderEntryPointName = "main",
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,
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,
@ -116,11 +114,11 @@ public:
type 1.1.
*/
s32 addHighLevelShaderMaterial(
const c8* vertexShaderProgram,
const c8* pixelShaderProgram=0,
IShaderConstantSetCallBack* callback=0,
const c8 *vertexShaderProgram,
const c8 *pixelShaderProgram = 0,
IShaderConstantSetCallBack *callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData=0)
s32 userData = 0)
{
return addHighLevelShaderMaterial(
vertexShaderProgram, "main",
@ -136,15 +134,15 @@ public:
type 1.1 and geometry shader 4.0.
*/
s32 addHighLevelShaderMaterial(
const c8* vertexShaderProgram,
const c8* pixelShaderProgram = 0,
const c8* geometryShaderProgram = 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,
IShaderConstantSetCallBack *callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0 )
s32 userData = 0)
{
return addHighLevelShaderMaterial(
vertexShaderProgram, "main",
@ -155,7 +153,7 @@ public:
callback, baseMaterial, userData);
}
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
//! Like addHighLevelShaderMaterial(), but loads from files.
/** \param vertexShaderProgramFileName Text file containing the source
of the vertex shader program. Set to empty string if no vertex shader
shall be created.
@ -198,31 +196,31 @@ 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,
const io::path &vertexShaderProgramFileName,
const c8 *vertexShaderEntryPointName,
E_VERTEX_SHADER_TYPE vsCompileTarget,
const io::path& pixelShaderProgramFileName,
const c8* pixelShaderEntryPointName,
const io::path &pixelShaderProgramFileName,
const c8 *pixelShaderEntryPointName,
E_PIXEL_SHADER_TYPE psCompileTarget,
const io::path& geometryShaderProgramFileName,
const c8* geometryShaderEntryPointName = "main",
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,
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",
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",
const io::path &pixelShaderProgramFileName = "",
const c8 *pixelShaderEntryPointName = "main",
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
IShaderConstantSetCallBack* callback = 0,
IShaderConstantSetCallBack *callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0)
{
@ -240,11 +238,11 @@ public:
type 1.1.
*/
s32 addHighLevelShaderMaterialFromFiles(
const io::path& vertexShaderProgramFileName,
const io::path& pixelShaderProgramFileName = "",
IShaderConstantSetCallBack* callback = 0,
const io::path &vertexShaderProgramFileName,
const io::path &pixelShaderProgramFileName = "",
IShaderConstantSetCallBack *callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0 )
s32 userData = 0)
{
return addHighLevelShaderMaterialFromFiles(
vertexShaderProgramFileName, "main",
@ -260,15 +258,15 @@ public:
type 1.1 and geometry shader 4.0.
*/
s32 addHighLevelShaderMaterialFromFiles(
const io::path& vertexShaderProgramFileName,
const io::path& pixelShaderProgramFileName = "",
const io::path& geometryShaderProgramFileName = "",
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,
IShaderConstantSetCallBack *callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0 )
s32 userData = 0)
{
return addHighLevelShaderMaterialFromFiles(
vertexShaderProgramFileName, "main",
@ -279,7 +277,7 @@ public:
callback, baseMaterial, userData);
}
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
//! Like addHighLevelShaderMaterial(), but loads from files.
/** \param vertexShaderProgram Text file handle containing the source
of the vertex shader program. Set to 0 if no vertex shader shall be
created.
@ -320,31 +318,31 @@ 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,
io::IReadFile *vertexShaderProgram,
const c8 *vertexShaderEntryPointName,
E_VERTEX_SHADER_TYPE vsCompileTarget,
io::IReadFile* pixelShaderProgram,
const c8* pixelShaderEntryPointName,
io::IReadFile *pixelShaderProgram,
const c8 *pixelShaderEntryPointName,
E_PIXEL_SHADER_TYPE psCompileTarget,
io::IReadFile* geometryShaderProgram,
const c8* geometryShaderEntryPointName = "main",
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,
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",
io::IReadFile *vertexShaderProgram,
const c8 *vertexShaderEntryPointName = "main",
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
io::IReadFile* pixelShaderProgram = 0,
const c8* pixelShaderEntryPointName = "main",
io::IReadFile *pixelShaderProgram = 0,
const c8 *pixelShaderEntryPointName = "main",
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
IShaderConstantSetCallBack* callback = 0,
IShaderConstantSetCallBack *callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0)
{
@ -357,99 +355,15 @@ public:
callback, baseMaterial, userData);
}
//! Adds a new ASM shader material renderer to the VideoDriver
/** Note that it is a good idea to call IVideoDriver::queryFeature() in
advance to check if the IVideoDriver supports the vertex and/or pixel
shader version your are using.
The material is added to the VideoDriver like with
IVideoDriver::addMaterialRenderer() and can be used like it had been
added with that method.
\param vertexShaderProgram String containing the source of the vertex
shader program. This can be 0 if no vertex program shall be used.
For DX8 programs, the will always input registers look like this: v0:
position, v1: normal, v2: color, v3: texture coordinates, v4: texture
coordinates 2 if available.
For DX9 programs, you can manually set the registers using the dcl_
statements.
\param pixelShaderProgram String containing the source of the pixel
shader program. This can be 0 if you don't want to use a pixel shader.
\param callback Pointer to an implementation of
IShaderConstantSetCallBack in which you can set the needed vertex and
pixel shader program constants. Set this to 0 if you don't need this.
\param baseMaterial Base material which renderstates will be used to
shade the material.
\param userData a user data int. This int can be set to any value and
will be set as parameter in the callback method when calling
OnSetConstants(). In this way it is easily possible to use the same
callback method for multiple materials and distinguish between them
during the call.
\return Returns the number of the material type which can be set in
SMaterial::MaterialType to use the renderer. -1 is returned if an
error occurred. -1 is returned for example if a vertex or pixel shader
program could not be compiled, the error strings are then printed out
into the error log, and can be caught with a custom event receiver. */
virtual s32 addShaderMaterial(const c8* vertexShaderProgram = 0,
const c8* pixelShaderProgram = 0,
IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0) = 0;
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
/** \param vertexShaderProgram Text file containing the source of the
vertex shader program. Set to 0 if no shader shall be created.
\param pixelShaderProgram Text file containing the source of the pixel
shader program. Set to 0 if no shader shall be created.
\param callback Pointer to an IShaderConstantSetCallback object to
which the OnSetConstants function is called.
\param baseMaterial baseMaterial
\param userData a user data int. This int can be set to any value and
will be set as parameter in the callback method when calling
OnSetConstants(). In this way it is easily possible to use the same
callback method for multiple materials and distinguish between them
during the call.
\return Returns the number of the material type which can be set in
SMaterial::MaterialType to use the renderer. -1 is returned if an
error occurred. -1 is returned for example if a vertex or pixel shader
program could not be compiled, the error strings are then printed out
into the error log, and can be caught with a custom event receiver. */
virtual s32 addShaderMaterialFromFiles(io::IReadFile* vertexShaderProgram,
io::IReadFile* pixelShaderProgram,
IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0) = 0;
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
/** \param vertexShaderProgramFileName Text file name containing the
source of the vertex shader program. Set to 0 if no shader shall be
created.
\param pixelShaderProgramFileName Text file name containing the source
of the pixel shader program. Set to 0 if no shader shall be created.
\param callback Pointer to an IShaderConstantSetCallback object on
which the OnSetConstants function is called.
\param baseMaterial baseMaterial
\param userData a user data int. This int can be set to any value and
will be set as parameter in the callback method when calling
OnSetConstants(). In this way it is easily possible to use the same
callback method for multiple materials and distinguish between them
during the call.
\return Returns the number of the material type which can be set in
SMaterial::MaterialType to use the renderer. -1 is returned if an
error occurred. -1 is returned for example if a vertex or pixel shader
program could not be compiled, the error strings are then printed out
into the error log, and can be caught with a custom event receiver. */
virtual s32 addShaderMaterialFromFiles(const io::path& vertexShaderProgramFileName,
const io::path& pixelShaderProgramFileName,
IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0) = 0;
//! Delete a shader material and associated data.
/**
After you have deleted a material it is invalid to still use and doing
so might result in a crash. The ID may be reused in the future when new
materials are added.
\param material Number of the material type. Must not be a built-in
material. */
virtual void deleteShaderMaterial(s32 material) = 0;
};
} // end namespace video
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_BUTTON_H_INCLUDED__
#define __I_GUI_BUTTON_H_INCLUDED__
#pragma once
#include "IGUIElement.h"
@ -12,23 +11,23 @@ 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
{
//! 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,
EGBS_BUTTON_UP = 0,
//! The button is currently pressed down.
EGBS_BUTTON_DOWN,
//! The mouse cursor is over the button
@ -43,11 +42,10 @@ namespace gui
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] =
{
//! Names for gui button state icons
const c8 *const GUIButtonStateNames[EGBS_COUNT + 1] = {
"buttonUp",
"buttonDown",
"buttonMouseOver",
@ -55,16 +53,16 @@ namespace gui
"buttonFocused",
"buttonNotFocused",
"buttonDisabled",
0 // count
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
{
//! 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.
@ -85,11 +83,10 @@ namespace gui
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] =
{
//! 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",
@ -99,34 +96,33 @@ namespace gui
"ImageDownFocused",
"ImageDownFocusedOver",
"ImageDisabled",
0 // count
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) {}
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;
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;
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;
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.
@ -161,38 +157,37 @@ namespace gui
\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;
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;
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;
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;
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;
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;
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.
@ -205,7 +200,7 @@ namespace gui
\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;
video::SColor color = video::SColor(255, 255, 255, 255), bool loop = false, bool scale = false) = 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;
@ -222,16 +217,16 @@ namespace gui
//! 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;
virtual void setIsPushButton(bool isPushButton = true) = 0;
//! Sets the pressed state of the button if this is a pushbutton
virtual void setPressed(bool pressed=true) = 0;
virtual void setPressed(bool pressed = true) = 0;
//! Returns if the button is currently pressed
virtual bool isPressed() 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;
virtual void setUseAlphaChannel(bool useAlphaChannel = true) = 0;
//! Returns if the alpha channel should be used for drawing background images on the button
virtual bool isAlphaChannelUsed() const = 0;
@ -240,13 +235,13 @@ namespace gui
virtual bool isPushButton() 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;
virtual void setDrawBorder(bool border = true) = 0;
//! Returns if the border and button face are being drawn using the skin
virtual bool isDrawingBorder() const = 0;
//! Sets if the button should scale the button images to fit
virtual void setScaleImage(bool scaleImage=true) = 0;
virtual void setScaleImage(bool scaleImage = true) = 0;
//! Checks whether the button scales the used images
virtual bool isScalingImage() const = 0;
@ -258,11 +253,7 @@ namespace gui
//! 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
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_CHECKBOX_H_INCLUDED__
#define __I_GUI_CHECKBOX_H_INCLUDED__
#pragma once
#include "IGUIElement.h"
@ -12,17 +11,16 @@ 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) {}
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;
@ -43,11 +41,7 @@ namespace gui
//! 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
#endif

View File

@ -1,37 +0,0 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_COLOR_SELECT_DIALOG_H_INCLUDED__
#define __I_GUI_COLOR_SELECT_DIALOG_H_INCLUDED__
#include "IGUIElement.h"
namespace irr
{
namespace gui
{
//! Standard color chooser dialog.
class IGUIColorSelectDialog : public IGUIElement
{
public:
//! constructor
IGUIColorSelectDialog(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_COLOR_SELECT_DIALOG, environment, parent, id, rectangle) {}
//! get chosen color as usual SColor struct
virtual video::SColor getColor() =0;
//! get chosen color as HSL values
virtual video::SColorHSL getColorHSL() =0;
};
} // end namespace gui
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_COMBO_BOX_H_INCLUDED__
#define __I_GUI_COMBO_BOX_H_INCLUDED__
#pragma once
#include "IGUIElement.h"
@ -12,32 +11,31 @@ 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) {}
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 string of an item. the idx may be a value from 0 to itemCount-1
virtual const wchar_t* getItem(u32 idx) const = 0;
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 index based on item data
virtual s32 getIndexForItemData(u32 data ) const = 0;
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;
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 */
@ -52,11 +50,15 @@ namespace gui
//! 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 text justification of the text area
/** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
EGUIA_LOWEERRIGHT for right justified, or EGUIA_CENTER for centered text.
EGUIA_LOWERRIGHT for right justified, or EGUIA_CENTER for centered text.
\param vertical: EGUIA_UPPERLEFT to align with top edge,
EGUIA_LOWEERRIGHT for bottom edge, or EGUIA_CENTER for centered text (default). */
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
@ -64,11 +66,7 @@ namespace gui
//! Get the maximal number of rows for the selection listbox
virtual u32 getMaxSelectionRows() const = 0;
};
};
} // end namespace gui
} // end namespace irr
#endif

View File

@ -1,162 +0,0 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_CONTEXT_MENU_H_INCLUDED__
#define __I_GUI_CONTEXT_MENU_H_INCLUDED__
#include "IGUIElement.h"
namespace irr
{
namespace gui
{
//! Close behavior.
//! Default is ECMC_REMOVE
enum ECONTEXT_MENU_CLOSE
{
//! do nothing - menu stays open
ECMC_IGNORE = 0,
//! remove the gui element
ECMC_REMOVE = 1,
//! call setVisible(false)
ECMC_HIDE = 2
// note to implementers - this is planned as bitset, so continue with 4 if you need to add further flags.
};
//! GUI Context menu interface.
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
\li EGET_ELEMENT_CLOSED
\li EGET_MENU_ITEM_SELECTED
*/
class IGUIContextMenu : public IGUIElement
{
public:
//! constructor
IGUIContextMenu(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_CONTEXT_MENU, environment, parent, id, rectangle) {}
//! set behavior when menus are closed
virtual void setCloseHandling(ECONTEXT_MENU_CLOSE onClose) = 0;
//! get current behavior when the menu will be closed
virtual ECONTEXT_MENU_CLOSE getCloseHandling() const = 0;
//! Get amount of menu items
virtual u32 getItemCount() const = 0;
//! Adds a menu item.
/** \param text: Text of menu item. Set this to 0 to create
an separator instead of a real item, which is the same like
calling addSeparator();
\param commandId: Command id of menu item, a simple id you may
set to whatever you want.
\param enabled: Specifies if the menu item should be enabled.
\param hasSubMenu: Set this to true if there should be a submenu
at this item. You can access this submenu via getSubMenu().
\param checked: Specifies if the menu item should be initially checked.
\param autoChecking: Specifies if the item should be checked by clicking
\return Returns the index of the new item */
virtual u32 addItem(const wchar_t* text, s32 commandId=-1, bool enabled=true,
bool hasSubMenu=false, bool checked=false, bool autoChecking=false) = 0;
//! Insert a menu item at specified position.
/** \param idx: Position to insert the new element,
should be smaller than itemcount otherwise the item is added to the end.
\param text: Text of menu item. Set this to 0 to create
an separator instead of a real item, which is the same like
calling addSeparator();
\param commandId: Command id of menu item, a simple id you may
set to whatever you want.
\param enabled: Specifies if the menu item should be enabled.
\param hasSubMenu: Set this to true if there should be a submenu
at this item. You can access this submenu via getSubMenu().
\param checked: Specifies if the menu item should be initially checked.
\param autoChecking: Specifies if the item should be checked by clicking
\return Returns the index of the new item */
virtual u32 insertItem(u32 idx, const wchar_t* text, s32 commandId=-1, bool enabled=true,
bool hasSubMenu=false, bool checked=false, bool autoChecking=false) = 0;
//! Find an item by its CommandID
/**
\param commandId: We are looking for the first item which has this commandID
\param idxStartSearch: Start searching from this index.
\return Returns the index of the item when found or otherwise -1. */
virtual s32 findItemWithCommandId(s32 commandId, u32 idxStartSearch=0) const = 0;
//! Adds a separator item to the menu
virtual void addSeparator() = 0;
//! Get text of the menu item.
/** \param idx: Zero based index of the menu item */
virtual const wchar_t* getItemText(u32 idx) const = 0;
//! Sets text of the menu item.
/** \param idx: Zero based index of the menu item
\param text: New text of the item. */
virtual void setItemText(u32 idx, const wchar_t* text) = 0;
//! Check if a menu item is enabled
/** \param idx: Zero based index of the menu item */
virtual bool isItemEnabled(u32 idx) const = 0;
//! Sets if the menu item should be enabled.
/** \param idx: Zero based index of the menu item
\param enabled: True if it is enabled, otherwise false. */
virtual void setItemEnabled(u32 idx, bool enabled) = 0;
//! Sets if the menu item should be checked.
/** \param idx: Zero based index of the menu item
\param enabled: True if it is enabled, otherwise false. */
virtual void setItemChecked(u32 idx, bool enabled) = 0;
//! Check if a menu item is checked
/** \param idx: Zero based index of the menu item */
virtual bool isItemChecked(u32 idx) const = 0;
//! Removes a menu item
/** \param idx: Zero based index of the menu item */
virtual void removeItem(u32 idx) = 0;
//! Removes all menu items
virtual void removeAllItems() = 0;
//! Get the selected item in the menu
/** \return Index of the selected item, -1 if none selected. */
virtual s32 getSelectedItem() const = 0;
//! Get the command id of a menu item
/** \param idx: Zero based index of the menu item */
virtual s32 getItemCommandId(u32 idx) const = 0;
//! Sets the command id of a menu item
/** \param idx: Zero based index of the menu item
\param id: Command id of menu item, a simple id you may
set to whatever you want. */
virtual void setItemCommandId(u32 idx, s32 id) = 0;
//! Get a pointer to the submenu of an item.
/** 0 is returned if there is no submenu
\param idx: Zero based index of the menu item
\return Returns a pointer to the submenu of an item. */
virtual IGUIContextMenu* getSubMenu(u32 idx) const = 0;
//! should the element change the checked status on clicking
virtual void setItemAutoChecking(u32 idx, bool autoChecking) = 0;
//! does the element change the checked status on clicking
virtual bool getItemAutoChecking(u32 idx) const = 0;
//! When an eventparent is set it receives events instead of the usual parent element
virtual void setEventParent(IGUIElement *parent) = 0;
};
} // end namespace gui
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_EDIT_BOX_H_INCLUDED__
#define __I_GUI_EDIT_BOX_H_INCLUDED__
#pragma once
#include "IGUIElement.h"
#include "SColor.h"
@ -12,35 +11,34 @@ namespace irr
{
namespace gui
{
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:
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:
//! constructor
IGUIEditBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_EDIT_BOX, environment, parent, id, rectangle) {}
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;
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;
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;
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
@ -147,11 +145,7 @@ namespace gui
//! Get the cursor blinktime
virtual irr::u32 getCursorBlinkTime() const = 0;
};
};
} // end namespace gui
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_ELEMENT_H_INCLUDED__
#define __I_GUI_ELEMENT_H_INCLUDED__
#pragma once
#include "IReferenceCounted.h"
#include "rect.h"
@ -26,30 +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),
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),
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()
{
@ -59,9 +56,8 @@ public:
}
}
//! Returns parent of this element.
IGUIElement* getParent() const
IGUIElement *getParent() const
{
return Parent;
}
@ -72,14 +68,12 @@ 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));
@ -99,7 +93,7 @@ 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,
@ -107,18 +101,17 @@ public:
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),
@ -131,21 +124,18 @@ public:
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)
@ -154,7 +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
@ -162,7 +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)
@ -171,7 +159,6 @@ public:
updateAbsolutePosition();
}
//! Sets the minimum size allowed for this element
void setMinSize(core::dimension2du size)
{
@ -183,7 +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)
{
@ -192,8 +178,7 @@ 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);
@ -239,13 +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
@ -258,18 +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;
@ -284,27 +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)
{
if ( child && child != this )
virtual void addChild(IGUIElement *child)
{
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);
@ -313,7 +291,8 @@ public:
}
//! Removes all children.
virtual void removeAllChildren() {
virtual void removeAllChildren()
{
while (!Children.empty()) {
auto child = Children.back();
child->remove();
@ -327,36 +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
{
@ -368,10 +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();
@ -383,14 +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() */
@ -399,7 +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. */
@ -408,51 +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);
if (first)
{
el->getNextElement(-1, true, IsTabGroup, first, closest, true, true);
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. */
@ -461,18 +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();
@ -480,7 +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.
@ -488,72 +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.
virtual bool OnEvent(const SEvent& event) _IRR_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;
@ -564,10 +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;
@ -579,12 +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
@ -592,12 +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;
@ -611,25 +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
@ -640,74 +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))
{
if ((*it)->getNextElement(startOrder, reverse, group, first, closest, includeInvisible, includeDisabled)) {
return true;
}
}
@ -716,7 +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.
@ -741,52 +667,45 @@ public:
return type == Type;
}
//! Returns the type name of the gui element.
/** This is needed serializing elements. For serializing your own elements, override this function
and return your own type name which is created by your IGUIElementFactory */
virtual const c8* getTypeName() const
/** This is needed serializing elements. */
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)
{
if (child)
void addChildToEnd(IGUIElement *child)
{
if (child) {
child->grab(); // prevent destruction when removed
child->remove(); // remove from old parent
child->LastParentRect = getAbsolutePosition();
@ -796,8 +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) {
@ -810,13 +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;
@ -824,26 +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;
}
@ -856,60 +771,56 @@ protected:
if (AlignTop == EGUIA_SCALE || AlignBottom == EGUIA_SCALE)
fh = (f32)parentAbsolute.getHeight();
switch (AlignLeft)
{
switch (AlignLeft) {
case EGUIA_UPPERLEFT:
break;
case EGUIA_LOWERRIGHT:
DesiredRect.UpperLeftCorner.X += diffx;
break;
case EGUIA_CENTER:
DesiredRect.UpperLeftCorner.X += diffx/2;
DesiredRect.UpperLeftCorner.X += diffx / 2;
break;
case EGUIA_SCALE:
DesiredRect.UpperLeftCorner.X = core::round32(ScaleRect.UpperLeftCorner.X * fw);
break;
}
switch (AlignRight)
{
switch (AlignRight) {
case EGUIA_UPPERLEFT:
break;
case EGUIA_LOWERRIGHT:
DesiredRect.LowerRightCorner.X += diffx;
break;
case EGUIA_CENTER:
DesiredRect.LowerRightCorner.X += diffx/2;
DesiredRect.LowerRightCorner.X += diffx / 2;
break;
case EGUIA_SCALE:
DesiredRect.LowerRightCorner.X = core::round32(ScaleRect.LowerRightCorner.X * fw);
break;
}
switch (AlignTop)
{
switch (AlignTop) {
case EGUIA_UPPERLEFT:
break;
case EGUIA_LOWERRIGHT:
DesiredRect.UpperLeftCorner.Y += diffy;
break;
case EGUIA_CENTER:
DesiredRect.UpperLeftCorner.Y += diffy/2;
DesiredRect.UpperLeftCorner.Y += diffy / 2;
break;
case EGUIA_SCALE:
DesiredRect.UpperLeftCorner.Y = core::round32(ScaleRect.UpperLeftCorner.Y * fh);
break;
}
switch (AlignBottom)
{
switch (AlignBottom) {
case EGUIA_UPPERLEFT:
break;
case EGUIA_LOWERRIGHT:
DesiredRect.LowerRightCorner.Y += diffy;
break;
case EGUIA_CENTER:
DesiredRect.LowerRightCorner.Y += diffy/2;
DesiredRect.LowerRightCorner.Y += diffy / 2;
break;
case EGUIA_SCALE:
DesiredRect.LowerRightCorner.Y = core::round32(ScaleRect.LowerRightCorner.Y * fh);
@ -943,26 +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;
@ -1023,15 +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
#endif

View File

@ -1,66 +0,0 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_ELEMENT_FACTORY_H_INCLUDED__
#define __I_GUI_ELEMENT_FACTORY_H_INCLUDED__
#include "IReferenceCounted.h"
#include "EGUIElementTypes.h"
namespace irr
{
namespace gui
{
class IGUIElement;
//! Interface making it possible to dynamically create GUI elements
/** To be able to add custom elements to Irrlicht and to make it possible for the
scene manager to save and load them, simply implement this interface and register it
in your gui environment via IGUIEnvironment::registerGUIElementFactory.
Note: When implementing your own element factory, don't call IGUIEnvironment::grab() to
increase the reference counter of the environment. This is not necessary because the
it will grab() the factory anyway, and otherwise cyclic references will be created.
*/
class IGUIElementFactory : public virtual IReferenceCounted
{
public:
//! adds an element to the gui environment based on its type id
/** \param type: Type of the element to add.
\param parent: Parent scene node of the new element, can be null to add to the root.
\return Pointer to the new element or null if not successful. */
virtual IGUIElement* addGUIElement(EGUI_ELEMENT_TYPE type, IGUIElement* parent=0) = 0;
//! adds a GUI element to the GUI Environment based on its type name
/** \param typeName: Type name of the element to add.
\param parent: Parent scene node of the new element, can be null to add it to the root.
\return Pointer to the new element or null if not successful. */
virtual IGUIElement* addGUIElement(const c8* typeName, IGUIElement* parent=0) = 0;
//! Get amount of GUI element types this factory is able to create
virtual s32 getCreatableGUIElementTypeCount() const = 0;
//! Get type of a creatable element type
/** \param idx: Index of the element type in this factory. Must be a value between 0 and
getCreatableGUIElementTypeCount() */
virtual EGUI_ELEMENT_TYPE getCreateableGUIElementType(s32 idx) const = 0;
//! Get type name of a creatable GUI element type by index
/** \param idx: Index of the type in this factory. Must be a value between 0 and
getCreatableGUIElementTypeCount() */
virtual const c8* getCreateableGUIElementTypeName(s32 idx) const = 0;
//! returns type name of a creatable GUI element
/** \param type: Type of GUI element.
\return Name of the type if this factory can create the type, otherwise 0. */
virtual const c8* getCreateableGUIElementTypeName(EGUI_ELEMENT_TYPE type) const = 0;
};
} // end namespace gui
} // end namespace irr
#endif // __I_GUI_ELEMENT_FACTORY_H_INCLUDED__

View File

@ -2,33 +2,31 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_ENVIRONMENT_H_INCLUDED__
#define __I_GUI_ENVIRONMENT_H_INCLUDED__
#pragma once
#include "IReferenceCounted.h"
#include "IGUISkin.h"
#include "rect.h"
#include "EMessageBoxFlags.h"
#include "EFocusFlags.h"
#include "IEventReceiver.h"
#include "path.h"
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
{
@ -38,27 +36,17 @@ class IGUIFont;
class IGUISpriteBank;
class IGUIScrollBar;
class IGUIImage;
class IGUIMeshViewer;
class IGUICheckBox;
class IGUIListBox;
class IGUITreeView;
class IGUIImageList;
class IGUIFileOpenDialog;
class IGUIColorSelectDialog;
class IGUIInOutFader;
class IGUIStaticText;
class IGUIEditBox;
class IGUISpinBox;
class IGUITabControl;
class IGUITab;
class IGUITable;
class IGUIContextMenu;
class IGUIComboBox;
class IGUIToolBar;
class IGUIButton;
class IGUIWindow;
class IGUIProfiler;
class IGUIElementFactory;
//! GUI Environment. Used as factory and manager of all other GUI elements.
/** \par This element can create the following events of type EGUI_EVENT_TYPE (which are passed on to focused sub-elements):
@ -70,11 +58,10 @@ class IGUIElementFactory;
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;
virtual void drawAll(bool useScreenSize = true) = 0;
//! Sets the focus to an element.
/** Causes a EGET_ELEMENT_FOCUS_LOST event followed by a
@ -82,11 +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
@ -94,32 +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;
@ -129,17 +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
@ -154,7 +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.
@ -162,8 +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
@ -172,9 +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,
virtual IGUIImageList *createImageList(video::ITexture *texture,
core::dimension2d<s32> imageSize,
bool useAlphaChannel ) = 0;
bool useAlphaChannel) = 0;
//! Returns pointer to the font with the specified filename.
/** Loads the font if it was not loaded before.
@ -182,7 +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
@ -190,29 +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
@ -221,7 +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.
@ -232,57 +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;
//! Adds an empty window element.
/** \param rectangle Rectangle specifying the borders of the window.
\param modal Defines if the dialog is modal. This means, that all other
gui elements which were created before the window cannot be used until
it is removed.
\param text Text displayed as the window title.
\param parent Parent gui element of the window.
\param id Id with which the gui element can be identified.
\return Pointer to the created window. Returns 0 if an error occurred.
This pointer should not be dropped. See IReferenceCounted::drop() for
more information. */
virtual IGUIWindow* addWindow(const core::rect<s32>& rectangle, bool modal = false,
const wchar_t* text=0, IGUIElement* parent=0, s32 id=-1) = 0;
//! Adds a modal screen.
/** Input focus stays with children of the modal screen.
If you have some window x which should keep the input focus you
do something like: addModalScreen()->addChild(x). And x will then get the focus
and not lose it anymore.
The modal screen removes itself when it no longer has any children.
Note that it usually works badly to pass the modal screen already as parent when creating
a new element. It's better to add that new element later to the modal screen with addChild.
\param parent Parent gui element of the modal.
\param blinkMode Bitset of when to blink (can be combined)
0 = never
1 = focus changes
2 = Left mouse button pressed down
\return Pointer to the created modal. Returns 0 if an error occurred.
This pointer should not be dropped. See IReferenceCounted::drop() for
more information. */
virtual IGUIElement* addModalScreen(IGUIElement* parent, int blinkMode = 3) = 0;
//! Adds a message box.
/** \param caption Text to be displayed the title of the message box.
\param text Text to be displayed in the body of the message box.
\param modal Defines if the dialog is modal. This means, that all other
gui elements which were created before the message box cannot be used
until this messagebox is removed.
\param flags Flags specifying the layout of the message box using ::EMESSAGE_BOX_FLAG.
Create a message box with an OK and CANCEL button for example with (EMBF_OK | EMBF_CANCEL).
\param parent Parent gui element of the message box.
\param id Id with which the gui element can be identified.
\param image Optional texture which will be displayed beside the text as an image
\return Pointer to the created message box. Returns 0 if an error
occurred. This pointer should not be dropped. See
IReferenceCounted::drop() for more information. */
virtual IGUIWindow* addMessageBox(const wchar_t* caption, const wchar_t* text=0,
bool modal = true, s32 flags = EMBF_OK, IGUIElement* parent=0, s32 id=-1, video::ITexture* image=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
@ -293,8 +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.
@ -308,8 +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.
@ -322,8 +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.
@ -334,8 +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.
@ -345,33 +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;
//! Adds a tree view element.
/** \param rectangle Position and dimension of list box.
\param parent Parent gui element of the list box.
\param id Id to identify the gui element.
\param drawBackground Flag whether the background should be drawn.
\param scrollBarVertical Flag whether a vertical scrollbar should be used
\param scrollBarHorizontal Flag whether a horizontal scrollbar should be used
\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 IGUITreeView* addTreeView(const core::rect<s32>& rectangle,
IGUIElement* parent=0, s32 id=-1, bool drawBackground=false,
bool scrollBarVertical = true, bool scrollBarHorizontal = false) = 0;
//! Adds a mesh viewer. Not 100% implemented yet.
/** \param rectangle Rectangle specifying the borders of the mesh viewer.
\param parent Parent gui element of the mesh viewer.
\param id Id to identify the gui element.
\param text Title text of the mesh viewer.
\return Pointer to the created mesh viewer. Returns 0 if an error
occurred. This pointer should not be dropped. See
IReferenceCounted::drop() for more information. */
virtual IGUIMeshViewer* addMeshViewer(const core::rect<s32>& rectangle,
IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0) = 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.
@ -387,22 +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;
//! Adds a color select dialog.
/** \param title The title of the dialog.
\param modal Defines if the dialog is modal. This means, that all other
gui elements which were created before the dialog cannot be used
until it is removed.
\param parent The parent of the dialog.
\param id The ID of the dialog.
\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 IGUIColorSelectDialog* addColorSelectDialog(const wchar_t* title = 0,
bool modal=true, IGUIElement* parent=0, s32 id=-1) = 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().
@ -416,8 +315,8 @@ 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,
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.
@ -435,32 +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;
//! Adds a spin box.
/** An edit box with up and down buttons
\param text Text to be displayed. Can be altered after creation by setText().
\param rectangle Rectangle specifying the borders of the spin box.
\param border Set to true if the spin box should have a 3d border.
\param parent Parent item of the element, e.g. a window.
Set it to 0 to place the spin box directly in the environment.
\param id The ID of the element.
\return Pointer to the created spin box. Returns 0 if an error occurred.
This pointer should not be dropped. See IReferenceCounted::drop() for
more information. */
virtual IGUISpinBox* addSpinBox(const wchar_t* text, const core::rect<s32>& rectangle,
bool border=true,IGUIElement* parent=0, s32 id=-1) = 0;
//! Adds an element for fading in or out.
/** \param rectangle Rectangle specifying the borders of the fader.
If the pointer is NULL, the whole screen is used.
\param parent Parent item of the element, e.g. a window.
\param id An identifier for the fader.
\return Pointer to the created in-out-fader. Returns 0 if an error
occurred. This pointer should not be dropped. See
IReferenceCounted::drop() for more information. */
virtual IGUIInOutFader* addInOutFader(const core::rect<s32>* rectangle=0, 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.
@ -475,9 +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
@ -490,42 +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;
//! Adds a context menu to the environment.
/** \param rectangle Rectangle specifying the borders of the menu.
Note that the menu is resizing itself based on what items you add.
\param parent Parent item of the element, e.g. a window.
Set it to 0 to place the menu directly in the environment.
\param id An identifier for the menu.
\return Pointer to the created context menu. Returns 0 if an
error occurred. This pointer should not be dropped. See
IReferenceCounted::drop() for more information. */
virtual IGUIContextMenu* addContextMenu(const core::rect<s32>& rectangle,
IGUIElement* parent=0, s32 id=-1) = 0;
//! Adds a menu to the environment.
/** This is like the menu you can find on top of most windows in modern
graphical user interfaces.
\param parent Parent item of the element, e.g. a window.
Set it to 0 to place the menu directly in the environment.
\param id An identifier for the menu.
\return Pointer to the created menu. Returns 0 if an
error occurred. This pointer should not be dropped. See
IReferenceCounted::drop() for more information. */
virtual IGUIContextMenu* addMenu(IGUIElement* parent=0, s32 id=-1) = 0;
//! Adds a toolbar to the environment.
/** It is like a menu that is always placed on top of its parent, and
contains buttons.
\param parent Parent item of the element, e.g. a window.
Set it to 0 to place the tool bar directly in the environment.
\param id An identifier for the tool bar.
\return Pointer to the created tool bar. Returns 0 if an
error occurred. This pointer should not be dropped. See
IReferenceCounted::drop() for more information. */
virtual IGUIToolBar* addToolBar(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.
@ -535,88 +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;
//! Adds a table to the environment
/** \param rectangle Rectangle specifying the borders of the table.
\param parent Parent item of the element, e.g. a window. Set it to 0
to place the element directly in the environment.
\param id An identifier for the table.
\param drawBackground Flag whether the background should be drawn.
\return Pointer to the created table. Returns 0 if an error occurred.
This pointer should not be dropped. See IReferenceCounted::drop() for
more information. */
virtual IGUITable* addTable(const core::rect<s32>& rectangle,
IGUIElement* parent=0, s32 id=-1, bool drawBackground=false) =0;
//! Adds an element to display the information from the Irrlicht profiler
/** \param rectangle Rectangle specifying the borders of the element.
\param parent Parent of the element. When 0 the environment itself will
be the parent.
\param id An identifier for the element. */
virtual IGUIProfiler* addProfilerDisplay(const core::rect<s32>& rectangle,
IGUIElement* parent=0, s32 id=-1) = 0;
//! Get the default element factory which can create all built-in elements
/** \return Pointer to the factory.
This pointer should not be dropped. See IReferenceCounted::drop() for
more information. */
virtual IGUIElementFactory* getDefaultGUIElementFactory() const = 0;
//! Adds an element factory to the gui environment.
/** Use this to extend the gui environment with new element types which
it should be able to create automatically, for example when loading
data from xml files.
\param factoryToAdd Pointer to new factory. */
virtual void registerGUIElementFactory(IGUIElementFactory* factoryToAdd) = 0;
//! Get amount of registered gui element factories.
/** \return Amount of registered gui element factories. */
virtual u32 getRegisteredGUIElementFactoryCount() const = 0;
//! Get a gui element factory by index
/** \param index Index of the factory.
\return Factory at given index, or 0 if no such factory exists. */
virtual IGUIElementFactory* getGUIElementFactory(u32 index) const = 0;
//! Adds a GUI element by its name
/** Each factory is checked if it can create an element of the given
name. The first match will be created.
\param elementName Name of the element to be created.
\param parent Parent of the new element, if not 0.
\return New GUI element, or 0 if no such element exists. */
virtual IGUIElement* addGUIElement(const c8* elementName, IGUIElement* parent=0) = 0;
//! Saves the current gui into a file.
/** \param filename Name of the file.
\param start The GUIElement to start with. Root if 0.
\return True if saving succeeded, else false. */
virtual bool saveGUI(const io::path& filename, IGUIElement* start=0) = 0;
//! Saves the current gui into a file.
/** \param file The file to write to.
\param start The GUIElement to start with. Root if 0.
\return True if saving succeeded, else false. */
virtual bool saveGUI(io::IWriteFile* file, IGUIElement* start=0) = 0;
//! Loads the gui. Note that the current gui is not cleared before.
/** When a parent is set the elements will be added below the parent, the parent itself does not deserialize.
When the file contains skin-settings from the gui-environment those are always serialized into the
guienvironment independent of the parent setting.
\param filename Name of the file.
\param parent Parent for the loaded GUI, root if 0.
\return True if loading succeeded, else false. */
virtual bool loadGUI(const io::path& filename, IGUIElement* parent=0) = 0;
//! Loads the gui. Note that the current gui is not cleared before.
/** When a parent is set the elements will be added below the parent, the parent itself does not deserialize.
When the file contains skin-settings from the gui-environment those are always serialized into the
guienvironment independent of the parent setting.
\param file The file to load from.
\param parent Parent for the loaded GUI, root if 0.
\return True if loading succeeded, else false. */
virtual bool loadGUI(io::IReadFile* file, IGUIElement* parent=0) = 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
@ -624,7 +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).
@ -646,12 +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
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_FILE_OPEN_DIALOG_H_INCLUDED__
#define __I_GUI_FILE_OPEN_DIALOG_H_INCLUDED__
#pragma once
#include "IGUIElement.h"
#include "path.h"
@ -13,38 +12,33 @@ namespace irr
namespace gui
{
//! 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:
//! 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:
//! constructor
IGUIFileOpenDialog(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_FILE_OPEN_DIALOG, environment, parent, id, rectangle) {}
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;
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;
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;
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;
};
virtual const wchar_t *getDirectoryNameW() const = 0;
};
} // end namespace gui
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_FONT_H_INCLUDED__
#define __I_GUI_FONT_H_INCLUDED__
#pragma once
#include "IReferenceCounted.h"
#include "SColor.h"
@ -39,7 +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.
@ -48,30 +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.
@ -84,7 +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;
@ -94,11 +92,8 @@ 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
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_FONT_BITMAP_H_INCLUDED__
#define __I_GUI_FONT_BITMAP_H_INCLUDED__
#pragma once
#include "IGUIFont.h"
@ -11,18 +10,17 @@ namespace irr
{
namespace gui
{
class IGUISpriteBank;
class IGUISpriteBank;
//! Font interface.
class IGUIFontBitmap : public IGUIFont
{
public:
//! Returns the type of this font
virtual EGUI_FONT_TYPE getType() const _IRR_OVERRIDE_ { return EGFT_BITMAP; }
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;
@ -36,11 +34,8 @@ 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.
*/
virtual s32 getKerningWidth(const wchar_t* thisLetter=0, const wchar_t* previousLetter=0) const _IRR_OVERRIDE_ = 0;
s32 getKerningWidth(const wchar_t *thisLetter = 0, const wchar_t *previousLetter = 0) const override = 0;
};
} // end namespace gui
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_IMAGE_H_INCLUDED__
#define __I_GUI_IMAGE_H_INCLUDED__
#pragma once
#include "IGUIElement.h"
@ -11,24 +10,23 @@ 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) {}
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;
virtual void setImage(video::ITexture *image) = 0;
//! Gets the image texture
virtual video::ITexture* getImage() const = 0;
virtual video::ITexture *getImage() const = 0;
//! Sets the color of the image
/** \param color Color with which the image is drawn. If the color
@ -52,7 +50,7 @@ namespace gui
//! 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;
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. */
@ -66,7 +64,7 @@ namespace gui
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;
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;
@ -78,10 +76,7 @@ namespace gui
//! 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
#endif

View File

@ -1,8 +1,7 @@
// This file is part of the "Irrlicht Engine".
// written by Reinhard Ostermeier, reinhard@nospam.r-ostermeier.de
#ifndef __I_GUI_IMAGE_LIST_H_INCLUDED__
#define __I_GUI_IMAGE_LIST_H_INCLUDED__
#pragma once
#include "IGUIElement.h"
#include "rect.h"
@ -17,17 +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.
@ -40,6 +38,3 @@ public:
} // end namespace gui
} // end namespace irr
#endif

View File

@ -1,67 +0,0 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_IN_OUT_FADER_H_INCLUDED__
#define __I_GUI_IN_OUT_FADER_H_INCLUDED__
#include "IGUIElement.h"
#include "SColor.h"
namespace irr
{
namespace gui
{
//! Element for fading out or in
/** Here is a small example on how the class is used. In this example we fade
in from a total red screen in the beginning. As you can see, the fader is not
only useful for dramatic in and out fading, but also to show that the player
is hit in a first person shooter game for example.
\code
gui::IGUIInOutFader* fader = device->getGUIEnvironment()->addInOutFader();
fader->setColor(video::SColor(0,255,0,0));
fader->fadeIn(4000);
\endcode
*/
class IGUIInOutFader : public IGUIElement
{
public:
//! constructor
IGUIInOutFader(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_IN_OUT_FADER, environment, parent, id, rectangle) {}
//! Gets the color to fade out to or to fade in from.
virtual video::SColor getColor() const = 0;
//! Sets the color to fade out to or to fade in from.
/** \param color: Color to where it is faded out od from it is faded in. */
virtual void setColor(video::SColor color) = 0;
virtual void setColor(video::SColor source, video::SColor dest) = 0;
//! Starts the fade in process.
/** In the beginning the whole rect is drawn by the set color
(black by default) and at the end of the overgiven time the
color has faded out.
\param time: Time specifying how long it should need to fade in,
in milliseconds. */
virtual void fadeIn(u32 time) = 0;
//! Starts the fade out process.
/** In the beginning everything is visible, and at the end of
the time only the set color (black by the fault) will be drawn.
\param time: Time specifying how long it should need to fade out,
in milliseconds. */
virtual void fadeOut(u32 time) = 0;
//! Returns if the fade in or out process is done.
virtual bool isReady() const = 0;
};
} // end namespace gui
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_LIST_BOX_H_INCLUDED__
#define __I_GUI_LIST_BOX_H_INCLUDED__
#pragma once
#include "IGUIElement.h"
#include "SColor.h"
@ -12,14 +11,14 @@ namespace irr
{
namespace gui
{
class IGUISpriteBank;
class IGUIScrollBar;
class IGUISpriteBank;
class IGUIScrollBar;
//! Enumeration for listbox colors
enum EGUI_LISTBOX_COLOR
{
//! Enumeration for listbox colors
enum EGUI_LISTBOX_COLOR
{
//! Color of text
EGUI_LBC_TEXT=0,
EGUI_LBC_TEXT = 0,
//! Color of selected text
EGUI_LBC_TEXT_HIGHLIGHT,
//! Color of icon
@ -28,35 +27,34 @@ namespace gui
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:
//! 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) {}
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;
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;
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;
virtual u32 addItem(const wchar_t *text, s32 icon) = 0;
//! Removes an item from the list
virtual void removeItem(u32 index) = 0;
@ -73,7 +71,7 @@ namespace gui
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;
virtual void setSpriteBank(IGUISpriteBank *bank) = 0;
//! clears the list, deletes all items in the listbox
virtual void clear() = 0;
@ -115,28 +113,24 @@ namespace gui
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;
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;
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;
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;
virtual IGUIScrollBar *getVerticalScrollBar() const = 0;
};
} // end namespace gui
} // end namespace irr
#endif

View File

@ -1,53 +0,0 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_MESH_VIEWER_H_INCLUDED__
#define __I_GUI_MESH_VIEWER_H_INCLUDED__
#include "IGUIElement.h"
namespace irr
{
namespace video
{
class SMaterial;
} // end namespace video
namespace scene
{
class IAnimatedMesh;
} // end namespace scene
namespace gui
{
//! 3d mesh viewing GUI element.
class IGUIMeshViewer : public IGUIElement
{
public:
//! constructor
IGUIMeshViewer(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_MESH_VIEWER, environment, parent, id, rectangle) {}
//! Sets the mesh to be shown
virtual void setMesh(scene::IAnimatedMesh* mesh) = 0;
//! Gets the displayed mesh
virtual scene::IAnimatedMesh* getMesh() const = 0;
//! Sets the material
virtual void setMaterial(const video::SMaterial& material) = 0;
//! Gets the material
virtual const video::SMaterial& getMaterial() const = 0;
};
} // end namespace gui
} // end namespace irr
#endif

View File

@ -1,82 +0,0 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
// Written by Michael Zeilfelder
#ifndef I_GUI_PROFILER_H_INCLUDED__
#define I_GUI_PROFILER_H_INCLUDED__
#include "IGUIElement.h"
namespace irr
{
class IProfiler;
namespace gui
{
class IGUIFont;
//! Element to display profiler information
class IGUIProfiler : public IGUIElement
{
public:
//! constructor
/** \param profiler You can pass a custom profiler, but typically you can pass 0 in which cases it takes the global profiler from Irrlicht */
IGUIProfiler(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle, IProfiler* profiler = NULL)
: IGUIElement(EGUIET_PROFILER, environment, parent, id, rectangle)
{}
//! Show first page of profile data
/** \param includeOverview When true show the group-overview page, when false show the profile data of the first group */
virtual void firstPage(bool includeOverview=true) = 0;
//! Show next page of profile data
/** \param includeOverview Include the group-overview page */
virtual void nextPage(bool includeOverview=true) = 0;
//! Show previous page of profile data
/** \param includeOverview Include the group-overview page */
virtual void previousPage(bool includeOverview=true) = 0;
//! Try to show as many group-pages together as possible instead of showing at most one group per page.
/** \param groupsTogether When true show several groups on one page, when false show max. one group per page. Default is false. */
virtual void setShowGroupsTogether(bool groupsTogether) = 0;
//! Can several groups be displayed per page?
virtual bool getShowGroupsTogether() const = 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;
//! 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 whether to draw the background. By default disabled,
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;
//! Allows to freeze updates which makes it easier to read the numbers
/** Numbers are updated once when you switch pages. */
virtual void setFrozen(bool freeze) = 0;
//! Are updates currently frozen
virtual bool getFrozen() const = 0;
//! Filters prevents data that doesn't achieve the conditions from being displayed
virtual void setFilters(irr::u32 minCalls = 0, irr::u32 minTimeSum = 0, irr::f32 minTimeAverage = 0.f, irr::u32 minTimeMax = 0) = 0;
};
} // end namespace gui
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_SCROLL_BAR_H_INCLUDED__
#define __I_GUI_SCROLL_BAR_H_INCLUDED__
#pragma once
#include "IGUIElement.h"
@ -12,17 +11,16 @@ 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) {}
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;
@ -55,11 +53,7 @@ namespace gui
//! sets the current position of the scrollbar
virtual void setPos(s32 pos) = 0;
};
};
} // end namespace gui
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_SKIN_H_INCLUDED__
#define __I_GUI_SKIN_H_INCLUDED__
#pragma once
#include "IReferenceCounted.h"
#include "EGUIAlignment.h"
@ -14,23 +13,23 @@ namespace irr
{
namespace gui
{
class IGUIFont;
class IGUISpriteBank;
class IGUIElement;
class IGUIFont;
class IGUISpriteBank;
class IGUIElement;
//! Enumeration of available default skins.
/** To set one of the skins, use the following code, for example to set
the Windows classic skin:
\code
gui::IGUISkin* newskin = environment->createSkin(gui::EGST_WINDOWS_CLASSIC);
environment->setSkin(newskin);
newskin->drop();
\endcode
*/
enum EGUI_SKIN_TYPE
{
//! Enumeration of available default skins.
/** To set one of the skins, use the following code, for example to set
the Windows classic skin:
\code
gui::IGUISkin* newskin = environment->createSkin(gui::EGST_WINDOWS_CLASSIC);
environment->setSkin(newskin);
newskin->drop();
\endcode
*/
enum EGUI_SKIN_TYPE
{
//! Default windows look and feel
EGST_WINDOWS_CLASSIC=0,
EGST_WINDOWS_CLASSIC = 0,
//! Like EGST_WINDOWS_CLASSIC, but with metallic shaded windows and buttons
EGST_WINDOWS_METALLIC,
@ -43,11 +42,10 @@ namespace gui
//! this value is not used, it only specifies the number of skin types
EGST_COUNT
};
};
//! Names for gui element types
const c8* const GUISkinTypeNames[EGST_COUNT+1] =
{
//! Names for gui element types
const c8 *const GUISkinTypeNames[EGST_COUNT + 1] = {
"windowsClassic",
"windowsMetallic",
"burning",
@ -55,10 +53,9 @@ namespace gui
0,
};
//! Enumeration for skin colors
enum EGUI_DEFAULT_COLOR
{
//! Enumeration for skin colors
enum EGUI_DEFAULT_COLOR
{
//! Dark shadow for three-dimensional display elements.
EGDC_3D_DARK_SHADOW = 0,
//! Shadow color for three-dimensional display elements (for edges facing away from the light source).
@ -113,11 +110,10 @@ namespace gui
//! this value is not used, it only specifies the amount of default colors
//! available.
EGDC_COUNT
};
};
//! Names for default skin colors
const c8* const GUISkinColorNames[EGDC_COUNT+1] =
{
//! Names for default skin colors
const c8 *const GUISkinColorNames[EGDC_COUNT + 1] = {
"3DDarkShadow",
"3DShadow",
"3DFace",
@ -146,9 +142,9 @@ namespace gui
0,
};
//! Enumeration for default sizes.
enum EGUI_DEFAULT_SIZE
{
//! Enumeration for default sizes.
enum EGUI_DEFAULT_SIZE
{
//! default with / height of scrollbar. Also width of drop-down button in comboboxes.
EGDS_SCROLLBAR_SIZE = 0,
//! height of menu
@ -199,12 +195,10 @@ namespace gui
//! this value is not used, it only specifies the amount of default sizes
//! available.
EGDS_COUNT
};
};
//! Names for default skin sizes
const c8* const GUISkinSizeNames[EGDS_COUNT+1] =
{
//! Names for default skin sizes
const c8 *const GUISkinSizeNames[EGDS_COUNT + 1] = {
"ScrollBarSize",
"MenuHeight",
"WindowButtonWidth",
@ -228,12 +222,11 @@ namespace gui
"ButtonPressedTextOffsetY",
"ButtonPressedSpriteOffsetX",
"ButtonPressedSpriteOffsetY",
0
0,
};
enum EGUI_DEFAULT_TEXT
{
enum EGUI_DEFAULT_TEXT
{
//! Text for the OK button on a message box
EGDT_MSG_BOX_OK = 0,
//! Text for the Cancel button on a message box
@ -253,11 +246,10 @@ namespace gui
//! this value is not used, it only specifies the number of default texts
EGDT_COUNT
};
};
//! Names for default skin sizes
const c8* const GUISkinTextNames[EGDT_COUNT+1] =
{
//! Names for default skin sizes
const c8 *const GUISkinTextNames[EGDT_COUNT + 1] = {
"MessageBoxOkay",
"MessageBoxCancel",
"MessageBoxYes",
@ -266,12 +258,12 @@ namespace gui
"WindowButtonMaximize",
"WindowButtonMinimize",
"WindowButtonRestore",
0
0,
};
//! Customizable symbols for GUI
enum EGUI_DEFAULT_ICON
{
//! Customizable symbols for GUI
enum EGUI_DEFAULT_ICON
{
//! maximize window button
EGDI_WINDOW_MAXIMIZE = 0,
//! restore window button
@ -322,10 +314,9 @@ namespace gui
//! value not used, it only specifies the number of icons
EGDI_COUNT
};
};
const c8* const GUISkinIconNames[EGDI_COUNT+1] =
{
const c8 *const GUISkinIconNames[EGDI_COUNT + 1] = {
"windowMaximize",
"windowRestore",
"windowClose",
@ -349,14 +340,14 @@ namespace gui
"collapse",
"file",
"directory",
0
0,
};
// Customizable fonts
enum EGUI_DEFAULT_FONT
{
// Customizable fonts
enum EGUI_DEFAULT_FONT
{
//! For static text, edit boxes, lists and most other places
EGDF_DEFAULT=0,
EGDF_DEFAULT = 0,
//! Font for buttons
EGDF_BUTTON,
//! Font for window title bars
@ -368,23 +359,21 @@ namespace gui
//! this value is not used, it only specifies the amount of default fonts
//! available.
EGDF_COUNT
};
};
const c8* const GUISkinFontNames[EGDF_COUNT+1] =
{
const c8 *const GUISkinFontNames[EGDF_COUNT + 1] = {
"defaultFont",
"buttonFont",
"windowFont",
"menuFont",
"tooltipFont",
0
0,
};
//! A skin modifies the look of the GUI elements.
class IGUISkin : virtual public IReferenceCounted
{
public:
//! A skin modifies the look of the GUI elements.
class IGUISkin : virtual public IReferenceCounted
{
public:
//! returns default color
virtual video::SColor getColor(EGUI_DEFAULT_COLOR color) const = 0;
@ -397,27 +386,27 @@ namespace gui
//! Returns a default text.
/** For example for Message box button captions:
"OK", "Cancel", "Yes", "No" and so on. */
virtual const wchar_t* getDefaultText(EGUI_DEFAULT_TEXT text) const = 0;
virtual const wchar_t *getDefaultText(EGUI_DEFAULT_TEXT text) const = 0;
//! Sets a default text.
/** For example for Message box button captions:
"OK", "Cancel", "Yes", "No" and so on. */
virtual void setDefaultText(EGUI_DEFAULT_TEXT which, const wchar_t* newText) = 0;
virtual void setDefaultText(EGUI_DEFAULT_TEXT which, const wchar_t *newText) = 0;
//! sets a default size
virtual void setSize(EGUI_DEFAULT_SIZE which, s32 size) = 0;
//! returns the default font
virtual IGUIFont* getFont(EGUI_DEFAULT_FONT which=EGDF_DEFAULT) const = 0;
virtual IGUIFont *getFont(EGUI_DEFAULT_FONT which = EGDF_DEFAULT) const = 0;
//! sets a default font
virtual void setFont(IGUIFont* font, EGUI_DEFAULT_FONT which=EGDF_DEFAULT) = 0;
virtual void setFont(IGUIFont *font, EGUI_DEFAULT_FONT which = EGDF_DEFAULT) = 0;
//! returns the sprite bank
virtual IGUISpriteBank* getSpriteBank() const = 0;
virtual IGUISpriteBank *getSpriteBank() const = 0;
//! sets the sprite bank
virtual void setSpriteBank(IGUISpriteBank* bank) = 0;
virtual void setSpriteBank(IGUISpriteBank *bank) = 0;
//! Returns a default icon
/** Returns the sprite index within the sprite bank */
@ -439,9 +428,9 @@ namespace gui
implementations to find out how to draw the part exactly.
\param rect: Defining area where to draw.
\param clip: Clip area. */
virtual void draw3DButtonPaneStandard(IGUIElement* element,
const core::rect<s32>& rect,
const core::rect<s32>* clip=0) = 0;
virtual void draw3DButtonPaneStandard(IGUIElement *element,
const core::rect<s32> &rect,
const core::rect<s32> *clip = 0) = 0;
//! draws a pressed 3d button pane
/** Used for drawing for example buttons in pressed state.
@ -452,9 +441,9 @@ namespace gui
implementations to find out how to draw the part exactly.
\param rect: Defining area where to draw.
\param clip: Clip area. */
virtual void draw3DButtonPanePressed(IGUIElement* element,
const core::rect<s32>& rect,
const core::rect<s32>* clip=0) = 0;
virtual void draw3DButtonPanePressed(IGUIElement *element,
const core::rect<s32> &rect,
const core::rect<s32> *clip = 0) = 0;
//! draws a sunken 3d pane
/** Used for drawing the background of edit, combo or check boxes.
@ -468,10 +457,10 @@ namespace gui
color or not be drawn at all.
\param rect: Defining area where to draw.
\param clip: Clip area. */
virtual void draw3DSunkenPane(IGUIElement* element,
virtual void draw3DSunkenPane(IGUIElement *element,
video::SColor bgcolor, bool flat, bool fillBackGround,
const core::rect<s32>& rect,
const core::rect<s32>* clip=0) = 0;
const core::rect<s32> &rect,
const core::rect<s32> *clip = 0) = 0;
//! draws a window background
/** Used for drawing the background of dialogs and windows.
@ -487,11 +476,11 @@ namespace gui
That is the area without borders and without titlebar.
\return Returns rect where it would be good to draw title bar text. This will
work even when checkClientArea is set to a non-null value.*/
virtual core::rect<s32> draw3DWindowBackground(IGUIElement* element,
virtual core::rect<s32> draw3DWindowBackground(IGUIElement *element,
bool drawTitleBar, video::SColor titleBarColor,
const core::rect<s32>& rect,
const core::rect<s32>* clip=0,
core::rect<s32>* checkClientArea=0) = 0;
const core::rect<s32> &rect,
const core::rect<s32> *clip = 0,
core::rect<s32> *checkClientArea = 0) = 0;
//! draws a standard 3d menu pane
/** Used for drawing for menus and context menus.
@ -502,9 +491,9 @@ namespace gui
implementations to find out how to draw the part exactly.
\param rect: Defining area where to draw.
\param clip: Clip area. */
virtual void draw3DMenuPane(IGUIElement* element,
const core::rect<s32>& rect,
const core::rect<s32>* clip=0) = 0;
virtual void draw3DMenuPane(IGUIElement *element,
const core::rect<s32> &rect,
const core::rect<s32> *clip = 0) = 0;
//! draws a standard 3d tool bar
/** Used for drawing for toolbars and menus.
@ -513,9 +502,9 @@ namespace gui
implementations to find out how to draw the part exactly.
\param rect: Defining area where to draw.
\param clip: Clip area. */
virtual void draw3DToolBar(IGUIElement* element,
const core::rect<s32>& rect,
const core::rect<s32>* clip=0) = 0;
virtual void draw3DToolBar(IGUIElement *element,
const core::rect<s32> &rect,
const core::rect<s32> *clip = 0) = 0;
//! draws a tab button
/** Used for drawing for tab buttons on top of tabs.
@ -526,8 +515,8 @@ namespace gui
\param rect: Defining area where to draw.
\param clip: Clip area.
\param alignment Alignment of GUI element. */
virtual void draw3DTabButton(IGUIElement* element, bool active,
const core::rect<s32>& rect, const core::rect<s32>* clip=0, gui::EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT) = 0;
virtual void draw3DTabButton(IGUIElement *element, bool active,
const core::rect<s32> &rect, const core::rect<s32> *clip = 0, gui::EGUI_ALIGNMENT alignment = EGUIA_UPPERLEFT) = 0;
//! draws a tab control body
/** \param element: Pointer to the element which wishes to draw this. This parameter
@ -539,8 +528,8 @@ namespace gui
\param clip: Clip area.
\param tabHeight Height of tab.
\param alignment Alignment of GUI element. */
virtual void draw3DTabBody(IGUIElement* element, bool border, bool background,
const core::rect<s32>& rect, const core::rect<s32>* clip=0, s32 tabHeight=-1, gui::EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT ) = 0;
virtual void draw3DTabBody(IGUIElement *element, bool border, bool background,
const core::rect<s32> &rect, const core::rect<s32> *clip = 0, s32 tabHeight = -1, gui::EGUI_ALIGNMENT alignment = EGUIA_UPPERLEFT) = 0;
//! draws an icon, usually from the skin's sprite bank
/** \param element: Pointer to the element which wishes to draw this icon.
@ -552,9 +541,9 @@ namespace gui
\param currenttime: The present time, used to calculate the frame number
\param loop: Whether the animation should loop or not
\param clip: Clip area. */
virtual void drawIcon(IGUIElement* element, EGUI_DEFAULT_ICON icon,
const core::position2di position, u32 starttime=0, u32 currenttime=0,
bool loop=false, const core::rect<s32>* clip=0) = 0;
virtual void drawIcon(IGUIElement *element, EGUI_DEFAULT_ICON icon,
const core::position2di position, u32 starttime = 0, u32 currenttime = 0,
bool loop = false, const core::rect<s32> *clip = 0) = 0;
//! draws a 2d rectangle.
/** \param element: Pointer to the element which wishes to draw this icon.
@ -565,16 +554,12 @@ namespace gui
\param pos: Position of the rectangle.
\param clip: Pointer to rectangle against which the rectangle will be clipped.
If the pointer is null, no clipping will be performed. */
virtual void draw2DRectangle(IGUIElement* element, const video::SColor &color,
const core::rect<s32>& pos, const core::rect<s32>* clip = 0) = 0;
virtual void draw2DRectangle(IGUIElement *element, const video::SColor &color,
const core::rect<s32> &pos, const core::rect<s32> *clip = 0) = 0;
//! get the type of this skin
virtual EGUI_SKIN_TYPE getType() const { return EGST_UNKNOWN; }
};
};
} // end namespace gui
} // end namespace irr
#endif

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@ -1,92 +0,0 @@
// Copyright (C) 2006-2012 Michael Zeilfelder
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_SPIN_BOX_H_INCLUDED__
#define __I_GUI_SPIN_BOX_H_INCLUDED__
#include "IGUIElement.h"
namespace irr
{
namespace gui
{
class IGUIEditBox;
//! Enumeration bitflag for when to validate the text typed into the spinbox
//! Default used by Irrlicht is: (EGUI_SBV_ENTER|EGUI_SBV_LOSE_FOCUS)
enum EGUI_SPINBOX_VALIDATION
{
//! Does not validate typed text, probably a bad idea setting this usually.
EGUI_SBV_NEVER = 0,
//! Validate on each change. Was default up to Irrlicht 1.8
EGUI_SBV_CHANGE = 1,
//! Validate when enter was pressed
EGUI_SBV_ENTER = 2,
//! Validate when the editbox loses the focus
EGUI_SBV_LOSE_FOCUS = 4
};
//! Single line edit box + spin buttons
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
\li EGET_SPINBOX_CHANGED
*/
class IGUISpinBox : public IGUIElement
{
public:
//! constructor
IGUISpinBox(IGUIEnvironment* environment, IGUIElement* parent,
s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_SPIN_BOX, environment, parent, id, rectangle) {}
//! Access the edit box used in the spin control
virtual IGUIEditBox* getEditBox() const = 0;
//! set the current value of the spinbox
/** \param val: value to be set in the spinbox */
virtual void setValue(f32 val) = 0;
//! Get the current value of the spinbox
virtual f32 getValue() const = 0;
//! set the range of values which can be used in the spinbox
/** \param min: minimum value
\param max: maximum value */
virtual void setRange(f32 min, f32 max) = 0;
//! get the minimum value which can be used in the spinbox
virtual f32 getMin() const = 0;
//! get the maximum value which can be used in the spinbox
virtual f32 getMax() const = 0;
//! Step size by which values are changed when pressing the spinbuttons
/** The step size also determines the number of decimal places to display
\param step: stepsize used for value changes when pressing spinbuttons */
virtual void setStepSize(f32 step=1.f) = 0;
//! Sets the number of decimal places to display.
//! Note that this also rounds the range to the same number of decimal places.
/** \param places: The number of decimal places to display, use -1 to reset */
virtual void setDecimalPlaces(s32 places) = 0;
//! get the current step size
virtual f32 getStepSize() const = 0;
//! Sets when the spinbox has to validate entered text.
/** \param validateOn Can be any combination of EGUI_SPINBOX_VALIDATION bit flags */
virtual void setValidateOn(u32 validateOn) = 0;
//! Gets when the spinbox has to validate entered text.
/** \return A combination of EGUI_SPINBOX_VALIDATION bit flags */
virtual u32 getValidateOn() const = 0;
};
} // end namespace gui
} // end namespace irr
#endif // __I_GUI_SPIN_BOX_H_INCLUDED__

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_SPRITE_BANK_H_INCLUDED__
#define __I_GUI_SPRITE_BANK_H_INCLUDED__
#pragma once
#include "IReferenceCounted.h"
#include "irrArray.h"
@ -15,7 +14,7 @@ namespace irr
namespace video
{
class ITexture;
class ITexture;
} // end namespace video
namespace gui
@ -25,12 +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)
{
}
@ -45,8 +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);
}
@ -55,37 +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;
@ -103,11 +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
/**
@ -120,23 +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
#endif // __I_GUI_SPRITE_BANK_H_INCLUDED__

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_STATIC_TEXT_H_INCLUDED__
#define __I_GUI_STATIC_TEXT_H_INCLUDED__
#pragma once
#include "IGUIElement.h"
#include "SColor.h"
@ -12,30 +11,29 @@ namespace irr
{
namespace gui
{
class IGUIFont;
//! Multi or single line text label.
class IGUIStaticText : public IGUIElement
{
public:
class IGUIFont;
//! 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) {}
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;
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;
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;
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
@ -88,9 +86,9 @@ namespace gui
//! Sets text justification mode
/** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
EGUIA_LOWEERRIGHT for right justified, or EGUIA_CENTER for centered text.
EGUIA_LOWERRIGHT for right justified, or EGUIA_CENTER for centered text.
\param vertical: EGUIA_UPPERLEFT to align with top edge (default),
EGUIA_LOWEERRIGHT for bottom edge, or EGUIA_CENTER for centered text. */
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.
@ -129,11 +127,7 @@ namespace gui
//! 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
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_TAB_CONTROL_H_INCLUDED__
#define __I_GUI_TAB_CONTROL_H_INCLUDED__
#pragma once
#include "IGUIElement.h"
#include "SColor.h"
@ -13,31 +12,30 @@ namespace irr
{
namespace gui
{
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:
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:
//! constructor
IGUITabControl(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_TAB_CONTROL, environment, parent, id, rectangle) {}
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;
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;
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;
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.
@ -49,7 +47,7 @@ namespace gui
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;
virtual s32 insertTab(s32 idx, IGUITab *tab, bool serializationMode = false) = 0;
//! Removes a tab from the tabcontrol
virtual void removeTab(s32 idx) = 0;
@ -64,7 +62,7 @@ namespace gui
/** \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;
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
@ -91,55 +89,45 @@ namespace gui
virtual s32 getTabAt(s32 xpos, s32 ypos) const = 0;
//! Set the height of the tabs
virtual void setTabHeight( s32 height ) = 0;
virtual void setTabHeight(s32 height) = 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;
virtual void setTabMaxWidth(s32 width) = 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;
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;
//! Set the extra width added to tabs on each side of the text
virtual void setTabExtraWidth( s32 extraWidth ) = 0;
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;
};
//! 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:
};
//! 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) {}
//! Returns zero based index of tab if in tabcontrol.
/** \deprecated Deprecated in 1.9, use IGUITabControl::getTabIndex instead*/
_IRR_DEPRECATED_ virtual s32 getNumber() const
{
if (Parent && Parent->getType() == EGUIET_TAB_CONTROL)
return static_cast<IGUITabControl*>(Parent)->getTabIndex(this);
return -1;
}
IGUITab(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) :
IGUIElement(EGUIET_TAB, environment, parent, id, rectangle) {}
//! sets if the tab should draw its background
virtual void setDrawBackground(bool draw=true) = 0;
virtual void setDrawBackground(bool draw = true) = 0;
//! sets the color of the background, if it should be drawn.
virtual void setBackgroundColor(video::SColor c) = 0;
@ -155,10 +143,7 @@ namespace gui
//! gets the color of the text
virtual video::SColor getTextColor() const = 0;
};
};
} // end namespace gui
} // end namespace irr
#endif

View File

@ -1,235 +0,0 @@
// Copyright (C) 2003-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_TABLE_H_INCLUDED__
#define __I_GUI_TABLE_H_INCLUDED__
#include "IGUIElement.h"
#include "SColor.h"
namespace irr
{
namespace gui
{
class IGUIFont;
class IGUIScrollBar;
//! modes for ordering used when a column header is clicked
enum EGUI_COLUMN_ORDERING
{
//! Do not use ordering
EGCO_NONE,
//! Send a EGET_TABLE_HEADER_CHANGED message when a column header is clicked.
EGCO_CUSTOM,
//! Sort it ascending by it's ascii value like: a,b,c,...
EGCO_ASCENDING,
//! Sort it descending by it's ascii value like: z,x,y,...
EGCO_DESCENDING,
//! Sort it ascending on first click, descending on next, etc
EGCO_FLIP_ASCENDING_DESCENDING,
//! Not used as mode, only to get maximum value for this enum
EGCO_COUNT
};
//! Names for EGUI_COLUMN_ORDERING types
const c8* const GUIColumnOrderingNames[] =
{
"none",
"custom",
"ascend",
"descend",
"ascend_descend",
0,
};
enum EGUI_ORDERING_MODE
{
//! No element ordering
EGOM_NONE,
//! Elements are ordered from the smallest to the largest.
EGOM_ASCENDING,
//! Elements are ordered from the largest to the smallest.
EGOM_DESCENDING,
//! this value is not used, it only specifies the amount of default ordering types
//! available.
EGOM_COUNT
};
const c8* const GUIOrderingModeNames[] =
{
"none",
"ascending",
"descending",
0
};
enum EGUI_TABLE_DRAW_FLAGS
{
EGTDF_ROWS = 1,
EGTDF_COLUMNS = 2,
EGTDF_ACTIVE_ROW = 4,
EGTDF_COUNT
};
//! Default list box GUI element.
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
\li EGET_TABLE_CHANGED
\li EGET_TABLE_SELECTED_AGAIN
\li EGET_TABLE_HEADER_CHANGED
*/
class IGUITable : public IGUIElement
{
public:
//! constructor
IGUITable(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_TABLE, environment, parent, id, rectangle) {}
//! Adds a column
/** If columnIndex is outside the current range, do push new column at the end */
virtual void addColumn(const wchar_t* caption, s32 columnIndex=-1) = 0;
//! remove a column from the table
virtual void removeColumn(u32 columnIndex) = 0;
//! Returns the number of columns in the table control
virtual s32 getColumnCount() const = 0;
//! Makes a column active. This will trigger an ordering process.
/** \param idx: The id of the column to make active or a negative number to make non active.
\param doOrder: Do also the ordering which depending on mode for active column
\return True when the column could be set active (aka - it did exist). */
virtual bool setActiveColumn(s32 idx, bool doOrder=false) = 0;
//! Returns which header is currently active
virtual s32 getActiveColumn() const = 0;
//! Returns the ordering used by the currently active column
virtual EGUI_ORDERING_MODE getActiveColumnOrdering() const = 0;
//! Set the width of a column
virtual void setColumnWidth(u32 columnIndex, u32 width) = 0;
//! Get the width of a column
virtual u32 getColumnWidth(u32 columnIndex) const = 0;
//! columns can be resized by drag 'n drop
virtual void setResizableColumns(bool resizable) = 0;
//! can columns be resized by drag 'n drop?
virtual bool hasResizableColumns() const = 0;
//! This tells the table control which ordering mode should be used when a column header is clicked.
/** \param columnIndex The index of the column header.
\param mode: One of the modes defined in EGUI_COLUMN_ORDERING */
virtual void setColumnOrdering(u32 columnIndex, EGUI_COLUMN_ORDERING mode) = 0;
//! Returns which row is currently selected
virtual s32 getSelected() const = 0;
//! set which row is currently selected
virtual void setSelected( s32 index ) = 0;
//! Get amount of rows in the tabcontrol
virtual s32 getRowCount() const = 0;
//! adds a row to the table
/** \param rowIndex Zero based index of rows. The row will be
inserted at this position, if a row already exist there, it
will be placed after it. If the row is larger than the actual
number of row by more than one, it won't be created. Note that
if you create a row that's not at the end, there might be
performance issues.
\return index of inserted row. */
virtual u32 addRow(u32 rowIndex) = 0;
//! Remove a row from the table
virtual void removeRow(u32 rowIndex) = 0;
//! clears the table rows, but keeps the columns intact
virtual void clearRows() = 0;
//! Swap two row positions.
virtual void swapRows(u32 rowIndexA, u32 rowIndexB) = 0;
//! This tells the table to start ordering all the rows.
/** You need to explicitly tell the table to re order the rows
when a new row is added or the cells data is changed. This
makes the system more flexible and doesn't make you pay the
cost of ordering when adding a lot of rows.
\param columnIndex: When set to -1 the active column is used.
\param mode Ordering mode of the rows. */
virtual void orderRows(s32 columnIndex=-1, EGUI_ORDERING_MODE mode=EGOM_NONE) = 0;
//! Set the text of a cell
virtual void setCellText(u32 rowIndex, u32 columnIndex, const core::stringw& text) = 0;
//! Set the text of a cell, and set a color of this cell.
virtual void setCellText(u32 rowIndex, u32 columnIndex, const core::stringw& text, video::SColor color) = 0;
//! Set the data of a cell
virtual void setCellData(u32 rowIndex, u32 columnIndex, void *data) = 0;
//! Set the color of a cell text
virtual void setCellColor(u32 rowIndex, u32 columnIndex, video::SColor color) = 0;
//! Get the text of a cell
virtual const wchar_t* getCellText(u32 rowIndex, u32 columnIndex ) const = 0;
//! Get the data of a cell
virtual void* getCellData(u32 rowIndex, u32 columnIndex ) const = 0;
//! clears the table, deletes all items in the table
virtual void clear() = 0;
//! Set flags, as defined in ::EGUI_TABLE_DRAW_FLAGS, which influence the layout
virtual void setDrawFlags(s32 flags) = 0;
//! Get the flags, as defined in ::EGUI_TABLE_DRAW_FLAGS, which influence the layout
virtual s32 getDrawFlags() const = 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;
//! 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 height of items/rows
virtual s32 getItemHeight() const = 0;
//! Access the vertical scrollbar
virtual IGUIScrollBar* getVerticalScrollBar() const = 0;
//! Access the horizontal scrollbar
virtual IGUIScrollBar* getHorizontalScrollBar() const = 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;
};
} // end namespace gui
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_TOOL_BAR_H_INCLUDED__
#define __I_GUI_TOOL_BAR_H_INCLUDED__
#pragma once
#include "IGUIElement.h"
@ -11,30 +10,25 @@ namespace irr
{
namespace video
{
class ITexture;
class ITexture;
} // end namespace video
namespace gui
{
class IGUIButton;
//! Stays at the top of its parent like the menu bar and contains tool buttons
class IGUIToolBar : public IGUIElement
{
public:
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) {}
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;
};
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
#endif

View File

@ -1,298 +0,0 @@
// written by Reinhard Ostermeier, reinhard@nospam.r-ostermeier.de
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_TREE_VIEW_H_INCLUDED__
#define __I_GUI_TREE_VIEW_H_INCLUDED__
#include "IGUIElement.h"
#include "IGUIImageList.h"
#include "irrTypes.h"
namespace irr
{
namespace gui
{
class IGUIFont;
class IGUITreeView;
class IGUIScrollBar;
//! Node for gui tree view
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
\li EGET_TREEVIEW_NODE_EXPAND
\li EGET_TREEVIEW_NODE_COLLAPS
\li EGET_TREEVIEW_NODE_DESELECT
\li EGET_TREEVIEW_NODE_SELECT
*/
class IGUITreeViewNode : public IReferenceCounted
{
public:
//! returns the owner (tree view) of this node
virtual IGUITreeView* getOwner() const = 0;
//! Returns the parent node of this node.
/** For the root node this will return 0. */
virtual IGUITreeViewNode* getParent() const = 0;
//! returns the text of the node
virtual const wchar_t* getText() const = 0;
//! sets the text of the node
virtual void setText( const wchar_t* text ) = 0;
//! returns the icon text of the node
virtual const wchar_t* getIcon() const = 0;
//! sets the icon text of the node
virtual void setIcon( const wchar_t* icon ) = 0;
//! returns the image index of the node
virtual u32 getImageIndex() const = 0;
//! sets the image index of the node
virtual void setImageIndex( u32 imageIndex ) = 0;
//! returns the image index of the node
virtual u32 getSelectedImageIndex() const = 0;
//! sets the image index of the node
virtual void setSelectedImageIndex( u32 imageIndex ) = 0;
//! returns the user data (void*) of this node
virtual void* getData() const = 0;
//! sets the user data (void*) of this node
virtual void setData( void* data ) = 0;
//! returns the user data2 (IReferenceCounted) of this node
virtual IReferenceCounted* getData2() const = 0;
//! sets the user data2 (IReferenceCounted) of this node
virtual void setData2( IReferenceCounted* data ) = 0;
//! returns the child item count
virtual u32 getChildCount() const = 0;
//! removes all children (recursive) from this node
virtual void clearChildren() = 0;
//! removes all children (recursive) from this node
/** \deprecated Deprecated in 1.8, use clearChildren() instead.
This method may be removed by Irrlicht 1.9 */
_IRR_DEPRECATED_ void clearChilds()
{
return clearChildren();
}
//! returns true if this node has child nodes
virtual bool hasChildren() const = 0;
//! returns true if this node has child nodes
/** \deprecated Deprecated in 1.8, use hasChildren() instead.
This method may be removed by Irrlicht 1.9 */
_IRR_DEPRECATED_ bool hasChilds() const
{
return hasChildren();
}
//! Adds a new node behind the last child node.
/** \param text text of the new node
\param icon icon text of the new node
\param imageIndex index of the image for the new node (-1 = none)
\param selectedImageIndex index of the selected image for the new node (-1 = same as imageIndex)
\param data user data (void*) of the new node
\param data2 user data2 (IReferenceCounted*) of the new node
\return The new node
*/
virtual IGUITreeViewNode* addChildBack(
const wchar_t* text, const wchar_t* icon = 0,
s32 imageIndex=-1, s32 selectedImageIndex=-1,
void* data=0, IReferenceCounted* data2=0) =0;
//! Adds a new node before the first child node.
/** \param text text of the new node
\param icon icon text of the new node
\param imageIndex index of the image for the new node (-1 = none)
\param selectedImageIndex index of the selected image for the new node (-1 = same as imageIndex)
\param data user data (void*) of the new node
\param data2 user data2 (IReferenceCounted*) of the new node
\return The new node
*/
virtual IGUITreeViewNode* addChildFront(
const wchar_t* text, const wchar_t* icon = 0,
s32 imageIndex=-1, s32 selectedImageIndex=-1,
void* data=0, IReferenceCounted* data2=0 ) =0;
//! Adds a new node behind the other node.
/** The other node has also to be a child node from this node.
\param other Node to insert after
\param text text of the new node
\param icon icon text of the new node
\param imageIndex index of the image for the new node (-1 = none)
\param selectedImageIndex index of the selected image for the new node (-1 = same as imageIndex)
\param data user data (void*) of the new node
\param data2 user data2 (IReferenceCounted*) of the new node
\return The new node or 0 if other is no child node from this
*/
virtual IGUITreeViewNode* insertChildAfter(
IGUITreeViewNode* other,
const wchar_t* text, const wchar_t* icon = 0,
s32 imageIndex=-1, s32 selectedImageIndex=-1,
void* data=0, IReferenceCounted* data2=0) =0;
//! Adds a new node before the other node.
/** The other node has also to be a child node from this node.
\param other Node to insert before
\param text text of the new node
\param icon icon text of the new node
\param imageIndex index of the image for the new node (-1 = none)
\param selectedImageIndex index of the selected image for the new node (-1 = same as imageIndex)
\param data user data (void*) of the new node
\param data2 user data2 (IReferenceCounted*) of the new node
\return The new node or 0 if other is no child node from this
*/
virtual IGUITreeViewNode* insertChildBefore(
IGUITreeViewNode* other,
const wchar_t* text, const wchar_t* icon = 0,
s32 imageIndex=-1, s32 selectedImageIndex=-1,
void* data=0, IReferenceCounted* data2=0) = 0;
//! Return the first child node from this node.
/** \return The first child node or 0 if this node has no children. */
virtual IGUITreeViewNode* getFirstChild() const = 0;
//! Return the last child node from this node.
/** \return The last child node or 0 if this node has no children. */
virtual IGUITreeViewNode* getLastChild() const = 0;
//! Returns the previous sibling node from this node.
/** \return The previous sibling node from this node or 0 if this is
the first node from the parent node.
*/
virtual IGUITreeViewNode* getPrevSibling() const = 0;
//! Returns the next sibling node from this node.
/** \return The next sibling node from this node or 0 if this is
the last node from the parent node.
*/
virtual IGUITreeViewNode* getNextSibling() const = 0;
//! Returns the next visible (expanded, may be out of scrolling) node from this node.
/** \return The next visible node from this node or 0 if this is
the last visible node. */
virtual IGUITreeViewNode* getNextVisible() const = 0;
//! Deletes a child node.
/** \return Returns true if the node was found as a child and is deleted. */
virtual bool deleteChild( IGUITreeViewNode* child ) = 0;
//! Moves a child node one position up.
/** \return True if the node was found as a child node and was not already the first child. */
virtual bool moveChildUp( IGUITreeViewNode* child ) = 0;
//! Moves a child node one position down.
/** \return True if the node was found as a child node and was not already the last child. */
virtual bool moveChildDown( IGUITreeViewNode* child ) = 0;
//! Returns true if the node is expanded (children are visible).
virtual bool getExpanded() const = 0;
//! Sets if the node is expanded.
virtual void setExpanded( bool expanded ) = 0;
//! Returns true if the node is currently selected.
virtual bool getSelected() const = 0;
//! Sets this node as selected.
virtual void setSelected( bool selected ) = 0;
//! Returns true if this node is the root node.
virtual bool isRoot() const = 0;
//! Returns the level of this node.
/** The root node has level 0. Direct children of the root has level 1 ... */
virtual s32 getLevel() const = 0;
//! Returns true if this node is visible (all parents are expanded).
virtual bool isVisible() const = 0;
};
//! Default tree view GUI element.
/** Displays a windows like tree buttons to expand/collapse the child
nodes of an node and optional tree lines. Each node consists of an
text, an icon text and a void pointer for user data. */
class IGUITreeView : public IGUIElement
{
public:
//! constructor
IGUITreeView(IGUIEnvironment* environment, IGUIElement* parent,
s32 id, core::rect<s32> rectangle)
: IGUIElement( EGUIET_TREE_VIEW, environment, parent, id, rectangle ) {}
//! returns the root node (not visible) from the tree.
virtual IGUITreeViewNode* getRoot() const = 0;
//! returns the selected node of the tree or 0 if none is selected
virtual IGUITreeViewNode* getSelected() const = 0;
//! returns true if the tree lines are visible
virtual bool getLinesVisible() const = 0;
//! sets if the tree lines are visible
/** \param visible true for visible, false for invisible */
virtual void setLinesVisible( bool visible ) = 0;
//! Sets the font which should be used as icon font.
/** This font is set to the Irrlicht engine built-in-font by
default. Icons can be displayed in front of every list item.
An icon is a string, displayed with the icon font. When using
the build-in-font of the Irrlicht engine as icon font, the icon
strings defined in GUIIcons.h can be used.
*/
virtual void setIconFont( IGUIFont* font ) = 0;
//! Sets a skin independent font.
/** \param font: New font to set or 0 to use the skin-font. */
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;
//! Get the font which is used for drawing
/** This is the override font when one is set and the
font of the skin otherwise. */
virtual IGUIFont* getActiveFont() const = 0;
//! Sets the image list which should be used for the image and selected image of every node.
/** The default is 0 (no images). */
virtual void setImageList( IGUIImageList* imageList ) = 0;
//! Returns the image list which is used for the nodes.
virtual IGUIImageList* getImageList() const = 0;
//! Sets if the image is left of the icon. Default is true.
virtual void setImageLeftOfIcon( bool bLeftOf ) = 0;
//! Returns if the Image is left of the icon. Default is true.
virtual bool getImageLeftOfIcon() const = 0;
//! Returns the node which is associated to the last event.
/** This pointer is only valid inside the OnEvent call! */
virtual IGUITreeViewNode* getLastEventNode() const = 0;
//! Access the vertical scrollbar
virtual IGUIScrollBar* getVerticalScrollBar() const = 0;
//! Access the horizontal scrollbar
virtual IGUIScrollBar* getHorizontalScrollBar() const = 0;
};
} // end namespace gui
} // end namespace irr
#endif

View File

@ -1,74 +0,0 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_WINDOW_H_INCLUDED__
#define __I_GUI_WINDOW_H_INCLUDED__
#include "IGUIElement.h"
#include "EMessageBoxFlags.h"
namespace irr
{
namespace gui
{
class IGUIButton;
//! Default moveable window GUI element with border, caption and close icons.
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
\li EGET_ELEMENT_CLOSED
*/
class IGUIWindow : public IGUIElement
{
public:
//! constructor
IGUIWindow(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_WINDOW, environment, parent, id, rectangle) {}
//! Returns pointer to the close button
/** You can hide the button by calling setVisible(false) on the result. */
virtual IGUIButton* getCloseButton() const = 0;
//! Returns pointer to the minimize button
/** You can hide the button by calling setVisible(false) on the result. */
virtual IGUIButton* getMinimizeButton() const = 0;
//! Returns pointer to the maximize button
/** You can hide the button by calling setVisible(false) on the result. */
virtual IGUIButton* getMaximizeButton() const = 0;
//! Returns true if the window can be dragged with the mouse, false if not
virtual bool isDraggable() const = 0;
//! Sets whether the window can be dragged by the mouse
virtual void setDraggable(bool draggable) = 0;
//! Set if the window background will be drawn
virtual void setDrawBackground(bool draw) = 0;
//! Get if the window background will be drawn
virtual bool getDrawBackground() const = 0;
//! Set if the window titlebar will be drawn
//! Note: If the background is not drawn, then the titlebar is automatically also not drawn
virtual void setDrawTitlebar(bool draw) = 0;
//! Get if the window titlebar will be drawn
virtual bool getDrawTitlebar() const = 0;
//! Returns the rectangle of the drawable area (without border and without titlebar)
/** The coordinates are given relative to the top-left position of the gui element.<br>
So to get absolute positions you have to add the resulting rectangle to getAbsolutePosition().UpperLeftCorner.<br>
To get it relative to the parent element you have to add the resulting rectangle to getRelativePosition().UpperLeftCorner.
Beware that adding a menu will not change the clientRect as menus are own gui elements, so in that case you might want to subtract
the menu area additionally. */
virtual core::rect<s32> getClientRect() const = 0;
};
} // end namespace gui
} // end namespace irr
#endif

View File

@ -2,15 +2,13 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_IMAGE_H_INCLUDED__
#define __I_IMAGE_H_INCLUDED__
#pragma once
#include "IReferenceCounted.h"
#include "position2d.h"
#include "rect.h"
#include "SColor.h"
#include "irrAllocator.h"
#include <string.h>
#include <cstring>
namespace irr
{
@ -25,13 +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) :
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)
#if defined(IRRLICHT_sRGB)
,Format_sRGB(1)
#endif
{
BytesPerPixel = getBitsPerPixelFromFormat(Format) / 8;
Pitch = BytesPerPixel * Size.Width;
@ -44,7 +38,7 @@ public:
delete[] Data;
if (DeleteMipMapsMemory)
Allocator.deallocate(MipMapsData);
delete[] MipMapsData;
}
//! Returns the color format
@ -53,20 +47,8 @@ public:
return Format;
}
#if defined(IRRLICHT_sRGB)
//! Texture is linear/sRGB (should be part of ColorFormat: default yes)
int get_sRGB() const
{
return Format_sRGB;
}
void set_sRGB(int val)
{
Format_sRGB = val;
}
#endif
//! Returns width and height of image data.
const core::dimension2d<u32>& getDimension() const
const core::dimension2d<u32> &getDimension() const
{
return Size;
}
@ -105,8 +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:
@ -123,8 +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:
@ -141,8 +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:
@ -159,8 +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:
@ -179,29 +157,11 @@ 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;
}
//! Lock function. Use this to get a pointer to the image data.
/** Use getData instead.
\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. Be sure to call unlock() after
you don't need the pointer any more. */
_IRR_DEPRECATED_ void* lock()
{
return getData();
}
//! Unlock function.
/** Should be called after the pointer received by lock() is not
needed anymore. */
_IRR_DEPRECATED_ void unlock()
{
}
//! Get the mipmap size for this image for a certain mipmap level
/** level 0 will be full image size. Every further level is half the size.
Doesn't care if the image actually has mipmaps, just which size would be needed. */
@ -210,43 +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
{
if ( MipMapsData && mipLevel > 0)
void *getMipMapsData(irr::u32 mipLevel = 1) const
{
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.
while (i != mipLevel)
{
while (i != mipLevel) {
if (mipSize.Width > 1)
mipSize.Width >>= 1;
@ -256,7 +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;
}
@ -275,33 +230,26 @@ public:
will by copied internally.
\param deleteMemory Whether the memory is deallocated upon
destruction. */
void setMipMapsData(void* data, bool ownForeignMemory, bool deleteMemory)
void setMipMapsData(void *data, bool ownForeignMemory)
{
if (data != MipMapsData)
{
if (DeleteMipMapsMemory)
{
Allocator.deallocate(MipMapsData);
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 = deleteMemory;
}
else
{
DeleteMipMapsMemory = false;
} else {
u32 dataSize = 0;
u32 width = Size.Width;
u32 height = Size.Height;
do
{
do {
if (width > 1)
width >>= 1;
@ -311,14 +259,12 @@ public:
dataSize += getDataSizeFromFormat(Format, width, height);
} while (width != 1 || height != 1);
MipMapsData = Allocator.allocate(dataSize);
MipMapsData = new u8[dataSize];
memcpy(MipMapsData, data, dataSize);
DeleteMipMapsMemory = true;
}
}
else
{
} else {
MipMapsData = 0;
}
}
@ -328,58 +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;
//! 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;
//! Inform whether the image is compressed
_IRR_DEPRECATED_ bool isCompressed() const
{
return IImage::isCompressedFormat(Format);
}
//! Check whether the image has MipMaps
/** \return True if image has MipMaps, else false. */
_IRR_DEPRECATED_ bool hasMipMaps() const
{
return (getMipMapsData() != 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:
@ -388,28 +326,6 @@ public:
return 24;
case ECF_A8R8G8B8:
return 32;
case ECF_DXT1:
return 16;
case ECF_DXT2:
case ECF_DXT3:
case ECF_DXT4:
case ECF_DXT5:
return 32;
case ECF_PVRTC_RGB2:
return 12;
case ECF_PVRTC_ARGB2:
case ECF_PVRTC2_ARGB2:
return 16;
case ECF_PVRTC_RGB4:
return 24;
case ECF_PVRTC_ARGB4:
case ECF_PVRTC2_ARGB4:
return 32;
case ECF_ETC1:
case ECF_ETC2_RGB:
return 24;
case ECF_ETC2_ARGB:
return 32;
case ECF_D16:
return 16;
case ECF_D32:
@ -444,81 +360,23 @@ public:
//! calculate image data size in bytes for selected format, width and height.
static u32 getDataSizeFromFormat(ECOLOR_FORMAT format, u32 width, u32 height)
{
u32 imageSize = 0;
switch (format)
{
case ECF_DXT1:
imageSize = ((width + 3) / 4) * ((height + 3) / 4) * 8;
break;
case ECF_DXT2:
case ECF_DXT3:
case ECF_DXT4:
case ECF_DXT5:
imageSize = ((width + 3) / 4) * ((height + 3) / 4) * 16;
break;
case ECF_PVRTC_RGB2:
case ECF_PVRTC_ARGB2:
imageSize = (core::max_<u32>(width, 16) * core::max_<u32>(height, 8) * 2 + 7) / 8;
break;
case ECF_PVRTC_RGB4:
case ECF_PVRTC_ARGB4:
imageSize = (core::max_<u32>(width, 8) * core::max_<u32>(height, 8) * 4 + 7) / 8;
break;
case ECF_PVRTC2_ARGB2:
imageSize = core::ceil32(width / 8.0f) * core::ceil32(height / 4.0f) * 8;
break;
case ECF_PVRTC2_ARGB4:
case ECF_ETC1:
case ECF_ETC2_RGB:
imageSize = core::ceil32(width / 4.0f) * core::ceil32(height / 4.0f) * 8;
break;
case ECF_ETC2_ARGB:
imageSize = core::ceil32(width / 4.0f) * core::ceil32(height / 4.0f) * 16;
break;
default: // uncompressed formats
imageSize = getBitsPerPixelFromFormat(format) / 8 * width;
// non-compressed formats
u32 imageSize = getBitsPerPixelFromFormat(format) / 8 * width;
imageSize *= height;
break;
}
return imageSize;
}
// Define to check for all compressed image formats cases in a switch
#define IRR_CASE_IIMAGE_COMPRESSED_FORMAT\
case ECF_DXT1:\
case ECF_DXT2:\
case ECF_DXT3:\
case ECF_DXT4:\
case ECF_DXT5:\
case ECF_PVRTC_RGB2:\
case ECF_PVRTC_ARGB2:\
case ECF_PVRTC2_ARGB2:\
case ECF_PVRTC_RGB4:\
case ECF_PVRTC_ARGB4:\
case ECF_PVRTC2_ARGB4:\
case ECF_ETC1:\
case ECF_ETC2_RGB:\
case ECF_ETC2_ARGB:
//! check if this is compressed color format
static bool isCompressedFormat(const ECOLOR_FORMAT format)
{
switch(format)
{
IRR_CASE_IIMAGE_COMPRESSED_FORMAT
return true;
default:
return false;
}
}
//! check if the color format is only viable for depth/stencil textures
static bool isDepthFormat(const ECOLOR_FORMAT format)
{
switch(format)
{
switch (format) {
case ECF_D16:
case ECF_D32:
case ECF_D24S8:
@ -534,8 +392,7 @@ public:
if (isCompressedFormat(format))
return false;
switch(format)
{
switch (format) {
case ECF_R16F:
case ECF_G16R16F:
case ECF_A16B16G16R16F:
@ -549,44 +406,19 @@ public:
return false;
}
#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
static bool isRenderTargetOnlyFormat(const ECOLOR_FORMAT format)
{
switch (format)
{
case ECF_A1R5G5B5:
case ECF_R5G6B5:
case ECF_R8G8B8:
case ECF_A8R8G8B8:
return false;
default:
return true;
}
}
#endif
protected:
ECOLOR_FORMAT Format;
core::dimension2d<u32> Size;
u8* Data;
u8* MipMapsData;
u8 *Data;
u8 *MipMapsData;
u32 BytesPerPixel;
u32 Pitch;
bool DeleteMemory;
bool DeleteMipMapsMemory;
core::irrAllocator<u8> Allocator;
#if defined(IRRLICHT_sRGB)
int Format_sRGB;
#endif
};
} // end namespace video
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_SURFACE_LOADER_H_INCLUDED__
#define __I_SURFACE_LOADER_H_INCLUDED__
#pragma once
#include "IReferenceCounted.h"
#include "IImage.h"
@ -15,7 +14,7 @@ namespace irr
{
namespace io
{
class IReadFile;
class IReadFile;
} // end namespace io
namespace video
{
@ -28,39 +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;
//! Creates a multiple surfaces from the file eg. whole cube map.
/** \param file File handle to check.
\param type Pointer to E_TEXTURE_TYPE where a recommended type of the texture will be stored.
\return Array of pointers to newly created images. */
virtual core::array<IImage*> loadImages(io::IReadFile* file, E_TEXTURE_TYPE* type) const
{
core::array<IImage*> image;
return image;
}
virtual IImage *loadImage(io::IReadFile *file) const = 0;
};
} // end namespace video
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef _I_IMAGE_WRITER_H_INCLUDED__
#define _I_IMAGE_WRITER_H_INCLUDED__
#pragma once
#include "IReferenceCounted.h"
#include "irrString.h"
@ -13,13 +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
@ -28,7 +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.
@ -40,6 +38,3 @@ public:
} // namespace video
} // namespace irr
#endif // _I_IMAGE_WRITER_H_INCLUDED__

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_INDEX_BUFFER_H_INCLUDED__
#define __I_INDEX_BUFFER_H_INCLUDED__
#pragma once
#include "IReferenceCounted.h"
#include "irrArray.h"
@ -21,33 +20,32 @@ 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;
virtual E_HARDWARE_MAPPING getHardwareMappingHint() const = 0;
//! set the hardware mapping hint, for driver
virtual void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint ) =0;
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING NewMappingHint) = 0;
//! flags the meshbuffer as changed, reloads hardware buffers
virtual void setDirty() = 0;
@ -55,11 +53,7 @@ namespace scene
//! 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
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_LOGGER_H_INCLUDED__
#define __I_LOGGER_H_INCLUDED__
#pragma once
#include "IReferenceCounted.h"
@ -19,7 +18,7 @@ enum ELOG_LEVEL
//! Used for printing information helpful in debugging
ELL_DEBUG,
//! Useful information to print. For example hardware infos or something started/stopped.
//! Useful information to print. For example hardware info or something started/stopped.
ELL_INFORMATION,
//! Warnings that something isn't as expected and can cause oddities
@ -33,12 +32,10 @@ enum ELOG_LEVEL
ELL_NONE
};
//! Interface for logging messages, warnings and errors
class ILogger : public virtual IReferenceCounted
{
public:
//! Destructor
virtual ~ILogger() {}
@ -61,7 +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.
@ -72,31 +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 wchar_t* hint, ELOG_LEVEL ll=ELL_INFORMATION) = 0;
//! Prints out a text into the log
/** \param text: Text to print out.
\param hint: Additional info. This string is added after a " :" to the
string.
\param ll: Log level of the text. If the text is an error, set
it to ELL_ERROR, if it is warning set it to ELL_WARNING, and if it
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 wchar_t* text, const wchar_t* hint, ELOG_LEVEL ll=ELL_INFORMATION) = 0;
//! Prints out a text into the log
/** \param text: Text to print out.
\param ll: Log level of the text. If the text is an error, set
it to ELL_ERROR, if it is warning set it to ELL_WARNING, and if it
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 wchar_t* text, ELOG_LEVEL ll=ELL_INFORMATION) = 0;
virtual void log(const c8 *text, const c8 *hint, ELOG_LEVEL ll = ELL_INFORMATION) = 0;
};
} // end namespace
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_MATERIAL_RENDERER_H_INCLUDED__
#define __I_MATERIAL_RENDERER_H_INCLUDED__
#pragma once
#include "IReferenceCounted.h"
#include "SMaterial.h"
@ -25,7 +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
@ -48,8 +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
@ -69,7 +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
@ -96,12 +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
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_MATERIAL_RENDERER_SERVICES_H_INCLUDED__
#define __I_MATERIAL_RENDERER_SERVICES_H_INCLUDED__
#pragma once
#include "SMaterial.h"
#include "S3DVertex.h"
@ -15,12 +14,10 @@ namespace video
class IVideoDriver;
//! Interface providing some methods for changing advanced, internal states of a IVideoDriver.
class IMaterialRendererServices
{
public:
//! Destructor
virtual ~IMaterialRendererServices() {}
@ -34,118 +31,50 @@ 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,
virtual void setBasicRenderStates(const SMaterial &material,
const SMaterial &lastMaterial,
bool resetAllRenderstates) = 0;
//! Return an index constant for the vertex shader based on a name.
virtual s32 getVertexShaderConstantID(const c8* name) = 0;
//! Return an index constant for the vertex shader based on a uniform variable name.
virtual s32 getVertexShaderConstantID(const c8 *name) = 0;
//! Sets a constant for the vertex shader based on a name.
/** This can be used if you used a high level shader language like GLSL
or HLSL to create a shader. Example: If you created a shader which has
variables named 'mWorldViewProj' (containing the WorldViewProjection
matrix) and another one named 'fTime' containing one float, you can set
them in your IShaderConstantSetCallBack derived class like this:
\code
virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
{
video::IVideoDriver* driver = services->getVideoDriver();
f32 time = (f32)os::Timer::getTime()/100000.0f;
services->setVertexShaderConstant("fTime", &time, 1);
core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
worldViewProj *= driver->getTransform(video::ETS_VIEW);
worldViewProj *= driver->getTransform(video::ETS_WORLD);
services->setVertexShaderConstant("mWorldViewProj", worldViewProj.M, 16);
}
\endcode
\param index Index of the variable
//! Sets a value for a vertex shader uniform variable.
/** \param index Index of the variable (as received from getVertexShaderConstantID)
\param floats Pointer to array of floats
\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.
/* NOTE: UINT only works with GLSL, not supported for other shaders.
Also GLES drivers in Irrlicht do not support it as this needs at least GLES 3.0.
*/
virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) = 0;
virtual bool setVertexShaderConstant(s32 index, const u32 *ints, int count) = 0;
//! Sets a vertex shader constant.
/** Can be used if you created a shader using pixel/vertex shader
assembler or ARB_fragment_program or ARB_vertex_program.
\param data: Data to be set in the constants
\param startRegister: First register to be set
\param constantAmount: Amount of registers to be set. One register consists of 4 floats. */
virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) = 0;
//! Return an index constant for the pixel shader for the given uniform variable name
virtual s32 getPixelShaderConstantID(const c8 *name) = 0;
//! Return an index constant for the pixel shader based on a name.
virtual s32 getPixelShaderConstantID(const c8* name) = 0;
//! Sets a constant for the pixel shader based on a name.
//! Sets a value for the given pixel shader uniform variable
/** This can be used if you used a high level shader language like GLSL
or HLSL to create a shader. See setVertexShaderConstant() for an
example on how to use this.
\param index Index of the variable
\param index Index of the variable (as received from getPixelShaderConstantID)
\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.
/* NOTE: UINT only works with GLSL, not supported for other shaders.
Also GLES drivers in Irrlicht do not support it as this needs at least GLES 3.0.
*/
virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) = 0;
//! Sets a pixel shader constant.
/** Can be used if you created a shader using pixel/vertex shader
assembler or ARB_fragment_program or ARB_vertex_program.
\param data Data to be set in the constants
\param startRegister First register to be set.
\param constantAmount Amount of registers to be set. One register consists of 4 floats. */
virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) = 0;
//! \deprecated. This method may be removed by Irrlicht 2.0
_IRR_DEPRECATED_ bool setVertexShaderConstant(const c8* name, const f32* floats, int count)
{
return setVertexShaderConstant(getVertexShaderConstantID(name), floats, count);
}
//! \deprecated. This method may be removed by Irrlicht 2.0
_IRR_DEPRECATED_ bool setVertexShaderConstant(const c8* name, const s32* ints, int count)
{
return setVertexShaderConstant(getVertexShaderConstantID(name), ints, count);
}
//! \deprecated. This method may be removed by Irrlicht 2.0
_IRR_DEPRECATED_ bool setPixelShaderConstant(const c8* name, const f32* floats, int count)
{
return setPixelShaderConstant(getPixelShaderConstantID(name), floats, count);
}
//! \deprecated. This method may be removed by Irrlicht 2.0
_IRR_DEPRECATED_ bool setPixelShaderConstant(const c8* name, const s32* ints, int count)
{
return setPixelShaderConstant(getPixelShaderConstantID(name), ints, count);
}
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
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_MEMORY_READ_FILE_H_INCLUDED__
#define __I_MEMORY_READ_FILE_H_INCLUDED__
#pragma once
#include "IReadFile.h"
@ -12,10 +11,10 @@ namespace irr
namespace io
{
//! Interface providing read access to a memory read file.
class IMemoryReadFile : public IReadFile
{
public:
//! 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
@ -23,9 +22,6 @@ namespace io
data-copy which read() needs.
*/
virtual const void *getBuffer() const = 0;
};
};
} // end namespace io
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_MESH_H_INCLUDED__
#define __I_MESH_H_INCLUDED__
#pragma once
#include "IReferenceCounted.h"
#include "SMaterial.h"
@ -13,11 +12,11 @@ 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,
@ -58,20 +57,18 @@ namespace scene
//! generic non-animated mesh
EAMT_STATIC
};
};
class IMeshBuffer;
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:
//! 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;
@ -81,39 +78,34 @@ namespace scene
getMeshBufferCount() - 1;
\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;
//! 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;
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;
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;
//! Sets a flag of all contained materials to a new value.
/** \param flag: Flag to set in all materials.
\param newvalue: New value to set in all materials. */
virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) = 0;
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;
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;
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,
@ -125,10 +117,7 @@ namespace scene
{
return EAMT_STATIC;
}
};
};
} // end namespace scene
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_MESH_BUFFER_H_INCLUDED__
#define __I_MESH_BUFFER_H_INCLUDED__
#pragma once
#include "IReferenceCounted.h"
#include "SMaterial.h"
@ -17,36 +16,35 @@ 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
{
public:
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 video::SMaterial& getMaterial() = 0;
//! Get the material of this meshbuffer
/** \return Material of this buffer. */
virtual const video::SMaterial& getMaterial() const = 0;
virtual const video::SMaterial &getMaterial() const = 0;
//! Get type of vertex data which is stored in this meshbuffer.
/** \return Vertex type of this buffer. */
@ -55,12 +53,12 @@ namespace scene
//! 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;
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;
virtual void *getVertices() = 0;
//! Get amount of vertices in meshbuffer.
/** \return Number of vertices in this buffer. */
@ -68,15 +66,15 @@ namespace scene
//! 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;
virtual video::E_INDEX_TYPE getIndexType() const = 0;
//! Get access to indices.
/** \return Pointer to indices array. */
virtual const u16* getIndices() const = 0;
virtual const u16 *getIndices() const = 0;
//! Get access to indices.
/** \return Pointer to indices array. */
virtual u16* getIndices() = 0;
virtual u16 *getIndices() = 0;
//! Get amount of indices in this meshbuffer.
/** \return Number of indices in this buffer. */
@ -84,33 +82,33 @@ namespace scene
//! Get the axis aligned bounding box of this meshbuffer.
/** \return Axis aligned bounding box of this buffer. */
virtual const core::aabbox3df& getBoundingBox() const = 0;
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;
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;
virtual const core::vector3df &getPosition(u32 i) const = 0;
//! returns position of vertex i
virtual core::vector3df& getPosition(u32 i) = 0;
virtual core::vector3df &getPosition(u32 i) = 0;
//! returns normal of vertex i
virtual const core::vector3df& getNormal(u32 i) const = 0;
virtual const core::vector3df &getNormal(u32 i) const = 0;
//! returns normal of vertex i
virtual core::vector3df& getNormal(u32 i) = 0;
virtual core::vector3df &getNormal(u32 i) = 0;
//! returns texture coord of vertex i
virtual const core::vector2df& getTCoords(u32 i) const = 0;
virtual const core::vector2df &getTCoords(u32 i) const = 0;
//! returns texture coord of vertex i
virtual core::vector2df& getTCoords(u32 i) = 0;
virtual core::vector2df &getTCoords(u32 i) = 0;
//! Append the vertices and indices to the current buffer
/** Only works for compatible vertex types.
@ -118,12 +116,7 @@ namespace scene
\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;
//! Append the meshbuffer to the current buffer
/** Only works for compatible vertex types
\param other Buffer to append to this one. */
virtual void append(const IMeshBuffer* const other) = 0;
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;
@ -132,10 +125,10 @@ namespace scene
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;
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;
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. */
@ -163,26 +156,27 @@ namespace scene
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_QUAD_STRIP: return (indexCount-2)/2;
case scene::EPT_QUADS: return indexCount/4;
case scene::EPT_POLYGON: return indexCount; // (not really primitives, that would be 1, works like line_strip)
case scene::EPT_POINT_SPRITES: return indexCount;
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
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_MESH_CACHE_H_INCLUDED__
#define __I_MESH_CACHE_H_INCLUDED__
#pragma once
#include "IReferenceCounted.h"
#include "path.h"
@ -13,21 +12,20 @@ namespace irr
namespace scene
{
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:
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:
//! Destructor
virtual ~IMeshCache() {}
@ -47,14 +45,14 @@ namespace scene
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;
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;
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
@ -67,7 +65,7 @@ namespace scene
//! 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;
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
@ -76,62 +74,22 @@ namespace scene
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 (often a filename).
/** \deprecated Use getMeshByName() instead. This method may be removed by
Irrlicht 1.9 */
_IRR_DEPRECATED_ IAnimatedMesh* getMeshByFilename(const io::path& filename)
{
return getMeshByName(filename);
}
//! Get the name of a loaded mesh, based on its index. (Name is often identical to the filename).
/** \deprecated Use getMeshName() instead. This method may be removed by
Irrlicht 1.9 */
_IRR_DEPRECATED_ const io::path& getMeshFilename(u32 index) const
{
return getMeshName(index).getInternalName();
}
//! Get the name of a loaded mesh, if there is any. (Name is often identical to the filename).
/** \deprecated Use getMeshName() instead. This method may be removed by
Irrlicht 1.9 */
_IRR_DEPRECATED_ const io::path& getMeshFilename(const IMesh* const mesh) const
{
return getMeshName(mesh).getInternalName();
}
//! Renames a loaded mesh.
/** \deprecated Use renameMesh() instead. This method may be removed by
Irrlicht 1.9 */
_IRR_DEPRECATED_ bool setMeshFilename(u32 index, const io::path& filename)
{
return renameMesh(index, filename);
}
//! Renames a loaded mesh.
/** \deprecated Use renameMesh() instead. This method may be removed by
Irrlicht 1.9 */
_IRR_DEPRECATED_ bool setMeshFilename(const IMesh* const mesh, const io::path& filename)
{
return renameMesh(mesh, filename);
}
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;
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;
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;
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
@ -140,7 +98,7 @@ namespace scene
\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;
virtual bool renameMesh(u32 index, const io::path &name) = 0;
//! Renames the loaded mesh
/** Note that renaming meshes might change the ordering of the
@ -149,12 +107,12 @@ namespace scene
\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;
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;
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()
@ -167,11 +125,7 @@ namespace scene
/** 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
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_MESH_LOADER_H_INCLUDED__
#define __I_MESH_LOADER_H_INCLUDED__
#pragma once
#include "IReferenceCounted.h"
#include "path.h"
@ -12,11 +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
@ -26,7 +25,6 @@ ISceneManager::addExternalMeshLoader() to the engine. */
class IMeshLoader : public virtual IReferenceCounted
{
public:
//! Constructor
IMeshLoader() {}
@ -38,18 +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
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_MESH_MANIPULATOR_H_INCLUDED__
#define __I_MESH_MANIPULATOR_H_INCLUDED__
#pragma once
#include "IReferenceCounted.h"
#include "vector3d.h"
@ -18,94 +17,35 @@ namespace irr
namespace scene
{
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
{
public:
//! Flips the direction of surfaces.
/** Changes backfacing triangles to frontfacing
triangles and vice versa.
\param mesh Mesh on which the operation is performed. */
virtual void flipSurfaces(IMesh* mesh) const = 0;
//! Sets the alpha vertex color value of the whole mesh to a new value.
/** \param mesh Mesh on which the operation is performed.
\param alpha New alpha value. Must be a value between 0 and 255. */
void setVertexColorAlpha(IMesh* mesh, s32 alpha) const
{
apply(scene::SVertexColorSetAlphaManipulator(alpha), mesh);
}
//! Sets the alpha vertex color value of the whole mesh to a new value.
/** \param buffer Meshbuffer on which the operation is performed.
\param alpha New alpha value. Must be a value between 0 and 255. */
void setVertexColorAlpha(IMeshBuffer* buffer, s32 alpha) const
{
apply(scene::SVertexColorSetAlphaManipulator(alpha), buffer);
}
//! Sets the colors of all vertices to one color
/** \param mesh Mesh on which the operation is performed.
\param color New color. */
void setVertexColors(IMesh* mesh, video::SColor color) const
{
apply(scene::SVertexColorSetManipulator(color), mesh);
}
//! Sets the colors of all vertices to one color
/** \param buffer Meshbuffer on which the operation is performed.
\param color New color. */
void setVertexColors(IMeshBuffer* buffer, video::SColor color) const
{
apply(scene::SVertexColorSetManipulator(color), buffer);
}
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
{
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;
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;
//! Recalculates tangents, requires a tangent mesh
/** \param mesh Mesh on which the operation is performed.
\param recalculateNormals If the normals shall be recalculated, otherwise original normals of the mesh are used unchanged.
\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 recalculateTangents(IMesh* mesh,
bool recalculateNormals=false, bool smooth=false,
bool angleWeighted=false) const=0;
//! Recalculates tangents, requires a tangent mesh buffer
/** \param buffer Meshbuffer on which the operation is performed.
\param recalculateNormals If the normals shall be recalculated, otherwise original normals of the buffer are used unchanged.
\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 recalculateTangents(IMeshBuffer* buffer,
bool recalculateNormals=false, bool smooth=false,
bool angleWeighted=false) const=0;
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
void scale(IMesh *mesh, const core::vector3df &factor) const
{
apply(SVertexPositionScaleManipulator(factor), mesh, true);
}
@ -113,121 +53,11 @@ namespace scene
//! 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
void scale(IMeshBuffer *buffer, const core::vector3df &factor) const
{
apply(SVertexPositionScaleManipulator(factor), buffer, true);
}
//! Scales the actual mesh, not a scene node.
/** \deprecated Use scale() instead. This method may be removed by Irrlicht 1.9
\param mesh Mesh on which the operation is performed.
\param factor Scale factor for each axis. */
_IRR_DEPRECATED_ void scaleMesh(IMesh* mesh, const core::vector3df& factor) const {return scale(mesh,factor);}
//! Scale the texture coords of a mesh.
/** \param mesh Mesh on which the operation is performed.
\param factor Vector which defines the scale for each axis.
\param level Number of texture coord, starting from 1. Support for level 2 exists for LightMap buffers. */
void scaleTCoords(scene::IMesh* mesh, const core::vector2df& factor, u32 level=1) const
{
apply(SVertexTCoordsScaleManipulator(factor, level), mesh);
}
//! Scale the texture coords of a meshbuffer.
/** \param buffer Meshbuffer on which the operation is performed.
\param factor Vector which defines the scale for each axis.
\param level Number of texture coord, starting from 1. Support for level 2 exists for LightMap buffers. */
void scaleTCoords(scene::IMeshBuffer* buffer, const core::vector2df& factor, u32 level=1) const
{
apply(SVertexTCoordsScaleManipulator(factor, level), buffer);
}
//! Applies a transformation to a mesh
/** \param mesh Mesh on which the operation is performed.
\param m transformation matrix.
\param normalsUpdate When 0 - don't update normals.
When 1 - update normals with inverse transposed of the transformation matrix
*/
void transform(IMesh* mesh, const core::matrix4& m, u32 normalsUpdate = 0) const
{
apply(SVertexPositionTransformManipulator(m), mesh, true);
if ( normalsUpdate == 1 )
{
core::matrix4 invT;
if ( m.getInverse(invT) )
{
invT = invT.getTransposed();
apply(SVertexNormalTransformManipulator(invT), mesh, false);
}
}
}
//! Applies a transformation to a meshbuffer
/** \param buffer Meshbuffer on which the operation is performed.
\param m transformation matrix.
\param normalsUpdate When 0 - don't update normals.
When 1 - update normals with inverse transposed of the transformation matrix
*/
void transform(IMeshBuffer* buffer, const core::matrix4& m, u32 normalsUpdate = 0) const
{
apply(SVertexPositionTransformManipulator(m), buffer, true);
if ( normalsUpdate == 1 )
{
core::matrix4 invT;
if ( m.getInverse(invT) )
{
invT = invT.getTransposed();
apply(SVertexNormalTransformManipulator(invT), buffer, false);
}
}
}
//! Applies a transformation to a mesh
/** \deprecated Use transform() instead. This method may be removed by Irrlicht 1.9
\param mesh Mesh on which the operation is performed.
\param m transformation matrix. */
_IRR_DEPRECATED_ virtual void transformMesh(IMesh* mesh, const core::matrix4& m) const {return transform(mesh,m);}
//! Creates a planar texture mapping on the mesh
/** \param mesh: Mesh on which the operation is performed.
\param resolution: resolution of the planar mapping. This is
the value specifying which is the relation between world space
and texture coordinate space. */
virtual void makePlanarTextureMapping(IMesh* mesh, f32 resolution=0.001f) const=0;
//! Creates a planar texture mapping on the meshbuffer
/** \param meshbuffer: Buffer on which the operation is performed.
\param resolution: resolution of the planar mapping. This is
the value specifying which is the relation between world space
and texture coordinate space. */
virtual void makePlanarTextureMapping(scene::IMeshBuffer* meshbuffer, f32 resolution=0.001f) const=0;
//! Creates a planar texture mapping on the buffer
/** This method is currently implemented towards the LWO planar mapping. A more general biasing might be required.
\param mesh Mesh on which the operation is performed.
\param resolutionS Resolution of the planar mapping in horizontal direction. This is the ratio between object space and texture space.
\param resolutionT Resolution of the planar mapping in vertical direction. This is the ratio between object space and texture space.
\param axis The axis along which the texture is projected. The allowed values are 0 (X), 1(Y), and 2(Z).
\param offset Vector added to the vertex positions (in object coordinates).
*/
virtual void makePlanarTextureMapping(scene::IMesh* mesh,
f32 resolutionS, f32 resolutionT,
u8 axis, const core::vector3df& offset) const=0;
//! Creates a planar texture mapping on the meshbuffer
/** This method is currently implemented towards the LWO planar mapping. A more general biasing might be required.
\param buffer Buffer on which the operation is performed.
\param resolutionS Resolution of the planar mapping in horizontal direction. This is the ratio between object space and texture space.
\param resolutionT Resolution of the planar mapping in vertical direction. This is the ratio between object space and texture space.
\param axis The axis along which the texture is projected. The allowed values are 0 (X), 1(Y), and 2(Z).
\param offset Vector added to the vertex positions (in object coordinates).
*/
virtual void makePlanarTextureMapping(scene::IMeshBuffer* buffer,
f32 resolutionS, f32 resolutionT,
u8 axis, const core::vector3df& offset) const=0;
//! Clones a static IMesh into a modifiable SMesh.
/** All meshbuffers in the returned SMesh
are of type SMeshBuffer or SMeshBufferLightMap.
@ -235,70 +65,17 @@ namespace scene
\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;
//! Creates a copy of the mesh, which will only consist of S3DVertexTangents vertices.
/** This is useful if you want to draw tangent space normal
mapped geometry because it calculates the tangent and binormal
data which is needed there.
\param mesh Input mesh
\param recalculateNormals The normals are recalculated if set,
otherwise the original ones are kept. Note that keeping the
normals may introduce inaccurate tangents if the normals are
very different to those calculated from the faces.
\param smooth The normals/tangents are smoothed across the
meshbuffer's faces if this flag is set.
\param angleWeighted Improved smoothing calculation used
\param recalculateTangents Whether are actually calculated, or just the mesh with proper type is created.
\return Mesh consisting only of S3DVertexTangents vertices. If
you no longer need the cloned mesh, you should call
IMesh::drop(). See IReferenceCounted::drop() for more
information. */
virtual IMesh* createMeshWithTangents(IMesh* mesh,
bool recalculateNormals=false, bool smooth=false,
bool angleWeighted=false, bool recalculateTangents=true) const=0;
//! Creates a copy of the mesh, which will only consist of S3DVertex2TCoord vertices.
/** \param mesh Input mesh
\return Mesh consisting only of S3DVertex2TCoord vertices. If
you no longer need the cloned mesh, you should call
IMesh::drop(). See IReferenceCounted::drop() for more
information. */
virtual IMesh* createMeshWith2TCoords(IMesh* mesh) const = 0;
//! Creates a copy of the mesh, which will only consist of S3DVertex vertices.
/** \param mesh Input mesh
\return Mesh consisting only of S3DVertex vertices. If
you no longer need the cloned mesh, you should call
IMesh::drop(). See IReferenceCounted::drop() for more
information. */
virtual IMesh* createMeshWith1TCoords(IMesh* mesh) const = 0;
//! Creates a copy of a mesh with all vertices unwelded
/** \param mesh Input mesh
\return Mesh consisting only of unique faces. All vertices
which were previously shared are now duplicated. If you no
longer need the cloned mesh, you should call IMesh::drop(). See
IReferenceCounted::drop() for more information. */
virtual IMesh* createMeshUniquePrimitives(IMesh* mesh) const = 0;
//! Creates a copy of a mesh with vertices welded
/** \param mesh Input mesh
\param tolerance The threshold for vertex comparisons.
\return Mesh without redundant vertices. If you no longer need
the cloned mesh, you should call IMesh::drop(). See
IReferenceCounted::drop() for more information. */
virtual IMesh* createMeshWelded(IMesh* mesh, f32 tolerance=core::ROUNDING_ERROR_f32) const = 0;
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;
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;
virtual s32 getPolyCount(IAnimatedMesh *mesh) const = 0;
//! Create a new AnimatedMesh and adds the mesh to it
/** \param mesh Input mesh
@ -307,76 +84,36 @@ namespace scene
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,
virtual IAnimatedMesh *createAnimatedMesh(IMesh *mesh,
scene::E_ANIMATED_MESH_TYPE type = scene::EAMT_UNKNOWN) const = 0;
//! Vertex cache optimization according to the Forsyth paper
/** More information can be found at
http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
The function is thread-safe (read: you can optimize several
meshes in different threads).
\param mesh Source mesh for the operation.
\return A new mesh optimized for the vertex cache. */
virtual IMesh* createForsythOptimizedMesh(const IMesh *mesh) const = 0;
//! Optimize the mesh with an algorithm tuned for heightmaps.
/**
This differs from usual simplification methods in two ways:
- it's intended to be lossless
- it has special care for the borders, which are useful with heightmap tiles
This function is thread-safe. Remember to weld afterwards - this
function only moves vertices, it does not weld.
\param mesh Mesh to operate on.
*/
virtual void heightmapOptimizeMesh(IMesh * const mesh, const f32 tolerance = core::ROUNDING_ERROR_f32) const = 0;
//! Optimize the meshbuffer with an algorithm tuned for heightmaps.
/**
This differs from usual simplification methods in two ways:
- it's intended to be lossless
- it has special care for the borders, which are useful with heightmap tiles
This function is thread-safe. Remember to weld afterward - this
function only moves vertices, it does not weld.
\param mb Meshbuffer to operate on.
*/
virtual void heightmapOptimizeMesh(IMeshBuffer * const mb, const f32 tolerance = core::ROUNDING_ERROR_f32) 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
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
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)
{
for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
result &= apply(func, mesh->getMeshBuffer(i), boundingBoxUpdate);
if (boundingBoxUpdate)
{
if (0==i)
if (boundingBoxUpdate) {
if (0 == i)
bufferbox.reset(mesh->getMeshBuffer(i)->getBoundingBox());
else
bufferbox.addInternalBox(mesh->getMeshBuffer(i)->getBoundingBox());
@ -395,38 +132,29 @@ protected:
\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
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();
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();
} 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();
} break;
case video::EVT_TANGENTS: {
video::S3DVertexTangents *verts = (video::S3DVertexTangents *)buffer->getVertices();
func(verts[i]);
} break;
}
break;
}
if (boundingBoxUpdate)
{
if (0==i)
if (boundingBoxUpdate) {
if (0 == i)
bufferbox.reset(buffer->getPosition(0));
else
bufferbox.addInternalPoint(buffer->getPosition(i));
@ -440,6 +168,3 @@ protected:
} // end namespace scene
} // end namespace irr
#endif

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