2 Commits

Author SHA1 Message Date
853939405b Add XMLFontConverter source file 2021-11-09 22:19:35 +01:00
9b0bc2aaed Readd simple text format to replace bitmap font XML 2021-11-09 22:19:05 +01:00
702 changed files with 171472 additions and 104117 deletions

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

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@ -8,46 +8,43 @@ on:
jobs: jobs:
linux-gl: linux-gl:
runs-on: ubuntu-20.04 runs-on: ubuntu-18.04
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v2
- name: Install deps - name: Install deps
run: | run: |
sudo apt-get update sudo apt-get update
sudo apt-get install g++ cmake libxi-dev libgl1-mesa-dev libpng-dev libjpeg-dev zlib1g-dev -qyy sudo apt-get install g++ cmake libxxf86vm-dev libgl1-mesa-dev libpng-dev libjpeg-dev zlib1g-dev -qyy
- name: Build - name: Build
run: | run: |
cmake . -DUSE_SDL2=OFF cmake .
make VERBOSE=1 -j2 make VERBOSE=1 -j2
- name: Test
run: |
ctest --output-on-failure
- name: Package - name: Package
run: | run: |
make DESTDIR=$PWD/_install install make DESTDIR=$PWD/_install install
tar -c -I "gzip -9" -f irrlicht-linux.tar.gz -C ./_install/usr/local . tar -c -I "gzip -9" -f irrlicht-linux.tar.gz -C ./_install/usr/local .
- uses: actions/upload-artifact@v4 - uses: actions/upload-artifact@v2
with: with:
name: irrlicht-linux name: irrlicht-linux
path: ./irrlicht-linux.tar.gz path: ./irrlicht-linux.tar.gz
linux-gles: linux-gles:
# Xvfb test is broken on 20.04 for unknown reasons (not our bug) runs-on: ubuntu-18.04
runs-on: ubuntu-22.04
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v2
- name: Install deps - name: Install deps
run: | run: |
sudo apt-get update sudo apt-get update
sudo apt-get install g++ cmake libxi-dev libgles2-mesa-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy sudo apt-get install g++ cmake libxxf86vm-dev libgles2-mesa-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy
- name: Build - name: Build
run: | run: |
cmake . -DBUILD_EXAMPLES=1 -DUSE_SDL2=OFF -DENABLE_OPENGL=OFF -DENABLE_GLES2=ON 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
make -j2 make -j2
- name: Test (headless) - name: Test (headless)
@ -58,253 +55,50 @@ jobs:
- name: Test (Xvfb) - name: Test (Xvfb)
run: | run: |
cd bin/Linux cd bin/Linux
LIBGL_ALWAYS_SOFTWARE=true xvfb-run ./AutomatedTest ogles2 LIBGL_ALWAYS_SOFTWARE=true xvfb-run ./AutomatedTest
linux-sdl: win32:
runs-on: ubuntu-20.04 runs-on: ubuntu-18.04
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v2
- name: Install deps - name: Install deps
run: | run: |
sudo apt-get update sudo apt-get update
sudo apt-get install g++ cmake libsdl2-dev libpng-dev libjpeg-dev zlib1g-dev -qyy sudo apt-get install cmake g++-mingw-w64-i686 -qyy
- name: Build - name: Build
run: | run: |
cmake . -DBUILD_EXAMPLES=1 -DUSE_SDL2=ON -DCMAKE_BUILD_TYPE=Debug ./scripts/ci-build-mingw.sh
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: env:
CC: ${{matrix.config.arch}}-w64-mingw32-clang CC: i686-w64-mingw32-gcc
CXX: ${{matrix.config.arch}}-w64-mingw32-clang++ CXX: i686-w64-mingw32-g++
extras: ${{matrix.config.extras}}
- uses: actions/upload-artifact@v4 win64:
with: runs-on: ubuntu-18.04
name: irrlicht-${{matrix.config.variant}}${{matrix.config.extras}} steps:
path: ./irrlicht-${{matrix.config.variant}}${{matrix.config.extras}}.zip - uses: actions/checkout@v2
- name: Install deps
run: |
sudo apt-get update
sudo apt-get install cmake g++-mingw-w64-x86-64 -qyy
- name: Build
run: |
./scripts/ci-build-mingw.sh
env:
CC: x86_64-w64-mingw32-gcc
CXX: x86_64-w64-mingw32-g++
macos: macos:
runs-on: macos-latest runs-on: macos-10.15
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v2
- name: Install deps - name: Install deps
run: | run: |
brew update --auto-update brew update
brew install cmake libpng jpeg brew install cmake libpng jpeg
env:
HOMEBREW_NO_INSTALLED_DEPENDENTS_CHECK: 1
HOMEBREW_NO_INSTALL_CLEANUP: 1
- name: Build - name: Build
run: | run: |
cmake . -DCMAKE_FIND_FRAMEWORK=LAST -DBUILD_EXAMPLES=1 cmake . -DCMAKE_FIND_FRAMEWORK=LAST
make -j3 make -j3
- 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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@ -5,7 +5,6 @@ install_manifest.txt
IrrlichtMtConfig.cmake IrrlichtMtConfig.cmake
IrrlichtMtConfigVersion.cmake IrrlichtMtConfigVersion.cmake
IrrlichtMtTargets.cmake IrrlichtMtTargets.cmake
CTestTestfile.cmake
Makefile Makefile
libs/* libs/*
*.so* *.so*
@ -16,10 +15,3 @@ bin/Linux
scripts/gl2ext.h scripts/gl2ext.h
scripts/glcorearb.h scripts/glcorearb.h
scripts/glext.h scripts/glext.h
*.vcxproj*
*.dir/
*.sln
*visualstudio/
# vscode cmake plugin
build/*

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@ -1,17 +1,19 @@
cmake_minimum_required(VERSION 3.12) cmake_minimum_required(VERSION 3.5)
set(IRRLICHTMT_REVISION 15) # 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()
project(Irrlicht project(Irrlicht
VERSION 1.9.0.${IRRLICHTMT_REVISION} VERSION 1.9.0
LANGUAGES CXX LANGUAGES CXX
) )
message(STATUS "*** Building IrrlichtMt ${PROJECT_VERSION} ***") message(STATUS "*** Building IrrlichtMt ${PROJECT_VERSION} ***")
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
include(GNUInstallDirs) include(GNUInstallDirs)
if(ANDROID) if(ANDROID)
@ -34,9 +36,7 @@ if(NOT CMAKE_BUILD_TYPE)
endif() endif()
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake") list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
enable_testing() add_subdirectory(source/Irrlicht)
add_subdirectory(src)
add_subdirectory(test)
option(BUILD_EXAMPLES "Build example applications" FALSE) option(BUILD_EXAMPLES "Build example applications" FALSE)
if(BUILD_EXAMPLES) if(BUILD_EXAMPLES)

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@ -1,11 +1,5 @@
@PACKAGE_INIT@ @PACKAGE_INIT@
include(CMakeFindDependencyMacro)
if(NOT TARGET IrrlichtMt::IrrlichtMt) 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("${CMAKE_CURRENT_LIST_DIR}/IrrlichtMtTargets.cmake") include("${CMAKE_CURRENT_LIST_DIR}/IrrlichtMtTargets.cmake")
endif() endif()

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@ -1,17 +1,9 @@
IrrlichtMt version 1.9 IrrlichtMt version 1.9
====================== ======================
Notice The Irrlicht Engine is an open source realtime 3D engine written in C++.
------
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. This is a fork by the [Minetest](https://github.com/minetest) developers that contains features, customizations and fixes specifically for use in 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 Build
----- -----
@ -23,16 +15,10 @@ The following libraries are required to be installed:
* OpenGL * OpenGL
* or on mobile: OpenGL ES (can be optionally enabled on desktop too) * or on mobile: OpenGL ES (can be optionally enabled on desktop too)
* on Unix: X11 * on Unix: X11
* SDL2 (see below)
Aside from standard search options (`ZLIB_INCLUDE_DIR`, `ZLIB_LIBRARY`, ...) the following options are available: 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_SHARED_LIBS` (default: `ON`) - Build IrrlichtMt as a shared library
* `BUILD_EXAMPLES` (default: `OFF`) - Build example applications * `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: e.g. on a Linux system you might want to build for local use like this:
@ -43,21 +29,6 @@ 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. 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 Platforms
--------- ---------

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@ -0,0 +1,4 @@
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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@ -0,0 +1 @@
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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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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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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The Win64-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 Win64
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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@ -0,0 +1 @@
If you wish to compile Irrlicht for emscripten please check the documenation in examples/01.HelloWorld_emscripten.

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@ -0,0 +1,34 @@
The Irrlicht Engine may be compiled to provide support for AES encrypted files. The implementation used by Irrlicht is provided by Dr Brian Gladman. The license for these files (including AES, a PRNG, SHA, and other algorithms) is as follows
/*
---------------------------------------------------------------------------
Copyright (c) 2002, Dr Brian Gladman < >, Worcester, UK.
All rights reserved.
LICENSE TERMS
The free distribution and use of this software in both source and binary
form is allowed (with or without changes) provided that:
1. distributions of this source code include the above copyright
notice, this list of conditions and the following disclaimer;
2. distributions in binary form include the above copyright
notice, this list of conditions and the following disclaimer
in the documentation and/or other associated materials;
3. the copyright holder's name is not used to endorse products
built using this software without specific written permission.
ALTERNATIVELY, provided that this notice is retained in full, this product
may be distributed under the terms of the GNU General Public License (GPL),
in which case the provisions of the GPL apply INSTEAD OF those given above.
DISCLAIMER
This software is provided 'as is' with no explicit or implied warranties
in respect of its properties, including, but not limited to, correctness
and/or fitness for purpose.
---------------------------------------------------------------------------
*/

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@ -0,0 +1,42 @@
--------------------------------------------------------------------------
This program, "bzip2", the associated library "libbzip2", and all
documentation, are copyright (C) 1996-2007 Julian R Seward. All
rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. The origin of this software must not be misrepresented; you must
not claim that you wrote the original software. If you use this
software in a product, an acknowledgment in the product
documentation would be appreciated but is not required.
3. Altered source versions must be plainly marked as such, and must
not be misrepresented as being the original software.
4. The name of the author may not be used to endorse or promote
products derived from this software without specific prior written
permission.
THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS
OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Julian Seward, jseward@bzip.org
bzip2/libbzip2 version 1.0.5 of 10 December 2007
--------------------------------------------------------------------------

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@ -1,26 +1,26 @@
Copyright (C) 2002-2012 Nikolaus Gebhardt Copyright (C) 2002-2012 Nikolaus Gebhardt
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
arising from the use of this software. arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions: freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not 1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be in a product, an acknowledgment in the product documentation would be
appreciated but is not required. appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be 2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software. misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution. 3. This notice may not be removed or altered from any source distribution.
Please note that the Irrlicht Engine is based in part on the work of the Please note that the Irrlicht Engine is based in part on the work of the
Independent JPEG Group, the zlib, libPng and aesGladman. This means that if you use Independent JPEG Group, the zlib, libPng and aesGladman. This means that if you use
the Irrlicht Engine in your product, you must acknowledge somewhere in your the Irrlicht Engine in your product, you must acknowledge somewhere in your
documentation that you've used the IJPG code. It would also be nice to mention documentation that you've used the IJPG code. It would also be nice to mention
that you use the Irrlicht Engine, the zlib, libPng and aesGladman. See the that you use the Irrlicht Engine, the zlib, libPng and aesGladman. See the
corresponding license files for further informations. It is also possible to disable corresponding license files for further informations. It is also possible to disable
usage of those additional libraries by defines in the IrrCompileConfig.h header and usage of those additional libraries by defines in the IrrCompileConfig.h header and
recompiling the engine. recompiling the engine.

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The Independent JPEG Group's JPEG software
==========================================
README for release 8d of 15-Jan-2012
====================================
This distribution contains the eighth public release of the Independent JPEG
Group's free JPEG software. You are welcome to redistribute this software and
to use it for any purpose, subject to the conditions under LEGAL ISSUES, below.
This software is the work of Tom Lane, Guido Vollbeding, Philip Gladstone,
Bill Allombert, Jim Boucher, Lee Crocker, Bob Friesenhahn, Ben Jackson,
Julian Minguillon, Luis Ortiz, George Phillips, Davide Rossi, Ge' Weijers,
and other members of the Independent JPEG Group.
IJG is not affiliated with the ISO/IEC JTC1/SC29/WG1 standards committee
(also known as JPEG, together with ITU-T SG16).
DOCUMENTATION ROADMAP
=====================
This file contains the following sections:
OVERVIEW General description of JPEG and the IJG software.
LEGAL ISSUES Copyright, lack of warranty, terms of distribution.
REFERENCES Where to learn more about JPEG.
ARCHIVE LOCATIONS Where to find newer versions of this software.
ACKNOWLEDGMENTS Special thanks.
FILE FORMAT WARS Software *not* to get.
TO DO Plans for future IJG releases.
Other documentation files in the distribution are:
User documentation:
install.txt How to configure and install the IJG software.
usage.txt Usage instructions for cjpeg, djpeg, jpegtran,
rdjpgcom, and wrjpgcom.
*.1 Unix-style man pages for programs (same info as usage.txt).
wizard.txt Advanced usage instructions for JPEG wizards only.
change.log Version-to-version change highlights.
Programmer and internal documentation:
libjpeg.txt How to use the JPEG library in your own programs.
example.c Sample code for calling the JPEG library.
structure.txt Overview of the JPEG library's internal structure.
filelist.txt Road map of IJG files.
coderules.txt Coding style rules --- please read if you contribute code.
Please read at least the files install.txt and usage.txt. Some information
can also be found in the JPEG FAQ (Frequently Asked Questions) article. See
ARCHIVE LOCATIONS below to find out where to obtain the FAQ article.
If you want to understand how the JPEG code works, we suggest reading one or
more of the REFERENCES, then looking at the documentation files (in roughly
the order listed) before diving into the code.
OVERVIEW
========
This package contains C software to implement JPEG image encoding, decoding,
and transcoding. JPEG (pronounced "jay-peg") is a standardized compression
method for full-color and gray-scale images.
This software implements JPEG baseline, extended-sequential, and progressive
compression processes. Provision is made for supporting all variants of these
processes, although some uncommon parameter settings aren't implemented yet.
We have made no provision for supporting the hierarchical or lossless
processes defined in the standard.
We provide a set of library routines for reading and writing JPEG image files,
plus two sample applications "cjpeg" and "djpeg", which use the library to
perform conversion between JPEG and some other popular image file formats.
The library is intended to be reused in other applications.
In order to support file conversion and viewing software, we have included
considerable functionality beyond the bare JPEG coding/decoding capability;
for example, the color quantization modules are not strictly part of JPEG
decoding, but they are essential for output to colormapped file formats or
colormapped displays. These extra functions can be compiled out of the
library if not required for a particular application.
We have also included "jpegtran", a utility for lossless transcoding between
different JPEG processes, and "rdjpgcom" and "wrjpgcom", two simple
applications for inserting and extracting textual comments in JFIF files.
The emphasis in designing this software has been on achieving portability and
flexibility, while also making it fast enough to be useful. In particular,
the software is not intended to be read as a tutorial on JPEG. (See the
REFERENCES section for introductory material.) Rather, it is intended to
be reliable, portable, industrial-strength code. We do not claim to have
achieved that goal in every aspect of the software, but we strive for it.
We welcome the use of this software as a component of commercial products.
No royalty is required, but we do ask for an acknowledgement in product
documentation, as described under LEGAL ISSUES.
LEGAL ISSUES
============
In plain English:
1. We don't promise that this software works. (But if you find any bugs,
please let us know!)
2. You can use this software for whatever you want. You don't have to pay us.
3. You may not pretend that you wrote this software. If you use it in a
program, you must acknowledge somewhere in your documentation that
you've used the IJG code.
In legalese:
The authors make NO WARRANTY or representation, either express or implied,
with respect to this software, its quality, accuracy, merchantability, or
fitness for a particular purpose. This software is provided "AS IS", and you,
its user, assume the entire risk as to its quality and accuracy.
This software is copyright (C) 1991-2012, Thomas G. Lane, Guido Vollbeding.
All Rights Reserved except as specified below.
Permission is hereby granted to use, copy, modify, and distribute this
software (or portions thereof) for any purpose, without fee, subject to these
conditions:
(1) If any part of the source code for this software is distributed, then this
README file must be included, with this copyright and no-warranty notice
unaltered; and any additions, deletions, or changes to the original files
must be clearly indicated in accompanying documentation.
(2) If only executable code is distributed, then the accompanying
documentation must state that "this software is based in part on the work of
the Independent JPEG Group".
(3) Permission for use of this software is granted only if the user accepts
full responsibility for any undesirable consequences; the authors accept
NO LIABILITY for damages of any kind.
These conditions apply to any software derived from or based on the IJG code,
not just to the unmodified library. If you use our work, you ought to
acknowledge us.
Permission is NOT granted for the use of any IJG author's name or company name
in advertising or publicity relating to this software or products derived from
it. This software may be referred to only as "the Independent JPEG Group's
software".
We specifically permit and encourage the use of this software as the basis of
commercial products, provided that all warranty or liability claims are
assumed by the product vendor.
ansi2knr.c is included in this distribution by permission of L. Peter Deutsch,
sole proprietor of its copyright holder, Aladdin Enterprises of Menlo Park, CA.
ansi2knr.c is NOT covered by the above copyright and conditions, but instead
by the usual distribution terms of the Free Software Foundation; principally,
that you must include source code if you redistribute it. (See the file
ansi2knr.c for full details.) However, since ansi2knr.c is not needed as part
of any program generated from the IJG code, this does not limit you more than
the foregoing paragraphs do.
The Unix configuration script "configure" was produced with GNU Autoconf.
It is copyright by the Free Software Foundation but is freely distributable.
The same holds for its supporting scripts (config.guess, config.sub,
ltmain.sh). Another support script, install-sh, is copyright by X Consortium
but is also freely distributable.
The IJG distribution formerly included code to read and write GIF files.
To avoid entanglement with the Unisys LZW patent, GIF reading support has
been removed altogether, and the GIF writer has been simplified to produce
"uncompressed GIFs". This technique does not use the LZW algorithm; the
resulting GIF files are larger than usual, but are readable by all standard
GIF decoders.
We are required to state that
"The Graphics Interchange Format(c) is the Copyright property of
CompuServe Incorporated. GIF(sm) is a Service Mark property of
CompuServe Incorporated."
REFERENCES
==========
We recommend reading one or more of these references before trying to
understand the innards of the JPEG software.
The best short technical introduction to the JPEG compression algorithm is
Wallace, Gregory K. "The JPEG Still Picture Compression Standard",
Communications of the ACM, April 1991 (vol. 34 no. 4), pp. 30-44.
(Adjacent articles in that issue discuss MPEG motion picture compression,
applications of JPEG, and related topics.) If you don't have the CACM issue
handy, a PostScript file containing a revised version of Wallace's article is
available at http://www.ijg.org/files/wallace.ps.gz. The file (actually
a preprint for an article that appeared in IEEE Trans. Consumer Electronics)
omits the sample images that appeared in CACM, but it includes corrections
and some added material. Note: the Wallace article is copyright ACM and IEEE,
and it may not be used for commercial purposes.
A somewhat less technical, more leisurely introduction to JPEG can be found in
"The Data Compression Book" by Mark Nelson and Jean-loup Gailly, published by
M&T Books (New York), 2nd ed. 1996, ISBN 1-55851-434-1. This book provides
good explanations and example C code for a multitude of compression methods
including JPEG. It is an excellent source if you are comfortable reading C
code but don't know much about data compression in general. The book's JPEG
sample code is far from industrial-strength, but when you are ready to look
at a full implementation, you've got one here...
The best currently available description of JPEG is the textbook "JPEG Still
Image Data Compression Standard" by William B. Pennebaker and Joan L.
Mitchell, published by Van Nostrand Reinhold, 1993, ISBN 0-442-01272-1.
Price US$59.95, 638 pp. The book includes the complete text of the ISO JPEG
standards (DIS 10918-1 and draft DIS 10918-2).
Although this is by far the most detailed and comprehensive exposition of
JPEG publicly available, we point out that it is still missing an explanation
of the most essential properties and algorithms of the underlying DCT
technology.
If you think that you know about DCT-based JPEG after reading this book,
then you are in delusion. The real fundamentals and corresponding potential
of DCT-based JPEG are not publicly known so far, and that is the reason for
all the mistaken developments taking place in the image coding domain.
The original JPEG standard is divided into two parts, Part 1 being the actual
specification, while Part 2 covers compliance testing methods. Part 1 is
titled "Digital Compression and Coding of Continuous-tone Still Images,
Part 1: Requirements and guidelines" and has document numbers ISO/IEC IS
10918-1, ITU-T T.81. Part 2 is titled "Digital Compression and Coding of
Continuous-tone Still Images, Part 2: Compliance testing" and has document
numbers ISO/IEC IS 10918-2, ITU-T T.83.
IJG JPEG 8 introduces an implementation of the JPEG SmartScale extension
which is specified in two documents: A contributed document at ITU and ISO
with title "ITU-T JPEG-Plus Proposal for Extending ITU-T T.81 for Advanced
Image Coding", April 2006, Geneva, Switzerland. The latest version of this
document is Revision 3. And a contributed document ISO/IEC JTC1/SC29/WG1 N
5799 with title "Evolution of JPEG", June/July 2011, Berlin, Germany.
The JPEG standard does not specify all details of an interchangeable file
format. For the omitted details we follow the "JFIF" conventions, revision
1.02. JFIF 1.02 has been adopted as an Ecma International Technical Report
and thus received a formal publication status. It is available as a free
download in PDF format from
http://www.ecma-international.org/publications/techreports/E-TR-098.htm.
A PostScript version of the JFIF document is available at
http://www.ijg.org/files/jfif.ps.gz. There is also a plain text version at
http://www.ijg.org/files/jfif.txt.gz, but it is missing the figures.
The TIFF 6.0 file format specification can be obtained by FTP from
ftp://ftp.sgi.com/graphics/tiff/TIFF6.ps.gz. The JPEG incorporation scheme
found in the TIFF 6.0 spec of 3-June-92 has a number of serious problems.
IJG does not recommend use of the TIFF 6.0 design (TIFF Compression tag 6).
Instead, we recommend the JPEG design proposed by TIFF Technical Note #2
(Compression tag 7). Copies of this Note can be obtained from
http://www.ijg.org/files/. It is expected that the next revision
of the TIFF spec will replace the 6.0 JPEG design with the Note's design.
Although IJG's own code does not support TIFF/JPEG, the free libtiff library
uses our library to implement TIFF/JPEG per the Note.
ARCHIVE LOCATIONS
=================
The "official" archive site for this software is www.ijg.org.
The most recent released version can always be found there in
directory "files". This particular version will be archived as
http://www.ijg.org/files/jpegsrc.v8d.tar.gz, and in Windows-compatible
"zip" archive format as http://www.ijg.org/files/jpegsr8d.zip.
The JPEG FAQ (Frequently Asked Questions) article is a source of some
general information about JPEG.
It is available on the World Wide Web at http://www.faqs.org/faqs/jpeg-faq/
and other news.answers archive sites, including the official news.answers
archive at rtfm.mit.edu: ftp://rtfm.mit.edu/pub/usenet/news.answers/jpeg-faq/.
If you don't have Web or FTP access, send e-mail to mail-server@rtfm.mit.edu
with body
send usenet/news.answers/jpeg-faq/part1
send usenet/news.answers/jpeg-faq/part2
ACKNOWLEDGMENTS
===============
Thank to Juergen Bruder for providing me with a copy of the common DCT
algorithm article, only to find out that I had come to the same result
in a more direct and comprehensible way with a more generative approach.
Thank to Istvan Sebestyen and Joan L. Mitchell for inviting me to the
ITU JPEG (Study Group 16) meeting in Geneva, Switzerland.
Thank to Thomas Wiegand and Gary Sullivan for inviting me to the
Joint Video Team (MPEG & ITU) meeting in Geneva, Switzerland.
Thank to Thomas Richter and Daniel Lee for inviting me to the
ISO/IEC JTC1/SC29/WG1 (also known as JPEG, together with ITU-T SG16)
meeting in Berlin, Germany.
Thank to John Korejwa and Massimo Ballerini for inviting me to
fruitful consultations in Boston, MA and Milan, Italy.
Thank to Hendrik Elstner, Roland Fassauer, Simone Zuck, Guenther
Maier-Gerber, Walter Stoeber, Fred Schmitz, and Norbert Braunagel
for corresponding business development.
Thank to Nico Zschach and Dirk Stelling of the technical support team
at the Digital Images company in Halle for providing me with extra
equipment for configuration tests.
Thank to Richard F. Lyon (then of Foveon Inc.) for fruitful
communication about JPEG configuration in Sigma Photo Pro software.
Thank to Andrew Finkenstadt for hosting the ijg.org site.
Last but not least special thank to Thomas G. Lane for the original
design and development of this singular software package.
FILE FORMAT WARS
================
The ISO/IEC JTC1/SC29/WG1 standards committee (also known as JPEG, together
with ITU-T SG16) currently promotes different formats containing the name
"JPEG" which is misleading because these formats are incompatible with
original DCT-based JPEG and are based on faulty technologies.
IJG therefore does not and will not support such momentary mistakes
(see REFERENCES).
There exist also distributions under the name "OpenJPEG" promoting such
kind of formats which is misleading because they don't support original
JPEG images.
We have no sympathy for the promotion of inferior formats. Indeed, one of
the original reasons for developing this free software was to help force
convergence on common, interoperable format standards for JPEG files.
Don't use an incompatible file format!
(In any case, our decoder will remain capable of reading existing JPEG
image files indefinitely.)
Furthermore, the ISO committee pretends to be "responsible for the popular
JPEG" in their public reports which is not true because they don't respond to
actual requirements for the maintenance of the original JPEG specification.
There are currently distributions in circulation containing the name
"libjpeg" which claim to be a "derivative" or "fork" of the original
libjpeg, but don't have the features and are incompatible with formats
supported by actual IJG libjpeg distributions. Furthermore, they
violate the license conditions as described under LEGAL ISSUES above.
We have no sympathy for the release of misleading and illegal
distributions derived from obsolete code bases.
Don't use an obsolete code base!
TO DO
=====
Version 8 is the first release of a new generation JPEG standard
to overcome the limitations of the original JPEG specification.
More features are being prepared for coming releases...
Please send bug reports, offers of help, etc. to jpeg-info@jpegclub.org.

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This copy of the libpng notices is provided for your convenience. In case of
any discrepancy between this copy and the notices in the file png.h that is
included in the libpng distribution, the latter shall prevail.
COPYRIGHT NOTICE, DISCLAIMER, and LICENSE:
If you modify libpng you may insert additional notices immediately following
this sentence.
This code is released under the libpng license.
libpng versions 1.2.6, August 15, 2004, through 1.5.9, February 18, 2012, are
Copyright (c) 2004, 2006-2011 Glenn Randers-Pehrson, and are
distributed according to the same disclaimer and license as libpng-1.2.5
with the following individual added to the list of Contributing Authors
Cosmin Truta
libpng versions 1.0.7, July 1, 2000, through 1.2.5 - October 3, 2002, are
Copyright (c) 2000-2002 Glenn Randers-Pehrson, and are
distributed according to the same disclaimer and license as libpng-1.0.6
with the following individuals added to the list of Contributing Authors
Simon-Pierre Cadieux
Eric S. Raymond
Gilles Vollant
and with the following additions to the disclaimer:
There is no warranty against interference with your enjoyment of the
library or against infringement. There is no warranty that our
efforts or the library will fulfill any of your particular purposes
or needs. This library is provided with all faults, and the entire
risk of satisfactory quality, performance, accuracy, and effort is with
the user.
libpng versions 0.97, January 1998, through 1.0.6, March 20, 2000, are
Copyright (c) 1998, 1999 Glenn Randers-Pehrson, and are
distributed according to the same disclaimer and license as libpng-0.96,
with the following individuals added to the list of Contributing Authors:
Tom Lane
Glenn Randers-Pehrson
Willem van Schaik
libpng versions 0.89, June 1996, through 0.96, May 1997, are
Copyright (c) 1996, 1997 Andreas Dilger
Distributed according to the same disclaimer and license as libpng-0.88,
with the following individuals added to the list of Contributing Authors:
John Bowler
Kevin Bracey
Sam Bushell
Magnus Holmgren
Greg Roelofs
Tom Tanner
libpng versions 0.5, May 1995, through 0.88, January 1996, are
Copyright (c) 1995, 1996 Guy Eric Schalnat, Group 42, Inc.
For the purposes of this copyright and license, "Contributing Authors"
is defined as the following set of individuals:
Andreas Dilger
Dave Martindale
Guy Eric Schalnat
Paul Schmidt
Tim Wegner
The PNG Reference Library is supplied "AS IS". The Contributing Authors
and Group 42, Inc. disclaim all warranties, expressed or implied,
including, without limitation, the warranties of merchantability and of
fitness for any purpose. The Contributing Authors and Group 42, Inc.
assume no liability for direct, indirect, incidental, special, exemplary,
or consequential damages, which may result from the use of the PNG
Reference Library, even if advised of the possibility of such damage.
Permission is hereby granted to use, copy, modify, and distribute this
source code, or portions hereof, for any purpose, without fee, subject
to the following restrictions:
1. The origin of this source code must not be misrepresented.
2. Altered versions must be plainly marked as such and must not
be misrepresented as being the original source.
3. This Copyright notice may not be removed or altered from any
source or altered source distribution.
The Contributing Authors and Group 42, Inc. specifically permit, without
fee, and encourage the use of this source code as a component to
supporting the PNG file format in commercial products. If you use this
source code in a product, acknowledgment is not required but would be
appreciated.
A "png_get_copyright" function is available, for convenient use in "about"
boxes and the like:
printf("%s",png_get_copyright(NULL));
Also, the PNG logo (in PNG format, of course) is supplied in the
files "pngbar.png" and "pngbar.jpg (88x31) and "pngnow.png" (98x31).
Libpng is OSI Certified Open Source Software. OSI Certified Open Source is a
certification mark of the Open Source Initiative.
Glenn Randers-Pehrson
glennrp at users.sourceforge.net
February 18, 2012

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Linux Users: There are some tools at the web for reading .chm files (try http://xchm.sourceforge.net/).
You can find a html version of this documentation at http://irrlicht.sourceforge.net/docu/index.html

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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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#include <iostream> #include <irrlicht.h>
#include <irrlicht.h> #include "exampleHelper.h"
#include "exampleHelper.h"
using namespace irr;
using namespace irr;
static video::E_DRIVER_TYPE chooseDriver(const char *arg_)
static IrrlichtDevice *device = nullptr; {
static int test_fail = 0; if (core::stringc(arg_) == "null")
return video::EDT_NULL;
void test_irr_array();
void test_irr_string(); if (IrrlichtDevice::isDriverSupported(video::EDT_OGLES1))
return video::EDT_OGLES1;
static video::E_DRIVER_TYPE chooseDriver(core::stringc arg_) if (IrrlichtDevice::isDriverSupported(video::EDT_OGLES2))
{ return video::EDT_OGLES2;
if (arg_ == "null") return video::EDT_OPENGL;
return video::EDT_NULL; }
if (arg_ == "ogles1")
return video::EDT_OGLES1; int main(int argc, char *argv[])
if (arg_ == "ogles2") {
return video::EDT_OGLES2; SIrrlichtCreationParameters p;
if (arg_ == "opengl") p.DriverType = chooseDriver(argc > 1 ? argv[1] : "");
return video::EDT_OPENGL; p.WindowSize = core::dimension2du(640, 480);
if (arg_ == "opengl3") p.Vsync = true;
return video::EDT_OPENGL3; p.LoggingLevel = ELL_DEBUG;
std::cerr << "Unknown driver type: " << arg_.c_str() << ". Trying OpenGL." << std::endl;
return video::EDT_OPENGL; IrrlichtDevice *device = createDeviceEx(p);
} if (!device)
return 1;
static inline void check(bool ok, const char *msg)
{ device->setWindowCaption(L"Hello World!");
if (!ok) { device->setResizable(true);
test_fail++;
device->getLogger()->log((core::stringc("FAILED TEST: ") + msg).c_str(), ELL_ERROR); video::IVideoDriver* driver = device->getVideoDriver();
} scene::ISceneManager* smgr = device->getSceneManager();
} gui::IGUIEnvironment* guienv = device->getGUIEnvironment();
void run_unit_tests() guienv->addStaticText(L"sample text", core::rect<s32>(10,10,110,22), false);
{
std::cout << "Running unit tests:" << std::endl; gui::IGUIButton* button = guienv->addButton(
try { core::rect<s32>(10,30,110,30 + 32), 0, -1, L"sample button",
test_irr_array(); L"sample tooltip");
test_irr_string();
} catch (const std::exception &e) { gui::IGUIEditBox* editbox = guienv->addEditBox(L"",
std::cerr << e.what() << std::endl; core::rect<s32>(10,70,60,70 + 16));
test_fail++;
} const io::path mediaPath = getExampleMediaPath();
std::cout << std::endl;
} scene::IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "coolguy_opt.x");
if (!mesh)
int main(int argc, char *argv[]) return 1;
{ scene::IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(mesh);
run_unit_tests(); if (node)
{
SIrrlichtCreationParameters p; node->setMaterialFlag(video::EMF_LIGHTING, false);
p.DriverType = chooseDriver(argc > 1 ? argv[1] : ""); node->setFrameLoop(0, 29);
p.WindowSize = core::dimension2du(640, 480); node->setAnimationSpeed(30);
p.Vsync = true; node->setMaterialTexture(0, driver->getTexture(mediaPath + "cooltexture.png"));
p.LoggingLevel = ELL_DEBUG; }
device = createDeviceEx(p); smgr->addCameraSceneNode(0, core::vector3df(0,4,5), core::vector3df(0,2,0));
if (!device)
return 1; s32 n = 0;
SEvent event;
{ device->getTimer()->start();
u32 total = 0;
device->getOSOperator()->getSystemMemory(&total, nullptr); while (device->run())
core::stringc message = core::stringc("Total RAM in MiB: ") + core::stringc(total >> 10); {
device->getLogger()->log(message.c_str(), ELL_INFORMATION); if (device->getTimer()->getTime() >= 1300)
check(total > 130 * 1024, "RAM amount"); {
} device->getTimer()->setTime(0);
++n;
device->setWindowCaption(L"Hello World!"); if (n == 1) // Tooltip display
device->setResizable(true); {
bzero(&event, sizeof(SEvent));
video::IVideoDriver *driver = device->getVideoDriver(); event.EventType = irr::EET_MOUSE_INPUT_EVENT;
scene::ISceneManager *smgr = device->getSceneManager(); event.MouseInput.Event = irr::EMIE_MOUSE_MOVED;
gui::IGUIEnvironment *guienv = device->getGUIEnvironment(); event.MouseInput.X = button->getAbsolutePosition().getCenter().X;
event.MouseInput.Y = button->getAbsolutePosition().getCenter().Y;
guienv->addStaticText(L"sample text", core::rect<s32>(10, 10, 110, 22), false); device->postEventFromUser(event);
}
gui::IGUIButton *button = guienv->addButton( else if (n == 2) // Text input focus
core::rect<s32>(10, 30, 110, 30 + 32), 0, -1, L"sample button", guienv->setFocus(editbox);
L"sample tooltip"); else if (n == 3) // Keypress for Text input
{
gui::IGUIEditBox *editbox = guienv->addEditBox(L"", bzero(&event, sizeof(SEvent));
core::rect<s32>(10, 70, 60, 70 + 16)); event.EventType = irr::EET_KEY_INPUT_EVENT;
event.KeyInput.Char = L'a';
const io::path mediaPath = getExampleMediaPath(); event.KeyInput.Key = KEY_KEY_A;
event.KeyInput.PressedDown = true;
auto mesh_file = device->getFileSystem()->createAndOpenFile(mediaPath + "coolguy_opt.x"); device->postEventFromUser(event);
check(mesh_file, "mesh file loading"); event.KeyInput.PressedDown = false;
scene::IAnimatedMesh *mesh = smgr->getMesh(mesh_file); device->postEventFromUser(event);
check(mesh, "mesh loading"); }
if (mesh_file) else
mesh_file->drop(); device->closeDevice();
if (mesh) { }
video::ITexture *tex = driver->getTexture(mediaPath + "cooltexture.png");
check(tex, "texture loading"); driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH,
scene::IAnimatedMeshSceneNode *node = smgr->addAnimatedMeshSceneNode(mesh); video::SColor(255,100,100,150));
if (node) { smgr->drawAll();
node->forEachMaterial([tex](video::SMaterial &mat) { guienv->drawAll();
mat.Lighting = false; driver->endScene();
mat.setTexture(0, tex); }
});
node->setFrameLoop(0, 29); if (core::stringw(L"a") != editbox->getText()) {
node->setAnimationSpeed(30); device->getLogger()->log("EditBox text mismatch", ELL_INFORMATION);
} return 1;
} }
smgr->addCameraSceneNode(0, core::vector3df(0, 4, 5), core::vector3df(0, 2, 0)); device->getLogger()->log("Done.", ELL_INFORMATION);
device->drop();
s32 n = 0; return 0;
SEvent event; }
device->getTimer()->start();
while (device->run()) {
if (device->getTimer()->getTime() >= 1000) {
device->getTimer()->setTime(0);
++n;
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
guienv->setFocus(editbox);
else if (n == 3) { // Keypress for Text input
bzero(&event, sizeof(SEvent));
event.EventType = irr::EET_KEY_INPUT_EVENT;
event.KeyInput.Char = L'a';
event.KeyInput.Key = KEY_KEY_A;
event.KeyInput.PressedDown = true;
device->postEventFromUser(event);
event.KeyInput.PressedDown = false;
device->postEventFromUser(event);
} else
device->closeDevice();
}
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH,
video::SColor(255, 100, 100, 150));
smgr->drawAll();
guienv->drawAll();
driver->endScene();
}
check(core::stringw(L"a") == editbox->getText(), "EditBox text");
device->getLogger()->log("Done.", ELL_INFORMATION);
device->drop();
return test_fail > 0 ? 1 : 0;
}

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#include <irrArray.h>
#include "test_helper.h"
using namespace irr;
using core::array;
static void test_basics()
{
array<int> v;
v.push_back(1); // 1
v.push_front(2); // 2, 1
v.insert(4, 0); // 4, 2, 1
v.insert(3, 1); // 4, 3, 2, 1
v.insert(0, 4); // 4, 3, 2, 1, 0
UASSERTEQ(v.size(), 5);
UASSERTEQ(v[0], 4);
UASSERTEQ(v[1], 3);
UASSERTEQ(v[2], 2);
UASSERTEQ(v[3], 1);
UASSERTEQ(v[4], 0);
array<int> w = v;
UASSERTEQ(w.size(), 5);
UASSERT(w == v);
w.clear();
UASSERTEQ(w.size(), 0);
UASSERTEQ(w.allocated_size(), 0);
UASSERT(w.empty());
w = v;
UASSERTEQ(w.size(), 5);
w.set_used(3);
UASSERTEQ(w.size(), 3);
UASSERTEQ(w[0], 4);
UASSERTEQ(w[1], 3);
UASSERTEQ(w[2], 2);
UASSERTEQ(w.getLast(), 2);
w.set_used(20);
UASSERTEQ(w.size(), 20);
w = v;
w.sort();
UASSERTEQ(w.size(), 5);
UASSERTEQ(w[0], 0);
UASSERTEQ(w[1], 1);
UASSERTEQ(w[2], 2);
UASSERTEQ(w[3], 3);
UASSERTEQ(w[4], 4);
w.erase(0);
UASSERTEQ(w.size(), 4);
UASSERTEQ(w[0], 1);
UASSERTEQ(w[1], 2);
UASSERTEQ(w[2], 3);
UASSERTEQ(w[3], 4);
w.erase(1, 2);
UASSERTEQ(w.size(), 2);
UASSERTEQ(w[0], 1);
UASSERTEQ(w[1], 4);
w.swap(v);
UASSERTEQ(w.size(), 5);
UASSERTEQ(v.size(), 2);
}
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++)
arr.push_back(i);
for (int i = 100; i >= 0; i--)
arr.push_back(i);
s32 end = arr.size() - 1;
for (int i = 0; i <= 100; i++) {
s32 index = arr.linear_reverse_search(i);
UASSERTEQ(index, end - i);
}
for (int i = 0; i <= 100; i++) {
s32 index = arr.linear_search(i);
UASSERTEQ(index, i);
}
}
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;
UASSERTEQ(carr.binary_search(20), -1);
UASSERTEQ(carr.binary_search(0), -1);
UASSERTEQ(carr.binary_search(1), 2);
// Sorted: 1, 1, 2, 2, 3, 5, 5, 5, 7, 8, 9, 10, 15, 19
UASSERTEQ(arr.binary_search(20), -1);
UASSERTEQ(arr.binary_search(0), -1);
for (int value : values) {
s32 i = arr.binary_search(value);
UASSERTNE(i, -1);
UASSERTEQ(arr[i], value);
}
s32 first, last;
first = arr.binary_search_multi(1, last);
UASSERTEQ(first, 0);
UASSERTEQ(last, 1);
first = arr.binary_search_multi(2, last);
UASSERTEQ(first, 2);
UASSERTEQ(last, 3);
first = arr.binary_search_multi(3, last);
UASSERTEQ(first, 4);
UASSERTEQ(last, 4);
first = arr.binary_search_multi(4, last);
UASSERTEQ(first, -1);
first = arr.binary_search_multi(5, last);
UASSERTEQ(first, 5);
UASSERTEQ(last, 7);
first = arr.binary_search_multi(7, last);
UASSERTEQ(first, 8);
UASSERTEQ(last, 8);
first = arr.binary_search_multi(19, last);
UASSERTEQ(first, 13);
UASSERTEQ(last, 13);
}
void test_irr_array()
{
test_basics();
test_linear_searches();
test_binary_searches();
std::cout << " test_irr_array PASSED" << std::endl;
}

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#pragma once
#include <exception>
#include <iostream>
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 { \
const auto &a = (actual); \
const auto &e = (expected); \
if (!CMP(a, e)) { \
std::cout \
<< "Test assertion failed: " << #actual << " " << #CMP << " " \
<< #expected << std::endl \
<< " at " << __FILE__ << ":" << __LINE__ << std::endl \
<< " actual: " << a << std::endl \
<< " expected: " \
<< e << std::endl; \
throw TestFailedException(); \
} \
} while (0)
#define CMPEQ(a, e) (a == e)
#define CMPTRUE(a, e) (a)
#define CMPNE(a, e) (a != e)
#define UASSERTEQ(actual, expected) UASSERTCMP(CMPEQ, actual, expected)
#define UASSERTNE(actual, nexpected) UASSERTCMP(CMPNE, actual, nexpected)
#define UASSERT(actual) UASSERTCMP(CMPTRUE, actual, true)

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#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;
}

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set(IRREXAMPLES set(IRREXAMPLES
# removed # removed
) )

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// 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_DYNAMIC_MESHBUFFER_H_INCLUDED__
#define __C_DYNAMIC_MESHBUFFER_H_INCLUDED__
#include "IDynamicMeshBuffer.h"
#include "CVertexBuffer.h"
#include "CIndexBuffer.h"
namespace irr
{
namespace scene
{
class CDynamicMeshBuffer: public IDynamicMeshBuffer
{
public:
//! constructor
CDynamicMeshBuffer(video::E_VERTEX_TYPE vertexType, video::E_INDEX_TYPE indexType)
: PrimitiveType(EPT_TRIANGLES)
{
VertexBuffer=new CVertexBuffer(vertexType);
IndexBuffer=new CIndexBuffer(indexType);
}
//! destructor
virtual ~CDynamicMeshBuffer()
{
if (VertexBuffer)
VertexBuffer->drop();
if (IndexBuffer)
IndexBuffer->drop();
}
virtual IVertexBuffer& getVertexBuffer() const _IRR_OVERRIDE_
{
return *VertexBuffer;
}
virtual IIndexBuffer& getIndexBuffer() const _IRR_OVERRIDE_
{
return *IndexBuffer;
}
virtual void setVertexBuffer(IVertexBuffer *newVertexBuffer) _IRR_OVERRIDE_
{
if (newVertexBuffer)
newVertexBuffer->grab();
if (VertexBuffer)
VertexBuffer->drop();
VertexBuffer=newVertexBuffer;
}
virtual void setIndexBuffer(IIndexBuffer *newIndexBuffer) _IRR_OVERRIDE_
{
if (newIndexBuffer)
newIndexBuffer->grab();
if (IndexBuffer)
IndexBuffer->drop();
IndexBuffer=newIndexBuffer;
}
//! Get Material of this buffer.
virtual const video::SMaterial& getMaterial() const _IRR_OVERRIDE_
{
return Material;
}
//! Get Material of this buffer.
virtual video::SMaterial& getMaterial() _IRR_OVERRIDE_
{
return Material;
}
//! Get bounding box
virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_
{
return BoundingBox;
}
//! Set bounding box
virtual void setBoundingBox( const core::aabbox3df& box) _IRR_OVERRIDE_
{
BoundingBox = box;
}
//! Recalculate bounding box
virtual void recalculateBoundingBox() _IRR_OVERRIDE_
{
if (!getVertexBuffer().size())
BoundingBox.reset(0,0,0);
else
{
BoundingBox.reset(getVertexBuffer()[0].Pos);
for (u32 i=1; i<getVertexBuffer().size(); ++i)
BoundingBox.addInternalPoint(getVertexBuffer()[i].Pos);
}
}
//! Describe what kind of primitive geometry is used by the meshbuffer
virtual void setPrimitiveType(E_PRIMITIVE_TYPE type) _IRR_OVERRIDE_
{
PrimitiveType = type;
}
//! Get the kind of primitive geometry which is used by the meshbuffer
virtual E_PRIMITIVE_TYPE getPrimitiveType() const _IRR_OVERRIDE_
{
return PrimitiveType;
}
video::SMaterial Material;
core::aabbox3d<f32> BoundingBox;
//! Primitive type used for rendering (triangles, lines, ...)
E_PRIMITIVE_TYPE PrimitiveType;
private:
CDynamicMeshBuffer(const CDynamicMeshBuffer&); // = delete in c++11, prevent copying
IVertexBuffer *VertexBuffer;
IIndexBuffer *IndexBuffer;
};
} // end namespace scene
} // end namespace irr
#endif

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include/CIndexBuffer.h Normal file
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// 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

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@ -1,274 +1,319 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __T_MESH_BUFFER_H_INCLUDED__
#define __T_MESH_BUFFER_H_INCLUDED__
#include "irrArray.h"
#include "IMeshBuffer.h" #include "irrArray.h"
#include "IMeshBuffer.h"
namespace irr
{ namespace irr
namespace scene {
{ namespace scene
//! Template implementation of the IMeshBuffer interface {
template <class T> //! Template implementation of the IMeshBuffer interface
class CMeshBuffer : public IMeshBuffer template <class T>
{ class CMeshBuffer : public IMeshBuffer
public: {
//! Default constructor for empty meshbuffer public:
CMeshBuffer() : //! Default constructor for empty meshbuffer
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)
#ifdef _DEBUG , MappingHint_Vertex(EHM_NEVER), MappingHint_Index(EHM_NEVER)
setDebugName("CMeshBuffer"); , PrimitiveType(EPT_TRIANGLES)
#endif {
} #ifdef _DEBUG
setDebugName("CMeshBuffer");
//! Get material of this meshbuffer #endif
/** \return Material of this buffer */ }
const video::SMaterial &getMaterial() const override
{
return Material; //! Get material of this meshbuffer
} /** \return Material of this buffer */
virtual const video::SMaterial& getMaterial() const _IRR_OVERRIDE_
//! Get material of this meshbuffer {
/** \return Material of this buffer */ return Material;
video::SMaterial &getMaterial() override }
{
return Material;
} //! Get material of this meshbuffer
/** \return Material of this buffer */
//! Get pointer to vertices virtual video::SMaterial& getMaterial() _IRR_OVERRIDE_
/** \return Pointer to vertices. */ {
const void *getVertices() const override return Material;
{ }
return Vertices.const_pointer();
}
//! Get pointer to vertices
//! Get pointer to vertices /** \return Pointer to vertices. */
/** \return Pointer to vertices. */ virtual const void* getVertices() const _IRR_OVERRIDE_
void *getVertices() override {
{ return Vertices.const_pointer();
return Vertices.pointer(); }
}
//! Get number of vertices //! Get pointer to vertices
/** \return Number of vertices. */ /** \return Pointer to vertices. */
u32 getVertexCount() const override virtual void* getVertices() _IRR_OVERRIDE_
{ {
return Vertices.size(); return Vertices.pointer();
} }
//! Get type of index data which is stored in this meshbuffer.
/** \return Index type of this buffer. */ //! Get number of vertices
video::E_INDEX_TYPE getIndexType() const override /** \return Number of vertices. */
{ virtual u32 getVertexCount() const _IRR_OVERRIDE_
return video::EIT_16BIT; {
} return Vertices.size();
}
//! Get pointer to indices
/** \return Pointer to indices. */ //! Get type of index data which is stored in this meshbuffer.
const u16 *getIndices() const override /** \return Index type of this buffer. */
{ virtual video::E_INDEX_TYPE getIndexType() const _IRR_OVERRIDE_
return Indices.const_pointer(); {
} return video::EIT_16BIT;
}
//! Get pointer to indices
/** \return Pointer to indices. */ //! Get pointer to indices
u16 *getIndices() override /** \return Pointer to indices. */
{ virtual const u16* getIndices() const _IRR_OVERRIDE_
return Indices.pointer(); {
} return Indices.const_pointer();
}
//! Get number of indices
/** \return Number of indices. */
u32 getIndexCount() const override //! Get pointer to indices
{ /** \return Pointer to indices. */
return Indices.size(); virtual u16* getIndices() _IRR_OVERRIDE_
} {
return Indices.pointer();
//! Get the axis aligned bounding box }
/** \return Axis aligned bounding box of this buffer. */
const core::aabbox3d<f32> &getBoundingBox() const override
{ //! Get number of indices
return BoundingBox; /** \return Number of indices. */
} virtual u32 getIndexCount() const _IRR_OVERRIDE_
{
//! Set the axis aligned bounding box return Indices.size();
/** \param box New axis aligned bounding box for this buffer. */ }
//! set user axis aligned bounding box
void setBoundingBox(const core::aabbox3df &box) override
{ //! Get the axis aligned bounding box
BoundingBox = box; /** \return Axis aligned bounding box of this buffer. */
} virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_
{
//! Recalculate the bounding box. return BoundingBox;
/** should be called if the mesh changed. */ }
void recalculateBoundingBox() override
{
if (!Vertices.empty()) { //! Set the axis aligned bounding box
BoundingBox.reset(Vertices[0].Pos); /** \param box New axis aligned bounding box for this buffer. */
const irr::u32 vsize = Vertices.size(); //! set user axis aligned bounding box
for (u32 i = 1; i < vsize; ++i) virtual void setBoundingBox(const core::aabbox3df& box) _IRR_OVERRIDE_
BoundingBox.addInternalPoint(Vertices[i].Pos); {
} else BoundingBox = box;
BoundingBox.reset(0, 0, 0); }
}
//! Get type of vertex data stored in this buffer. //! Recalculate the bounding box.
/** \return Type of vertex data. */ /** should be called if the mesh changed. */
video::E_VERTEX_TYPE getVertexType() const override virtual void recalculateBoundingBox() _IRR_OVERRIDE_
{ {
return T::getType(); if (!Vertices.empty())
} {
BoundingBox.reset(Vertices[0].Pos);
//! returns position of vertex i const irr::u32 vsize = Vertices.size();
const core::vector3df &getPosition(u32 i) const override for (u32 i=1; i<vsize; ++i)
{ BoundingBox.addInternalPoint(Vertices[i].Pos);
return Vertices[i].Pos; }
} else
BoundingBox.reset(0,0,0);
//! returns position of vertex i
core::vector3df &getPosition(u32 i) override }
{
return Vertices[i].Pos;
} //! Get type of vertex data stored in this buffer.
/** \return Type of vertex data. */
//! returns normal of vertex i virtual video::E_VERTEX_TYPE getVertexType() const _IRR_OVERRIDE_
const core::vector3df &getNormal(u32 i) const override {
{ return T::getType();
return Vertices[i].Normal; }
}
//! returns position of vertex i
//! returns normal of vertex i virtual const core::vector3df& getPosition(u32 i) const _IRR_OVERRIDE_
core::vector3df &getNormal(u32 i) override {
{ return Vertices[i].Pos;
return Vertices[i].Normal; }
}
//! returns position of vertex i
//! returns texture coord of vertex i virtual core::vector3df& getPosition(u32 i) _IRR_OVERRIDE_
const core::vector2df &getTCoords(u32 i) const override {
{ return Vertices[i].Pos;
return Vertices[i].TCoords; }
}
//! returns normal of vertex i
//! returns texture coord of vertex i virtual const core::vector3df& getNormal(u32 i) const _IRR_OVERRIDE_
core::vector2df &getTCoords(u32 i) override {
{ return Vertices[i].Normal;
return Vertices[i].TCoords; }
}
//! returns normal of vertex i
//! Append the vertices and indices to the current buffer virtual core::vector3df& getNormal(u32 i) _IRR_OVERRIDE_
/** Only works for compatible types, i.e. either the same type {
or the main buffer is of standard type. Otherwise, behavior is return Vertices[i].Normal;
undefined. }
*/
void append(const void *const vertices, u32 numVertices, const u16 *const indices, u32 numIndices) override //! returns texture coord of vertex i
{ virtual const core::vector2df& getTCoords(u32 i) const _IRR_OVERRIDE_
if (vertices == getVertices()) {
return; return Vertices[i].TCoords;
}
const u32 vertexCount = getVertexCount();
u32 i; //! returns texture coord of vertex i
virtual core::vector2df& getTCoords(u32 i) _IRR_OVERRIDE_
Vertices.reallocate(vertexCount + numVertices); {
for (i = 0; i < numVertices; ++i) { return Vertices[i].TCoords;
Vertices.push_back(static_cast<const T *>(vertices)[i]); }
BoundingBox.addInternalPoint(static_cast<const T *>(vertices)[i].Pos);
}
//! Append the vertices and indices to the current buffer
Indices.reallocate(getIndexCount() + numIndices); /** Only works for compatible types, i.e. either the same type
for (i = 0; i < numIndices; ++i) { or the main buffer is of standard type. Otherwise, behavior is
Indices.push_back(indices[i] + vertexCount); undefined.
} */
} virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) _IRR_OVERRIDE_
{
//! get the current hardware mapping hint if (vertices == getVertices())
E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const override return;
{
return MappingHint_Vertex; const u32 vertexCount = getVertexCount();
} u32 i;
//! get the current hardware mapping hint Vertices.reallocate(vertexCount+numVertices);
E_HARDWARE_MAPPING getHardwareMappingHint_Index() const override for (i=0; i<numVertices; ++i)
{ {
return MappingHint_Index; Vertices.push_back(reinterpret_cast<const T*>(vertices)[i]);
} BoundingBox.addInternalPoint(reinterpret_cast<const T*>(vertices)[i].Pos);
}
//! set the hardware mapping hint, for driver
void setHardwareMappingHint(E_HARDWARE_MAPPING NewMappingHint, E_BUFFER_TYPE Buffer = EBT_VERTEX_AND_INDEX) override Indices.reallocate(getIndexCount()+numIndices);
{ for (i=0; i<numIndices; ++i)
if (Buffer == EBT_VERTEX_AND_INDEX || Buffer == EBT_VERTEX) {
MappingHint_Vertex = NewMappingHint; Indices.push_back(indices[i]+vertexCount);
if (Buffer == EBT_VERTEX_AND_INDEX || Buffer == EBT_INDEX) }
MappingHint_Index = NewMappingHint; }
}
//! Describe what kind of primitive geometry is used by the meshbuffer //! Append the meshbuffer to the current buffer
void setPrimitiveType(E_PRIMITIVE_TYPE type) override /** Only works for compatible types, i.e. either the same type
{ or the main buffer is of standard type. Otherwise, behavior is
PrimitiveType = type; undefined.
} \param other Meshbuffer to be appended to this one.
*/
//! Get the kind of primitive geometry which is used by the meshbuffer virtual void append(const IMeshBuffer* const other) _IRR_OVERRIDE_
E_PRIMITIVE_TYPE getPrimitiveType() const override {
{ /*
return PrimitiveType; if (this==other)
} return;
//! flags the mesh as changed, reloads hardware buffers const u32 vertexCount = getVertexCount();
void setDirty(E_BUFFER_TYPE Buffer = EBT_VERTEX_AND_INDEX) override u32 i;
{
if (Buffer == EBT_VERTEX_AND_INDEX || Buffer == EBT_VERTEX) Vertices.reallocate(vertexCount+other->getVertexCount());
++ChangedID_Vertex; for (i=0; i<other->getVertexCount(); ++i)
if (Buffer == EBT_VERTEX_AND_INDEX || Buffer == EBT_INDEX) {
++ChangedID_Index; Vertices.push_back(reinterpret_cast<const T*>(other->getVertices())[i]);
} }
//! Get the currently used ID for identification of changes. Indices.reallocate(getIndexCount()+other->getIndexCount());
/** This shouldn't be used for anything outside the VideoDriver. */ for (i=0; i<other->getIndexCount(); ++i)
u32 getChangedID_Vertex() const override { return ChangedID_Vertex; } {
Indices.push_back(other->getIndices()[i]+vertexCount);
//! Get the currently used ID for identification of changes. }
/** This shouldn't be used for anything outside the VideoDriver. */ BoundingBox.addInternalBox(other->getBoundingBox());
u32 getChangedID_Index() const override { return ChangedID_Index; } */
}
void setHWBuffer(void *ptr) const override
{
HWBuffer = ptr; //! get the current hardware mapping hint
} virtual E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const _IRR_OVERRIDE_
{
void *getHWBuffer() const override return MappingHint_Vertex;
{ }
return HWBuffer;
} //! get the current hardware mapping hint
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Index() const _IRR_OVERRIDE_
u32 ChangedID_Vertex; {
u32 ChangedID_Index; return MappingHint_Index;
}
//! hardware mapping hint
E_HARDWARE_MAPPING MappingHint_Vertex; //! set the hardware mapping hint, for driver
E_HARDWARE_MAPPING MappingHint_Index; virtual void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint, E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX ) _IRR_OVERRIDE_
mutable void *HWBuffer; {
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_VERTEX)
//! Material for this meshbuffer. MappingHint_Vertex=NewMappingHint;
video::SMaterial Material; if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_INDEX)
//! Vertices of this buffer MappingHint_Index=NewMappingHint;
core::array<T> Vertices; }
//! Indices into the vertices of this buffer.
core::array<u16> Indices; //! Describe what kind of primitive geometry is used by the meshbuffer
//! Bounding box of this meshbuffer. virtual void setPrimitiveType(E_PRIMITIVE_TYPE type) _IRR_OVERRIDE_
core::aabbox3d<f32> BoundingBox; {
//! Primitive type used for rendering (triangles, lines, ...) PrimitiveType = type;
E_PRIMITIVE_TYPE PrimitiveType; }
};
//! Get the kind of primitive geometry which is used by the meshbuffer
//! Standard meshbuffer virtual E_PRIMITIVE_TYPE getPrimitiveType() const _IRR_OVERRIDE_
typedef CMeshBuffer<video::S3DVertex> SMeshBuffer; {
//! Meshbuffer with two texture coords per vertex, e.g. for lightmaps return PrimitiveType;
typedef CMeshBuffer<video::S3DVertex2TCoords> SMeshBufferLightMap; }
//! Meshbuffer with vertices having tangents stored, e.g. for normal mapping
typedef CMeshBuffer<video::S3DVertexTangents> SMeshBufferTangents; //! flags the mesh as changed, reloads hardware buffers
} // end namespace scene virtual void setDirty(E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX) _IRR_OVERRIDE_
} // end namespace irr {
if (Buffer==EBT_VERTEX_AND_INDEX ||Buffer==EBT_VERTEX)
++ChangedID_Vertex;
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_INDEX)
++ChangedID_Index;
}
//! Get the currently used ID for identification of changes.
/** This shouldn't be used for anything outside the VideoDriver. */
virtual u32 getChangedID_Vertex() const _IRR_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 ChangedID_Vertex;
u32 ChangedID_Index;
//! hardware mapping hint
E_HARDWARE_MAPPING MappingHint_Vertex;
E_HARDWARE_MAPPING MappingHint_Index;
//! Material for this meshbuffer.
video::SMaterial Material;
//! Vertices of this buffer
core::array<T> Vertices;
//! Indices into the vertices of this buffer.
core::array<u16> Indices;
//! Bounding box of this meshbuffer.
core::aabbox3d<f32> BoundingBox;
//! Primitive type used for rendering (triangles, lines, ...)
E_PRIMITIVE_TYPE PrimitiveType;
};
//! Standard meshbuffer
typedef CMeshBuffer<video::S3DVertex> SMeshBuffer;
//! Meshbuffer with two texture coords per vertex, e.g. for lightmaps
typedef CMeshBuffer<video::S3DVertex2TCoords> SMeshBufferLightMap;
//! Meshbuffer with vertices having tangents stored, e.g. for normal mapping
typedef CMeshBuffer<video::S3DVertexTangents> SMeshBufferTangents;
} // end namespace scene
} // end namespace irr
#endif

210
include/CVertexBuffer.h Normal file
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@ -0,0 +1,210 @@
// 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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@ -1,32 +1,101 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __E_ATTRIBUTES_H_INCLUDED__
#define __E_ATTRIBUTES_H_INCLUDED__
namespace irr
{ namespace irr
namespace io {
{ namespace io
{
//! Types of attributes available for IAttributes
enum E_ATTRIBUTE_TYPE //! Types of attributes available for IAttributes
{ enum E_ATTRIBUTE_TYPE
// integer attribute {
EAT_INT = 0, // integer attribute
EAT_INT = 0,
// float attribute
EAT_FLOAT, // float attribute
EAT_FLOAT,
// boolean attribute
EAT_BOOL, // string attribute
EAT_STRING,
// known attribute type count
EAT_COUNT, // boolean attribute
EAT_BOOL,
// unknown attribute
EAT_UNKNOWN // enumeration attribute
}; EAT_ENUM,
} // end namespace io // color attribute
} // end namespace irr 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,
// unknown attribute
EAT_UNKNOWN
};
} // end namespace io
} // end namespace irr
#endif

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __E_CULLING_TYPES_H_INCLUDED__
#define __E_CULLING_TYPES_H_INCLUDED__
#include "irrTypes.h"
#include "irrTypes.h"
namespace irr
{ namespace irr
namespace scene {
{ 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_OFF = 0,
EAC_FRUSTUM_BOX = 2, EAC_BOX = 1,
EAC_FRUSTUM_SPHERE = 4, EAC_FRUSTUM_BOX = 2,
EAC_OCC_QUERY = 8 EAC_FRUSTUM_SPHERE = 4,
}; EAC_OCC_QUERY = 8
};
//! Names for culling type
const c8 *const AutomaticCullingNames[] = { //! Names for culling type
"false", const c8* const AutomaticCullingNames[] =
"box", // camera box against node box {
"frustum_box", // camera frustum against node box "false",
"frustum_sphere", // camera frustum against node sphere "box", // camera box against node box
"occ_query", // occlusion query "frustum_box", // camera frustum against node box
0, "frustum_sphere", // camera frustum against node sphere
}; "occ_query", // occlusion query
0
} // end namespace scene };
} // end namespace irr
} // end namespace scene
} // end namespace irr
#endif // __E_CULLING_TYPES_H_INCLUDED__

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __E_DEBUG_SCENE_TYPES_H_INCLUDED__
#define __E_DEBUG_SCENE_TYPES_H_INCLUDED__
namespace irr
{ namespace irr
namespace scene {
{ 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, //! No Debug Data ( Default )
EDS_OFF = 0,
//! Show Bounding Boxes of SceneNode
EDS_BBOX = 1, //! Show Bounding Boxes of SceneNode
EDS_BBOX = 1,
//! Show Vertex Normals
EDS_NORMALS = 2, //! Show Vertex Normals
EDS_NORMALS = 2,
//! Shows Skeleton/Tags
EDS_SKELETON = 4, //! Shows Skeleton/Tags
EDS_SKELETON = 4,
//! Overlays Mesh Wireframe
EDS_MESH_WIRE_OVERLAY = 8, //! Overlays Mesh Wireframe
EDS_MESH_WIRE_OVERLAY = 8,
//! Show Bounding Boxes of all MeshBuffers
EDS_BBOX_BUFFERS = 32, //! Temporary use transparency Material Type
EDS_HALF_TRANSPARENCY = 16,
//! EDS_BBOX | EDS_BBOX_BUFFERS
EDS_BBOX_ALL = EDS_BBOX | EDS_BBOX_BUFFERS, //! Show Bounding Boxes of all MeshBuffers
EDS_BBOX_BUFFERS = 32,
//! Show all debug infos
EDS_FULL = 0xffffffff //! EDS_BBOX | EDS_BBOX_BUFFERS
}; EDS_BBOX_ALL = EDS_BBOX | EDS_BBOX_BUFFERS,
} // end namespace scene //! Show all debug infos
} // end namespace irr EDS_FULL = 0xffffffff
};
} // end namespace scene
} // end namespace irr
#endif // __E_DEBUG_SCENE_TYPES_H_INCLUDED__

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __E_DEVICE_TYPES_H_INCLUDED__
#define __E_DEVICE_TYPES_H_INCLUDED__
namespace irr
{ 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. */ //! A device native to Microsoft Windows
EIDT_WIN32, /** This device uses the Win32 API and works in all versions of Windows. */
EIDT_WIN32,
//! A device native to Unix style operating systems.
/** This device uses the X11 windowing system and works in Linux, Solaris, FreeBSD, OSX and //! A device native to Windows CE devices
other operating systems which support X11. */ /** This device works on Windows Mobile, Pocket PC and Microsoft SmartPhone devices */
EIDT_X11, EIDT_WINCE,
//! A device native to Mac OSX //! A device native to Unix style operating systems.
/** This device uses Apple's Cocoa API and works in Mac OSX 10.2 and above. */ /** This device uses the X11 windowing system and works in Linux, Solaris, FreeBSD, OSX and
EIDT_OSX, other operating systems which support X11. */
EIDT_X11,
//! A device which uses Simple DirectMedia Layer
/** The SDL device works under all platforms supported by SDL but first must be compiled //! A device native to Mac OSX
in by setting the USE_SDL2 CMake option to ON */ /** This device uses Apple's Cocoa API and works in Mac OSX 10.2 and above. */
EIDT_SDL, EIDT_OSX,
//! This selection allows Irrlicht to choose the best device from the ones available. //! A device native to the iOS
/** If this selection is chosen then Irrlicht will try to use the IrrlichtDevice native /** This device should be used with the OpenGL-ES driver. */
to your operating system. If this is unavailable then the X11, SDL and then console device EIDT_IOS,
will be tried. This ensures that Irrlicht will run even if your platform is unsupported,
although it may not be able to render anything. */ //! A device which uses Simple DirectMedia Layer
EIDT_BEST, /** 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 */
//! A device for Android platforms EIDT_SDL,
/** Best used with embedded devices and mobile systems.
Does not need X11 or other graphical subsystems. //! A device for raw framebuffer access
May support hw-acceleration via OpenGL-ES */ /** Best used with embedded devices and mobile systems.
EIDT_ANDROID, Does not need X11 or other graphical subsystems.
}; May support hw-acceleration via OpenGL-ES for FBDirect */
EIDT_FRAMEBUFFER,
} // end namespace irr
//! 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
will be tried. This ensures that Irrlicht will run even if your platform is unsupported,
although it may not be able to render anything. */
EIDT_BEST,
//! A device for Android platforms
/** Best used with embedded devices and mobile systems.
Does not need X11 or other graphical subsystems.
May support hw-acceleration via OpenGL-ES */
EIDT_ANDROID,
};
} // end namespace irr
#endif // __E_DEVICE_TYPES_H_INCLUDED__

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __E_DRIVER_FEATURES_H_INCLUDED__
#define __E_DRIVER_FEATURES_H_INCLUDED__
namespace irr
{ namespace irr
namespace video {
{ 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, //! Is driver able to render to a surface?
EVDF_RENDER_TO_TARGET = 0,
//! Is hardware transform and lighting supported?
EVDF_HARDWARE_TL, //! Is hardware transform and lighting supported?
EVDF_HARDWARE_TL,
//! Are multiple textures per material possible?
EVDF_MULTITEXTURE, //! Are multiple textures per material possible?
EVDF_MULTITEXTURE,
//! Is driver able to render with a bilinear filter applied?
EVDF_BILINEAR_FILTER, //! Is driver able to render with a bilinear filter applied?
EVDF_BILINEAR_FILTER,
//! Can the driver handle mip maps?
EVDF_MIP_MAP, //! Can the driver handle mip maps?
EVDF_MIP_MAP,
//! Can the driver update mip maps automatically?
EVDF_MIP_MAP_AUTO_UPDATE, //! Can the driver update mip maps automatically?
EVDF_MIP_MAP_AUTO_UPDATE,
//! Are stencilbuffers switched on and does the device support stencil buffers?
EVDF_STENCIL_BUFFER, //! Are stencilbuffers switched on and does the device support stencil buffers?
EVDF_STENCIL_BUFFER,
//! Is Vertex Shader 1.1 supported?
EVDF_VERTEX_SHADER_1_1, //! Is Vertex Shader 1.1 supported?
EVDF_VERTEX_SHADER_1_1,
//! Is Vertex Shader 2.0 supported?
EVDF_VERTEX_SHADER_2_0, //! Is Vertex Shader 2.0 supported?
EVDF_VERTEX_SHADER_2_0,
//! Is Vertex Shader 3.0 supported?
EVDF_VERTEX_SHADER_3_0, //! Is Vertex Shader 3.0 supported?
EVDF_VERTEX_SHADER_3_0,
//! Is Pixel Shader 1.1 supported?
EVDF_PIXEL_SHADER_1_1, //! Is Pixel Shader 1.1 supported?
EVDF_PIXEL_SHADER_1_1,
//! Is Pixel Shader 1.2 supported?
EVDF_PIXEL_SHADER_1_2, //! Is Pixel Shader 1.2 supported?
EVDF_PIXEL_SHADER_1_2,
//! Is Pixel Shader 1.3 supported?
EVDF_PIXEL_SHADER_1_3, //! Is Pixel Shader 1.3 supported?
EVDF_PIXEL_SHADER_1_3,
//! Is Pixel Shader 1.4 supported?
EVDF_PIXEL_SHADER_1_4, //! Is Pixel Shader 1.4 supported?
EVDF_PIXEL_SHADER_1_4,
//! Is Pixel Shader 2.0 supported?
EVDF_PIXEL_SHADER_2_0, //! Is Pixel Shader 2.0 supported?
EVDF_PIXEL_SHADER_2_0,
//! Is Pixel Shader 3.0 supported?
EVDF_PIXEL_SHADER_3_0, //! Is Pixel Shader 3.0 supported?
EVDF_PIXEL_SHADER_3_0,
//! Are ARB vertex programs v1.0 supported?
EVDF_ARB_VERTEX_PROGRAM_1, //! Are ARB vertex programs v1.0 supported?
EVDF_ARB_VERTEX_PROGRAM_1,
//! Are ARB fragment programs v1.0 supported?
EVDF_ARB_FRAGMENT_PROGRAM_1, //! Are ARB fragment programs v1.0 supported?
EVDF_ARB_FRAGMENT_PROGRAM_1,
//! Is GLSL supported?
EVDF_ARB_GLSL, //! Is GLSL supported?
EVDF_ARB_GLSL,
//! Is HLSL supported?
EVDF_HLSL, //! Is HLSL supported?
EVDF_HLSL,
//! Are non-square textures supported?
EVDF_TEXTURE_NSQUARE, //! Are non-square textures supported?
EVDF_TEXTURE_NSQUARE,
//! Are non-power-of-two textures supported?
EVDF_TEXTURE_NPOT, //! Are non-power-of-two textures supported?
EVDF_TEXTURE_NPOT,
//! Are framebuffer objects supported?
EVDF_FRAMEBUFFER_OBJECT, //! Are framebuffer objects supported?
EVDF_FRAMEBUFFER_OBJECT,
//! Are vertex buffer objects supported?
EVDF_VERTEX_BUFFER_OBJECT, //! Are vertex buffer objects supported?
EVDF_VERTEX_BUFFER_OBJECT,
//! Supports Alpha To Coverage
EVDF_ALPHA_TO_COVERAGE, //! Supports Alpha To Coverage
EVDF_ALPHA_TO_COVERAGE,
//! Supports Color masks (disabling color planes in output)
EVDF_COLOR_MASK, //! Supports Color masks (disabling color planes in output)
EVDF_COLOR_MASK,
//! Supports multiple render targets at once
EVDF_MULTIPLE_RENDER_TARGETS, //! Supports multiple render targets at once
EVDF_MULTIPLE_RENDER_TARGETS,
//! Supports separate blend settings for multiple render targets
EVDF_MRT_BLEND, //! Supports separate blend settings for multiple render targets
EVDF_MRT_BLEND,
//! Supports separate color masks for multiple render targets
EVDF_MRT_COLOR_MASK, //! Supports separate color masks for multiple render targets
EVDF_MRT_COLOR_MASK,
//! Supports separate blend functions for multiple render targets
EVDF_MRT_BLEND_FUNC, //! Supports separate blend functions for multiple render targets
EVDF_MRT_BLEND_FUNC,
//! Supports geometry shaders
EVDF_GEOMETRY_SHADER, //! Supports geometry shaders
EVDF_GEOMETRY_SHADER,
//! Supports occlusion queries
EVDF_OCCLUSION_QUERY, //! Supports occlusion queries
EVDF_OCCLUSION_QUERY,
//! Supports polygon offset/depth bias for avoiding z-fighting
EVDF_POLYGON_OFFSET, //! Supports polygon offset/depth bias for avoiding z-fighting
EVDF_POLYGON_OFFSET,
//! Support for different blend functions. Without, only ADD is available
EVDF_BLEND_OPERATIONS, //! Support for different blend functions. Without, only ADD is available
EVDF_BLEND_OPERATIONS,
//! Support for separate blending for RGB and Alpha.
EVDF_BLEND_SEPARATE, //! Support for separate blending for RGB and Alpha.
EVDF_BLEND_SEPARATE,
//! Support for texture coord transformation via texture matrix
EVDF_TEXTURE_MATRIX, //! Support for texture coord transformation via texture matrix
EVDF_TEXTURE_MATRIX,
//! Support for cube map textures.
EVDF_TEXTURE_CUBEMAP, //! Support for DXTn compressed textures.
EVDF_TEXTURE_COMPRESSED_DXT,
//! Support for filtering across different faces of the cubemap
EVDF_TEXTURE_CUBEMAP_SEAMLESS, //! Support for PVRTC compressed textures.
EVDF_TEXTURE_COMPRESSED_PVRTC,
//! Support for clamping vertices beyond far-plane to depth instead of capping them.
EVDF_DEPTH_CLAMP, //! Support for PVRTC2 compressed textures.
EVDF_TEXTURE_COMPRESSED_PVRTC2,
//! Only used for counting the elements of this enum
EVDF_COUNT //! Support for ETC1 compressed textures.
}; EVDF_TEXTURE_COMPRESSED_ETC1,
} // end namespace video //! Support for ETC2 compressed textures.
} // end namespace irr EVDF_TEXTURE_COMPRESSED_ETC2,
//! Support for cube map textures.
EVDF_TEXTURE_CUBEMAP,
//! Support for filtering across different faces of the cubemap
EVDF_TEXTURE_CUBEMAP_SEAMLESS,
//! Support for clamping vertices beyond far-plane to depth instead of capping them.
EVDF_DEPTH_CLAMP,
//! Only used for counting the elements of this enum
EVDF_COUNT
};
} // end namespace video
} // end namespace irr
#endif

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __E_DRIVER_TYPES_H_INCLUDED__
#define __E_DRIVER_TYPES_H_INCLUDED__
#include "irrTypes.h"
#include "irrTypes.h"
namespace irr
{ namespace irr
namespace video {
{ 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 //! Null driver, useful for applications to run the engine without visualization.
render and display any graphics. */ /** The null device is able to load textures, but does not
EDT_NULL, render and display any graphics. */
EDT_NULL,
//! OpenGL device, available on most platforms.
/** Performs hardware accelerated rendering of 3D and 2D //! The Irrlicht Engine Software renderer.
primitives. */ /** Runs on all platforms, with every hardware. It should only
EDT_OPENGL, be used for 2d graphics, but it can also perform some primitive
3d functions. These 3d drawing functions are quite fast, but
//! OpenGL-ES 1.x driver, for embedded and mobile systems very inaccurate, and don't even support clipping in 3D mode. */
EDT_OGLES1, EDT_SOFTWARE,
//! OpenGL-ES 2.x driver, for embedded and mobile systems //! The Burning's Software Renderer, an alternative software renderer
/** Supports shaders etc. */ /** Basically it can be described as the Irrlicht Software
EDT_OGLES2, renderer on steroids. It rasterizes 3D geometry perfectly: It
is able to perform correct 3d clipping, perspective correct
//! WebGL1 friendly subset of OpenGL-ES 2.x driver for Emscripten texture mapping, perspective correct color mapping, and renders
EDT_WEBGL1, sub pixel correct, sub texel correct primitives. In addition,
it does bilinear texel filtering and supports more materials
EDT_OPENGL3, than the EDT_SOFTWARE driver. This renderer has been written
entirely by Thomas Alten, thanks a lot for this huge
//! No driver, just for counting the elements contribution. */
EDT_COUNT EDT_BURNINGSVIDEO,
};
//! Direct3D8 device is longer supported in Irrlicht. You have to go back to Irrlicht 1.8 if you still need that.
} // end namespace video DEPRECATED_EDT_DIRECT3D8_NO_LONGER_EXISTS, // keep enum to avoid breaking enumeration order (might be used in ini-files, serialization, etc)
} // end namespace irr
//! 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. */
EDT_OPENGL,
//! OpenGL-ES 1.x driver, for embedded and mobile systems
EDT_OGLES1,
//! OpenGL-ES 2.x driver, for embedded and mobile systems
/** Supports shaders etc. */
EDT_OGLES2,
//! WebGL1 friendly subset of OpenGL-ES 2.x driver for Emscripten
EDT_WEBGL1,
//! 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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// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef E_FOCUS_FLAGS_H_INCLUDED__
#define E_FOCUS_FLAGS_H_INCLUDED__
namespace irr
{ namespace irr
namespace gui {
{ namespace gui
{
//! Bitflags for defining the the focus behavior of the gui
// (all names start with SET as we might add REMOVE flags later to control that behavior as well) //! Bitflags for defining the the focus behavior of the gui
enum EFOCUS_FLAG // (all names start with SET as we might add REMOVE flags later to control that behavior as well)
{ enum EFOCUS_FLAG
//! When set the focus changes when the left mouse-button got clicked while over an element {
EFF_SET_ON_LMOUSE_DOWN = 0x1, //! When set the focus changes when the left mouse-button got clicked while over an element
EFF_SET_ON_LMOUSE_DOWN = 0x1,
//! When set the focus changes when the right mouse-button got clicked while over an element
//! Note that elements usually don't care about right-click and that won't change with this flag //! When set the focus changes when the right mouse-button got clicked while over an element
//! This is mostly to allow taking away focus from elements with right-mouse additionally. //! Note that elements usually don't care about right-click and that won't change with this flag
EFF_SET_ON_RMOUSE_DOWN = 0x2, //! This is mostly to allow taking away focus from elements with right-mouse additionally.
EFF_SET_ON_RMOUSE_DOWN = 0x2,
//! When set the focus changes when the mouse-cursor is over an element
EFF_SET_ON_MOUSE_OVER = 0x4, //! When set the focus changes when the mouse-cursor is over an element
EFF_SET_ON_MOUSE_OVER = 0x4,
//! When set the focus can be changed with TAB-key combinations.
EFF_SET_ON_TAB = 0x8, //! When set the focus can be changed with TAB-key combinations.
EFF_SET_ON_TAB = 0x8,
//! When set it's possible to set the focus to disabled elements.
EFF_CAN_FOCUS_DISABLED = 0x16 //! When set it's possible to set the focus to disabled elements.
}; EFF_CAN_FOCUS_DISABLED = 0x16
};
} // namespace gui
} // namespace irr } // namespace gui
} // namespace irr
#endif

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __E_GUI_ALIGNMENT_H_INCLUDED__
#define __E_GUI_ALIGNMENT_H_INCLUDED__
#include "irrTypes.h"
#include "irrTypes.h"
namespace irr
{ namespace irr
namespace gui {
{ namespace gui
enum EGUI_ALIGNMENT {
{ enum EGUI_ALIGNMENT
//! Aligned to parent's top or left side (default) {
EGUIA_UPPERLEFT = 0, //! Aligned to parent's top or left side (default)
//! Aligned to parent's bottom or right side EGUIA_UPPERLEFT=0,
EGUIA_LOWERRIGHT, //! Aligned to parent's bottom or right side
//! Aligned to the center of parent EGUIA_LOWERRIGHT,
EGUIA_CENTER, //! Aligned to the center of parent
//! Stretched to fit parent EGUIA_CENTER,
EGUIA_SCALE //! Stretched to fit parent
}; EGUIA_SCALE
};
//! Names for alignments
const c8 *const GUIAlignmentNames[] = { //! Names for alignments
"upperLeft", const c8* const GUIAlignmentNames[] =
"lowerRight", {
"center", "upperLeft",
"scale", "lowerRight",
0, "center",
}; "scale",
0
} // namespace gui };
} // namespace irr
} // namespace gui
} // namespace irr
#endif // __E_GUI_ALIGNMENT_H_INCLUDED__

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __E_GUI_ELEMENT_TYPES_H_INCLUDED__
#define __E_GUI_ELEMENT_TYPES_H_INCLUDED__
#include "irrTypes.h"
#include "irrTypes.h"
namespace irr
{ namespace irr
namespace gui {
{ namespace gui
{
//! List of all basic Irrlicht GUI elements.
/** An IGUIElement returns this when calling IGUIElement::getType(); */ //! List of all basic Irrlicht GUI elements.
enum EGUI_ELEMENT_TYPE /** An IGUIElement returns this when calling IGUIElement::getType(); */
{ enum EGUI_ELEMENT_TYPE
//! A button (IGUIButton) {
EGUIET_BUTTON = 0, //! A button (IGUIButton)
EGUIET_BUTTON = 0,
//! A check box (IGUICheckBox)
EGUIET_CHECK_BOX, //! A check box (IGUICheckBox)
EGUIET_CHECK_BOX,
//! A combo box (IGUIComboBox)
EGUIET_COMBO_BOX, //! A combo box (IGUIComboBox)
EGUIET_COMBO_BOX,
//! A context menu (IGUIContextMenu)
EGUIET_CONTEXT_MENU, //! A context menu (IGUIContextMenu)
EGUIET_CONTEXT_MENU,
//! A menu (IGUIMenu)
EGUIET_MENU, //! A menu (IGUIMenu)
EGUIET_MENU,
//! An edit box (IGUIEditBox)
EGUIET_EDIT_BOX, //! An edit box (IGUIEditBox)
EGUIET_EDIT_BOX,
//! A file open dialog (IGUIFileOpenDialog)
EGUIET_FILE_OPEN_DIALOG, //! A file open dialog (IGUIFileOpenDialog)
EGUIET_FILE_OPEN_DIALOG,
//! A color select open dialog (IGUIColorSelectDialog)
EGUIET_COLOR_SELECT_DIALOG, //! A color select open dialog (IGUIColorSelectDialog)
EGUIET_COLOR_SELECT_DIALOG,
//! A in/out fader (IGUIInOutFader)
EGUIET_IN_OUT_FADER, //! A in/out fader (IGUIInOutFader)
EGUIET_IN_OUT_FADER,
//! An image (IGUIImage)
EGUIET_IMAGE, //! An image (IGUIImage)
EGUIET_IMAGE,
//! A list box (IGUIListBox)
EGUIET_LIST_BOX, //! A list box (IGUIListBox)
EGUIET_LIST_BOX,
//! A mesh viewer (IGUIMeshViewer)
EGUIET_MESH_VIEWER, //! A mesh viewer (IGUIMeshViewer)
EGUIET_MESH_VIEWER,
//! A message box (IGUIWindow)
EGUIET_MESSAGE_BOX, //! A message box (IGUIWindow)
EGUIET_MESSAGE_BOX,
//! A modal screen
EGUIET_MODAL_SCREEN, //! A modal screen
EGUIET_MODAL_SCREEN,
//! A scroll bar (IGUIScrollBar)
EGUIET_SCROLL_BAR, //! A scroll bar (IGUIScrollBar)
EGUIET_SCROLL_BAR,
//! A spin box (IGUISpinBox)
EGUIET_SPIN_BOX, //! A spin box (IGUISpinBox)
EGUIET_SPIN_BOX,
//! A static text (IGUIStaticText)
EGUIET_STATIC_TEXT, //! A static text (IGUIStaticText)
EGUIET_STATIC_TEXT,
//! A tab (IGUITab)
EGUIET_TAB, //! A tab (IGUITab)
EGUIET_TAB,
//! A tab control
EGUIET_TAB_CONTROL, //! A tab control
EGUIET_TAB_CONTROL,
//! A Table
EGUIET_TABLE, //! A Table
EGUIET_TABLE,
//! A tool bar (IGUIToolBar)
EGUIET_TOOL_BAR, //! A tool bar (IGUIToolBar)
EGUIET_TOOL_BAR,
//! A Tree View
EGUIET_TREE_VIEW, //! A Tree View
EGUIET_TREE_VIEW,
//! A window
EGUIET_WINDOW, //! A window
EGUIET_WINDOW,
//! Unknown type.
EGUIET_ELEMENT, //! Unknown type.
EGUIET_ELEMENT,
//! The root of the GUI
EGUIET_ROOT, //! The root of the GUI
EGUIET_ROOT,
//! Not an element, amount of elements in there
EGUIET_COUNT, //! IGUIProfiler
EGUIET_PROFILER,
//! This enum is never used, it only forces the compiler to compile this enumeration to 32 bit.
EGUIET_FORCE_32_BIT = 0x7fffffff //! Not an element, amount of elements in there
EGUIET_COUNT,
};
//! This enum is never used, it only forces the compiler to compile this enumeration to 32 bit.
//! Names for built-in element types EGUIET_FORCE_32_BIT = 0x7fffffff
const c8 *const GUIElementTypeNames[] = {
"button", };
"checkBox",
"comboBox", //! Names for built-in element types
"contextMenu", const c8* const GUIElementTypeNames[] =
"menu", {
"editBox", "button",
"fileOpenDialog", "checkBox",
"colorSelectDialog", "comboBox",
"inOutFader", "contextMenu",
"image", "menu",
"listBox", "editBox",
"meshViewer", "fileOpenDialog",
"messageBox", "colorSelectDialog",
"modalScreen", "inOutFader",
"scrollBar", "image",
"spinBox", "listBox",
"staticText", "meshViewer",
"tab", "messageBox",
"tabControl", "modalScreen",
"table", "scrollBar",
"toolBar", "spinBox",
"treeview", "staticText",
"window", "tab",
"element", "tabControl",
"root", "table",
"profiler", "toolBar",
0, "treeview",
}; "window",
"element",
} // end namespace gui "root",
} // end namespace irr "profiler",
0
};
} // end namespace gui
} // end namespace irr
#endif

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@ -1,40 +1,44 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __E_HARDWARE_BUFFER_FLAGS_INCLUDED__
#define __E_HARDWARE_BUFFER_FLAGS_INCLUDED__
namespace irr
{ namespace irr
namespace scene {
{ namespace scene
{
enum E_HARDWARE_MAPPING
{ enum E_HARDWARE_MAPPING
//! Don't store on the hardware {
EHM_NEVER = 0, //! Don't store on the hardware
EHM_NEVER=0,
//! Rarely changed, usually stored completely on the hardware
EHM_STATIC, //! Rarely changed, usually stored completely on the hardware
EHM_STATIC,
//! Sometimes changed, driver optimized placement
EHM_DYNAMIC, //! Sometimes changed, driver optimized placement
EHM_DYNAMIC,
//! Always changed, cache optimizing on the GPU
EHM_STREAM //! Always changed, cache optimizing on the GPU
}; EHM_STREAM
};
enum E_BUFFER_TYPE
{ enum E_BUFFER_TYPE
//! Does not change anything {
EBT_NONE = 0, //! Does not change anything
//! Change the vertex mapping EBT_NONE=0,
EBT_VERTEX, //! Change the vertex mapping
//! Change the index mapping EBT_VERTEX,
EBT_INDEX, //! Change the index mapping
//! Change both vertex and index mapping to the same value EBT_INDEX,
EBT_VERTEX_AND_INDEX //! Change both vertex and index mapping to the same value
}; EBT_VERTEX_AND_INDEX
};
} // end namespace scene
} // end namespace irr } // end namespace scene
} // end namespace irr
#endif

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// 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__

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// 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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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __E_MATERIAL_TYPES_H_INCLUDED__
#define __E_MATERIAL_TYPES_H_INCLUDED__
#include "irrTypes.h"
namespace irr
namespace irr {
{ namespace video
namespace video {
{
//! Abstracted and easy to use fixed function/programmable pipeline material modes.
//! Abstracted and easy to use fixed function/programmable pipeline material modes. enum E_MATERIAL_TYPE
enum E_MATERIAL_TYPE {
{ //! Standard solid material.
//! Standard solid material. /** Only first texture is used, which is supposed to be the
/** Only first texture is used, which is supposed to be the diffuse material. */
diffuse material. */ EMT_SOLID = 0,
EMT_SOLID = 0,
//! Solid material with 2 texture layers.
//! Makes the material transparent based on the texture alpha channel. /** The second is blended onto the first using the alpha value
/** The final color is blended together from the destination of the vertex colors. This material is currently not implemented in OpenGL.
color and the texture color, using the alpha channel value as */
blend factor. Only first texture is used. If you are using EMT_SOLID_2_LAYER,
this material with small textures, it is a good idea to load
the texture in 32 bit mode //! Material type with standard lightmap technique
(video::IVideoDriver::setTextureCreationFlag()). Also, an alpha /** There should be 2 textures: The first texture layer is a
ref is used, which can be manipulated using diffuse map, the second is a light map. Dynamic light is
SMaterial::MaterialTypeParam. This value controls how sharp the ignored. */
edges become when going from a transparent to a solid spot on EMT_LIGHTMAP,
the texture. */
EMT_TRANSPARENT_ALPHA_CHANNEL, //! Material type with lightmap technique like EMT_LIGHTMAP.
/** But lightmap and diffuse texture are added instead of modulated. */
//! Makes the material transparent based on the texture alpha channel. EMT_LIGHTMAP_ADD,
/** If the alpha channel value is greater than 127, a
pixel is written to the target, otherwise not. This //! Material type with standard lightmap technique
material does not use alpha blending and is a lot faster /** There should be 2 textures: The first texture layer is a
than EMT_TRANSPARENT_ALPHA_CHANNEL. It is ideal for drawing diffuse map, the second is a light map. Dynamic light is
stuff like leaves of plants, because the borders are not ignored. The texture colors are effectively multiplied by 2
blurry but sharp. Only first texture is used. If you are for brightening. Like known in DirectX as D3DTOP_MODULATE2X. */
using this material with small textures and 3d object, it EMT_LIGHTMAP_M2,
is a good idea to load the texture in 32 bit mode
(video::IVideoDriver::setTextureCreationFlag()). */ //! Material type with standard lightmap technique
EMT_TRANSPARENT_ALPHA_CHANNEL_REF, /** There should be 2 textures: The first texture layer is a
diffuse map, the second is a light map. Dynamic light is
//! Makes the material transparent based on the vertex alpha value. ignored. The texture colors are effectively multiplied by 4
EMT_TRANSPARENT_VERTEX_ALPHA, for brightening. Like known in DirectX as D3DTOP_MODULATE4X. */
EMT_LIGHTMAP_M4,
//! BlendFunc = source * sourceFactor + dest * destFactor ( E_BLEND_FUNC )
/** Using only first texture. Generic blending method. //! Like EMT_LIGHTMAP, but also supports dynamic lighting.
The blend function is set to SMaterial::MaterialTypeParam with EMT_LIGHTMAP_LIGHTING,
pack_textureBlendFunc (for 2D) or pack_textureBlendFuncSeparate (for 3D). */
EMT_ONETEXTURE_BLEND, //! Like EMT_LIGHTMAP_M2, but also supports dynamic lighting.
EMT_LIGHTMAP_LIGHTING_M2,
//! This value is not used. It only forces this enumeration to compile to 32 bit.
EMT_FORCE_32BIT = 0x7fffffff //! Like EMT_LIGHTMAP_M4, but also supports dynamic lighting.
}; EMT_LIGHTMAP_LIGHTING_M4,
//! Array holding the built in material type names //! Detail mapped material.
const char *const sBuiltInMaterialTypeNames[] = { /** The first texture is diffuse color map, the second is added
"solid", to this and usually displayed with a bigger scale value so that
"trans_alphach", it adds more detail. The detail map is added to the diffuse map
"trans_alphach_ref", using ADD_SIGNED, so that it is possible to add and subtract
"trans_vertex_alpha", color from the diffuse map. For example a value of
"onetexture_blend", (127,127,127) will not change the appearance of the diffuse map
0, at all. Often used for terrain rendering. */
}; EMT_DETAIL_MAP,
constexpr u32 numBuiltInMaterials = //! Look like a reflection of the environment around it.
sizeof(sBuiltInMaterialTypeNames) / sizeof(char *) - 1; /** To make this possible, a texture called 'sphere map' is
used, which must be set as the first texture. */
} // end namespace video EMT_SPHERE_MAP,
} // end namespace irr
//! 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
blend factor. Only first texture is used. If you are using
this material with small textures, it is a good idea to load
the texture in 32 bit mode
(video::IVideoDriver::setTextureCreationFlag()). Also, an alpha
ref is used, which can be manipulated using
SMaterial::MaterialTypeParam. This value controls how sharp the
edges become when going from a transparent to a solid spot on
the texture. */
EMT_TRANSPARENT_ALPHA_CHANNEL,
//! Makes the material transparent based on the texture alpha channel.
/** If the alpha channel value is greater than 127, a
pixel is written to the target, otherwise not. This
material does not use alpha blending and is a lot faster
than EMT_TRANSPARENT_ALPHA_CHANNEL. It is ideal for drawing
stuff like leaves of plants, because the borders are not
blurry but sharp. Only first texture is used. If you are
using this material with small textures and 3d object, it
is a good idea to load the texture in 32 bit mode
(video::IVideoDriver::setTextureCreationFlag()). */
EMT_TRANSPARENT_ALPHA_CHANNEL_REF,
//! Makes the material transparent based on the 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,
//! A solid normal map renderer.
/** First texture is the color map, the second should be the
normal map. Note that you should use this material only when
drawing geometry consisting of vertices of type
S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into
this format using IMeshManipulator::createMeshWithTangents()
(See SpecialFX2 Tutorial). This shader runs on vertex shader
1.1 and pixel shader 1.1 capable hardware and falls back to a
fixed function lighted material if this hardware is not
available. Only two lights are supported by this shader, if
there are more, the nearest two are chosen. */
EMT_NORMAL_MAP_SOLID,
//! A transparent normal map renderer.
/** First texture is the color map, the second should be the
normal map. Note that you should use this material only when
drawing geometry consisting of vertices of type
S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into
this format using IMeshManipulator::createMeshWithTangents()
(See SpecialFX2 Tutorial). This shader runs on vertex shader
1.1 and pixel shader 1.1 capable hardware and falls back to a
fixed function lighted material if this hardware is not
available. Only two lights are supported by this shader, if
there are more, the nearest two are chosen. */
EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR,
//! A transparent (based on the vertex alpha value) normal map renderer.
/** First texture is the color map, the second should be the
normal map. Note that you should use this material only when
drawing geometry consisting of vertices of type
S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into
this format using IMeshManipulator::createMeshWithTangents()
(See SpecialFX2 Tutorial). This shader runs on vertex shader
1.1 and pixel shader 1.1 capable hardware and falls back to a
fixed function lighted material if this hardware is not
available. Only two lights are supported by this shader, if
there are more, the nearest two are chosen. */
EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA,
//! Just like EMT_NORMAL_MAP_SOLID, but uses parallax mapping.
/** Looks a lot more realistic. This only works when the
hardware supports at least vertex shader 1.1 and pixel shader
1.4. First texture is the color map, the second should be the
normal map. The normal map texture should contain the height
value in the alpha component. The
IVideoDriver::makeNormalMapTexture() method writes this value
automatically when creating normal maps from a heightmap when
using a 32 bit texture. The height scale of the material
(affecting the bumpiness) is being controlled by the
SMaterial::MaterialTypeParam member. If set to zero, the
default value (0.02f) will be applied. Otherwise the value set
in SMaterial::MaterialTypeParam is taken. This value depends on
with which scale the texture is mapped on the material. Too
high or low values of MaterialTypeParam can result in strange
artifacts. */
EMT_PARALLAX_MAP_SOLID,
//! A material like EMT_PARALLAX_MAP_SOLID, but transparent.
/** Using EMT_TRANSPARENT_ADD_COLOR as base material. */
EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR,
//! A material like EMT_PARALLAX_MAP_SOLID, but transparent.
/** Using EMT_TRANSPARENT_VERTEX_ALPHA as base material. */
EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA,
//! BlendFunc = source * sourceFactor + dest * destFactor ( E_BLEND_FUNC )
/** Using only first texture. Generic blending method.
The blend function is set to SMaterial::MaterialTypeParam with
pack_textureBlendFunc (for 2D) or pack_textureBlendFuncSeparate (for 3D). */
EMT_ONETEXTURE_BLEND,
//! This value is not used. It only forces this enumeration to compile to 32 bit.
EMT_FORCE_32BIT = 0x7fffffff
};
//! Array holding the built in material type names
const char* const sBuiltInMaterialTypeNames[] =
{
"solid",
"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",
"normalmap_solid",
"normalmap_trans_add",
"normalmap_trans_vertexalpha",
"parallaxmap_solid",
"parallaxmap_trans_add",
"parallaxmap_trans_vertexalpha",
"onetexture_blend",
0
};
} // end namespace video
} // end namespace irr
#endif // __E_MATERIAL_TYPES_H_INCLUDED__

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// 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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// 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

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __E_PRIMITIVE_TYPES_H_INCLUDED__
#define __E_PRIMITIVE_TYPES_H_INCLUDED__
namespace irr
{ namespace irr
namespace scene {
{ 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, //! All vertices are non-connected points.
EPT_POINTS=0,
//! All vertices form a single connected line.
EPT_LINE_STRIP, //! All vertices form a single connected line.
EPT_LINE_STRIP,
//! Just as LINE_STRIP, but the last and the first vertex is also connected.
EPT_LINE_LOOP, //! Just as LINE_STRIP, but the last and the first vertex is also connected.
EPT_LINE_LOOP,
//! Every two vertices are connected creating n/2 lines.
EPT_LINES, //! Every two vertices are connected creating n/2 lines.
EPT_LINES,
//! After the first two vertices each vertex defines a new triangle.
//! Always the two last and the new one form a new triangle. //! After the first two vertices each vertex defines a new triangle.
EPT_TRIANGLE_STRIP, //! Always the two last and the new one form a new triangle.
EPT_TRIANGLE_STRIP,
//! After the first two vertices each vertex defines a new triangle.
//! All around the common first vertex. //! After the first two vertices each vertex defines a new triangle.
EPT_TRIANGLE_FAN, //! All around the common first vertex.
EPT_TRIANGLE_FAN,
//! Explicitly set all vertices for each triangle.
EPT_TRIANGLES, //! Explicitly set all vertices for each triangle.
EPT_TRIANGLES,
//! The single vertices are expanded to quad billboards on the GPU.
EPT_POINT_SPRITES //! After the first two vertices each further two vertices create a quad with the preceding two.
}; //! Not supported by Direct3D
EPT_QUAD_STRIP,
} // end namespace scene
} // end namespace irr //! 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

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// Copyright (C) Michael Zeilfelder // Copyright (C) Michael Zeilfelder
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __E_READ_FILE_TYPES_H_INCLUDED__
#define __E_READ_FILE_TYPES_H_INCLUDED__
#include "irrTypes.h"
#include "irrTypes.h"
namespace irr
{ namespace irr
namespace io {
{ 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'), //! CReadFile
ERFT_READ_FILE = MAKE_IRR_ID('r','e','a','d'),
//! CMemoryReadFile
ERFT_MEMORY_READ_FILE = MAKE_IRR_ID('r', 'm', 'e', 'm'), //! CMemoryReadFile
ERFT_MEMORY_READ_FILE = MAKE_IRR_ID('r','m','e','m'),
//! CLimitReadFile
ERFT_LIMIT_READ_FILE = MAKE_IRR_ID('r', 'l', 'i', 'm'), //! CLimitReadFile
ERFT_LIMIT_READ_FILE = MAKE_IRR_ID('r','l','i','m'),
//! Unknown type
EFIT_UNKNOWN = MAKE_IRR_ID('u', 'n', 'k', 'n') //! Unknown type
}; EFIT_UNKNOWN = MAKE_IRR_ID('u','n','k','n')
} // end namespace io };
} // end namespace irr } // end namespace io
} // end namespace irr
#endif

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __E_SCENE_NODE_TYPES_H_INCLUDED__
#define __E_SCENE_NODE_TYPES_H_INCLUDED__
#include "irrTypes.h"
#include "irrTypes.h"
namespace irr
{ namespace irr
namespace scene {
{ namespace scene
{
//! An enumeration for all types of built-in scene nodes
/** A scene node type is represented by a four character code //! An enumeration for all types of built-in scene nodes
such as 'cube' or 'mesh' instead of simple numbers, to avoid /** A scene node type is represented by a four character code
name clashes with external scene nodes.*/ such as 'cube' or 'mesh' instead of simple numbers, to avoid
enum ESCENE_NODE_TYPE 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'), //! of type CSceneManager (note that ISceneManager is not(!) an ISceneNode)
ESNT_SCENE_MANAGER = MAKE_IRR_ID('s','m','n','g'),
//! Mesh Scene Node
ESNT_MESH = MAKE_IRR_ID('m', 'e', 's', 'h'), //! Mesh Scene Node
ESNT_MESH = MAKE_IRR_ID('m','e','s','h'),
//! Empty Scene Node
ESNT_EMPTY = MAKE_IRR_ID('e', 'm', 't', 'y'), //! Empty Scene Node
ESNT_EMPTY = MAKE_IRR_ID('e','m','t','y'),
//! Dummy Transformation Scene Node
ESNT_DUMMY_TRANSFORMATION = MAKE_IRR_ID('d', 'm', 'm', 'y'), //! Dummy Transformation Scene Node
ESNT_DUMMY_TRANSFORMATION = MAKE_IRR_ID('d','m','m','y'),
//! Camera Scene Node
ESNT_CAMERA = MAKE_IRR_ID('c', 'a', 'm', '_'), //! Camera Scene Node
ESNT_CAMERA = MAKE_IRR_ID('c','a','m','_'),
//! Billboard Scene Node
ESNT_BILLBOARD = MAKE_IRR_ID('b', 'i', 'l', 'l'), //! Billboard Scene Node
ESNT_BILLBOARD = MAKE_IRR_ID('b','i','l','l'),
//! Animated Mesh Scene Node
ESNT_ANIMATED_MESH = MAKE_IRR_ID('a', 'm', 's', 'h'), //! Animated Mesh Scene Node
ESNT_ANIMATED_MESH = MAKE_IRR_ID('a','m','s','h'),
//! Unknown scene node
ESNT_UNKNOWN = MAKE_IRR_ID('u', 'n', 'k', 'n'), //! Unknown scene node
ESNT_UNKNOWN = MAKE_IRR_ID('u','n','k','n'),
//! Will match with any scene node when checking types
ESNT_ANY = MAKE_IRR_ID('a', 'n', 'y', '_') //! Will match with any scene node when checking types
}; ESNT_ANY = MAKE_IRR_ID('a','n','y','_')
};
} // end namespace scene
} // end namespace irr
} // end namespace scene
} // end namespace irr
#endif

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#pragma once #ifndef __E_SHADER_TYPES_H_INCLUDED__
#define __E_SHADER_TYPES_H_INCLUDED__
#include "irrTypes.h"
#include "irrTypes.h"
namespace irr
{ namespace irr
namespace video {
{ namespace video
{
//! Compile target enumeration for the addHighLevelShaderMaterial() method.
enum E_VERTEX_SHADER_TYPE //! Compile target enumeration for the addHighLevelShaderMaterial() method.
{ enum E_VERTEX_SHADER_TYPE
EVST_VS_1_1 = 0, {
EVST_VS_2_0, EVST_VS_1_1 = 0,
EVST_VS_2_a, EVST_VS_2_0,
EVST_VS_3_0, EVST_VS_2_a,
EVST_VS_4_0, EVST_VS_3_0,
EVST_VS_4_1, EVST_VS_4_0,
EVST_VS_5_0, EVST_VS_4_1,
EVST_VS_5_0,
//! This is not a type, but a value indicating how much types there are.
EVST_COUNT //! This is not a type, but a value indicating how much types there are.
}; EVST_COUNT
};
//! Names for all vertex shader types, each entry corresponds to a E_VERTEX_SHADER_TYPE entry.
const c8 *const VERTEX_SHADER_TYPE_NAMES[] = { //! Names for all vertex shader types, each entry corresponds to a E_VERTEX_SHADER_TYPE entry.
"vs_1_1", const c8* const VERTEX_SHADER_TYPE_NAMES[] = {
"vs_2_0", "vs_1_1",
"vs_2_a", "vs_2_0",
"vs_3_0", "vs_2_a",
"vs_4_0", "vs_3_0",
"vs_4_1", "vs_4_0",
"vs_5_0", "vs_4_1",
0}; "vs_5_0",
0 };
//! Compile target enumeration for the addHighLevelShaderMaterial() method.
enum E_PIXEL_SHADER_TYPE //! Compile target enumeration for the addHighLevelShaderMaterial() method.
{ enum E_PIXEL_SHADER_TYPE
EPST_PS_1_1 = 0, {
EPST_PS_1_2, EPST_PS_1_1 = 0,
EPST_PS_1_3, EPST_PS_1_2,
EPST_PS_1_4, EPST_PS_1_3,
EPST_PS_2_0, EPST_PS_1_4,
EPST_PS_2_a, EPST_PS_2_0,
EPST_PS_2_b, EPST_PS_2_a,
EPST_PS_3_0, EPST_PS_2_b,
EPST_PS_4_0, EPST_PS_3_0,
EPST_PS_4_1, EPST_PS_4_0,
EPST_PS_5_0, EPST_PS_4_1,
EPST_PS_5_0,
//! This is not a type, but a value indicating how much types there are.
EPST_COUNT //! This is not a type, but a value indicating how much types there are.
}; EPST_COUNT
};
//! Names for all pixel shader types, each entry corresponds to a E_PIXEL_SHADER_TYPE entry.
const c8 *const PIXEL_SHADER_TYPE_NAMES[] = { //! Names for all pixel shader types, each entry corresponds to a E_PIXEL_SHADER_TYPE entry.
"ps_1_1", const c8* const PIXEL_SHADER_TYPE_NAMES[] = {
"ps_1_2", "ps_1_1",
"ps_1_3", "ps_1_2",
"ps_1_4", "ps_1_3",
"ps_2_0", "ps_1_4",
"ps_2_a", "ps_2_0",
"ps_2_b", "ps_2_a",
"ps_3_0", "ps_2_b",
"ps_4_0", "ps_3_0",
"ps_4_1", "ps_4_0",
"ps_5_0", "ps_4_1",
0}; "ps_5_0",
0 };
//! Enum for supported geometry shader types
enum E_GEOMETRY_SHADER_TYPE //! Enum for supported geometry shader types
{ enum E_GEOMETRY_SHADER_TYPE
EGST_GS_4_0 = 0, {
EGST_GS_4_0 = 0,
//! This is not a type, but a value indicating how much types there are.
EGST_COUNT //! This is not a type, but a value indicating how much types there are.
}; EGST_COUNT
};
//! String names for supported geometry shader types
const c8 *const GEOMETRY_SHADER_TYPE_NAMES[] = { //! String names for supported geometry shader types
"gs_4_0", const c8* const GEOMETRY_SHADER_TYPE_NAMES[] = {
0}; "gs_4_0",
0 };
} // end namespace video
} // end namespace irr
} // end namespace video
} // end namespace irr
#endif // __E_SHADER_TYPES_H_INCLUDED__

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// 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_TERRAIN_ELEMENTS_H__
#define __E_TERRAIN_ELEMENTS_H__
namespace irr
{
namespace scene
{
//! enumeration for patch sizes specifying the size of patches in the TerrainSceneNode
enum E_TERRAIN_PATCH_SIZE
{
//! patch size of 9, at most, use 4 levels of detail with this patch size.
ETPS_9 = 9,
//! patch size of 17, at most, use 5 levels of detail with this patch size.
ETPS_17 = 17,
//! patch size of 33, at most, use 6 levels of detail with this patch size.
ETPS_33 = 33,
//! patch size of 65, at most, use 7 levels of detail with this patch size.
ETPS_65 = 65,
//! patch size of 129, at most, use 8 levels of detail with this patch size.
ETPS_129 = 129
};
} // end namespace scene
} // end namespace irr
#endif

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#pragma once #ifndef __E_VERTEX_ATTRIBUTES_H_INCLUDED__
#define __E_VERTEX_ATTRIBUTES_H_INCLUDED__
namespace irr
{ namespace irr
namespace video {
{ namespace video
{
//! Enumeration for all vertex attributes there are.
enum E_VERTEX_ATTRIBUTES //! Enumeration for all vertex attributes there are.
{ enum E_VERTEX_ATTRIBUTES
EVA_POSITION = 0, {
EVA_NORMAL, EVA_POSITION = 0,
EVA_COLOR, EVA_NORMAL,
EVA_TCOORD0, EVA_COLOR,
EVA_TCOORD1, EVA_TCOORD0,
EVA_TANGENT, EVA_TCOORD1,
EVA_BINORMAL, EVA_TANGENT,
EVA_COUNT EVA_BINORMAL,
}; EVA_COUNT
};
//! Array holding the built in vertex attribute names
const char *const sBuiltInVertexAttributeNames[] = { //! Array holding the built in vertex attribute names
"inVertexPosition", const char* const sBuiltInVertexAttributeNames[] =
"inVertexNormal", {
"inVertexColor", "inVertexPosition",
"inTexCoord0", "inVertexNormal",
"inTexCoord1", "inVertexColor",
"inVertexTangent", "inTexCoord0",
"inVertexBinormal", "inTexCoord1",
0, "inVertexTangent",
}; "inVertexBinormal",
0
} // end namespace video };
} // end namespace irr
} // end namespace video
} // end namespace irr
#endif //__E_VERTEX_ATTRIBUTES_H_INCLUDED__

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_ANIMATED_MESH_H_INCLUDED__
#define __I_ANIMATED_MESH_H_INCLUDED__
#include "aabbox3d.h"
#include "IMesh.h" #include "aabbox3d.h"
#include "IMesh.h"
namespace irr
{ namespace irr
namespace scene {
{ namespace scene
//! Interface for an animated mesh. {
/** There are already simple implementations of this interface available so //! Interface for an animated mesh.
you don't have to implement this interface on your own if you need to: /** There are already simple implementations of this interface available so
You might want to use irr::scene::SAnimatedMesh, irr::scene::SMesh, you don't have to implement this interface on your own if you need to:
irr::scene::SMeshBuffer etc. */ You might want to use irr::scene::SAnimatedMesh, irr::scene::SMesh,
class IAnimatedMesh : public IMesh irr::scene::SMeshBuffer etc. */
{ class IAnimatedMesh : public IMesh
public: {
//! Gets the frame count of the animated mesh. public:
/** 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, //! Gets the frame count of the animated mesh.
it is a static, non animated mesh. */ /** Note that the play-time is usually getFrameCount()-1 as it stops as soon as the last frame-key is reached.
virtual u32 getFrameCount() const = 0; \return The amount of frames. If the amount is 1,
it is a static, non animated mesh. */
//! Gets the animation speed of the animated mesh. virtual u32 getFrameCount() const = 0;
/** \return The number of frames per second to play the
animation with by default. If the amount is 0, //! Gets the animation speed of the animated mesh.
it is a static, non animated mesh. */ /** \return The number of frames per second to play the
virtual f32 getAnimationSpeed() const = 0; animation with by default. If the amount is 0,
it is a static, non animated mesh. */
//! Sets the animation speed of the animated mesh. virtual f32 getAnimationSpeed() const = 0;
/** \param fps Number of frames per second to play the
animation with by default. If the amount is 0, //! Sets the animation speed of the animated mesh.
it is not animated. The actual speed is set in the /** \param fps Number of frames per second to play the
scene node the mesh is instantiated in.*/ animation with by default. If the amount is 0,
virtual void setAnimationSpeed(f32 fps) = 0; it is not animated. The actual speed is set in the
scene node the mesh is instantiated in.*/
//! Returns the IMesh interface for a frame. virtual void setAnimationSpeed(f32 fps) =0;
/** \param frame: Frame number as zero based index. The maximum
frame number is getFrameCount() - 1; //! Returns the IMesh interface for a frame.
\param detailLevel: Level of detail. 0 is the lowest, 255 the /** \param frame: Frame number as zero based index. The maximum
highest level of detail. Most meshes will ignore the detail level. frame number is getFrameCount() - 1;
\param startFrameLoop: Because some animated meshes (.MD2) are \param detailLevel: Level of detail. 0 is the lowest, 255 the
blended between 2 static frames, and maybe animated in a loop, highest level of detail. Most meshes will ignore the detail level.
the startFrameLoop and the endFrameLoop have to be defined, to \param startFrameLoop: Because some animated meshes (.MD2) are
prevent the animation to be blended between frames which are blended between 2 static frames, and maybe animated in a loop,
outside of this loop. the startFrameLoop and the endFrameLoop have to be defined, to
If startFrameLoop and endFrameLoop are both -1, they are ignored. prevent the animation to be blended between frames which are
\param endFrameLoop: see startFrameLoop. outside of this loop.
\return Returns the animated mesh based on a detail level. */ If startFrameLoop and endFrameLoop are both -1, they are ignored.
virtual IMesh *getMesh(s32 frame, s32 detailLevel = 255, s32 startFrameLoop = -1, s32 endFrameLoop = -1) = 0; \param endFrameLoop: see startFrameLoop.
\return Returns the animated mesh based on a detail level. */
//! Returns the type of the animated mesh. virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) = 0;
/** In most cases it is not necessary to use this method.
This is useful for making a safe downcast. For example, //! Returns the type of the animated mesh.
if getMeshType() returns EAMT_MD2 it's safe to cast the /** In most cases it is not necessary to use this method.
IAnimatedMesh to IAnimatedMeshMD2. This is useful for making a safe downcast. For example,
\returns Type of the mesh. */ if getMeshType() returns EAMT_MD2 it's safe to cast the
E_ANIMATED_MESH_TYPE getMeshType() const override IAnimatedMesh to IAnimatedMeshMD2.
{ \returns Type of the mesh. */
return EAMT_UNKNOWN; virtual E_ANIMATED_MESH_TYPE getMeshType() const _IRR_OVERRIDE_
} {
}; return EAMT_UNKNOWN;
}
} // end namespace scene };
} // end namespace irr
} // end namespace scene
} // end namespace irr
#endif

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__
#define __I_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__
#include "ISceneNode.h"
#include "IBoneSceneNode.h" #include "ISceneNode.h"
#include "IAnimatedMesh.h" #include "IBoneSceneNode.h"
#include "IAnimatedMesh.h"
namespace irr
{ namespace irr
namespace scene {
{ namespace scene
enum E_JOINT_UPDATE_ON_RENDER {
{ enum E_JOINT_UPDATE_ON_RENDER
//! do nothing {
EJUOR_NONE = 0, //! do nothing
EJUOR_NONE = 0,
//! get joints positions from the mesh (for attached nodes, etc)
EJUOR_READ, //! get joints positions from the mesh (for attached nodes, etc)
EJUOR_READ,
//! control joint positions in the mesh (eg. ragdolls, or set the animation from animateJoints() )
EJUOR_CONTROL //! control joint positions in the mesh (eg. ragdolls, or set the animation from animateJoints() )
}; EJUOR_CONTROL
};
class IAnimatedMeshSceneNode;
//! Callback interface for catching events of ended animations. class IAnimatedMeshSceneNode;
/** Implement this interface and use
IAnimatedMeshSceneNode::setAnimationEndCallback to be able to //! Callback interface for catching events of ended animations.
be notified if an animation playback has ended. /** Implement this interface and use
**/ IAnimatedMeshSceneNode::setAnimationEndCallback to be able to
class IAnimationEndCallBack : public virtual IReferenceCounted be notified if an animation playback has ended.
{ **/
public: class IAnimationEndCallBack : public virtual IReferenceCounted
//! Will be called when the animation playback has ended. {
/** See IAnimatedMeshSceneNode::setAnimationEndCallback for public:
more information.
\param node: Node of which the animation has ended. */ //! Will be called when the animation playback has ended.
virtual void OnAnimationEnd(IAnimatedMeshSceneNode *node) = 0; /** See IAnimatedMeshSceneNode::setAnimationEndCallback for
}; more information.
\param node: Node of which the animation has ended. */
//! Scene node capable of displaying an animated mesh. virtual void OnAnimationEnd(IAnimatedMeshSceneNode* node) = 0;
class IAnimatedMeshSceneNode : public ISceneNode };
{
public: //! Scene node capable of displaying an animated mesh.
//! Constructor class IAnimatedMeshSceneNode : public ISceneNode
IAnimatedMeshSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id, {
const core::vector3df &position = core::vector3df(0, 0, 0), public:
const core::vector3df &rotation = core::vector3df(0, 0, 0),
const core::vector3df &scale = core::vector3df(1.0f, 1.0f, 1.0f)) : //! Constructor
ISceneNode(parent, mgr, id, position, rotation, scale) {} IAnimatedMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
const core::vector3df& position = core::vector3df(0,0,0),
//! Destructor const core::vector3df& rotation = core::vector3df(0,0,0),
virtual ~IAnimatedMeshSceneNode() {} const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f))
: ISceneNode(parent, mgr, id, position, rotation, scale) {}
//! Sets the current frame number.
/** From now on the animation is played from this frame. //! Destructor
\param frame: Number of the frame to let the animation be started from. virtual ~IAnimatedMeshSceneNode() {}
The frame number must be a valid frame number of the IMesh used by this
scene node. Set IAnimatedMesh::getMesh() for details. */ //! Sets the current frame number.
virtual void setCurrentFrame(f32 frame) = 0; /** From now on the animation is played from this frame.
\param frame: Number of the frame to let the animation be started from.
//! Sets the frame numbers between the animation is looped. The frame number must be a valid frame number of the IMesh used by this
/** The default is 0 to getFrameCount()-1 of the mesh. scene node. Set IAnimatedMesh::getMesh() for details. */
Number of played frames is end-start. virtual void setCurrentFrame(f32 frame) = 0;
It interpolates toward the last frame but stops when it is reached.
It does not interpolate back to start even when looping. //! Sets the frame numbers between the animation is looped.
Looping animations should ensure last and first frame-key are identical. /** The default is 0 to getFrameCount()-1 of the mesh.
\param begin: Start frame number of the loop. Number of played frames is end-start.
\param end: End frame number of the loop. It interpolates toward the last frame but stops when it is reached.
\return True if successful, false if not. */ It does not interpolate back to start even when looping.
virtual bool setFrameLoop(s32 begin, s32 end) = 0; Looping animations should ensure last and first frame-key are identical.
\param begin: Start frame number of the loop.
//! Sets the speed with which the animation is played. \param end: End frame number of the loop.
/** \param framesPerSecond: Frames per second played. */ \return True if successful, false if not. */
virtual void setAnimationSpeed(f32 framesPerSecond) = 0; virtual bool setFrameLoop(s32 begin, s32 end) = 0;
//! Gets the speed with which the animation is played. //! Sets the speed with which the animation is played.
/** \return Frames per second played. */ /** \param framesPerSecond: Frames per second played. */
virtual f32 getAnimationSpeed() const = 0; virtual void setAnimationSpeed(f32 framesPerSecond) = 0;
//! Get a pointer to a joint in the mesh (if the mesh is a bone based mesh). //! Gets the speed with which the animation is played.
/** With this method it is possible to attach scene nodes to /** \return Frames per second played. */
joints for example possible to attach a weapon to the left hand virtual f32 getAnimationSpeed() const =0;
of an animated model. This example shows how:
\code //! Get a pointer to a joint in the mesh (if the mesh is a bone based mesh).
ISceneNode* hand = /** With this method it is possible to attach scene nodes to
yourAnimatedMeshSceneNode->getJointNode("LeftHand"); joints for example possible to attach a weapon to the left hand
hand->addChild(weaponSceneNode); of an animated model. This example shows how:
\endcode \code
Please note that the joint returned by this method may not exist ISceneNode* hand =
before this call and the joints in the node were created by it. yourAnimatedMeshSceneNode->getJointNode("LeftHand");
\param jointName: Name of the joint. hand->addChild(weaponSceneNode);
\return Pointer to the scene node which represents the joint \endcode
with the specified name. Returns 0 if the contained mesh is not Please note that the joint returned by this method may not exist
an skinned mesh or the name of the joint could not be found. */ before this call and the joints in the node were created by it.
virtual IBoneSceneNode *getJointNode(const c8 *jointName) = 0; \param jointName: Name of the joint.
\return Pointer to the scene node which represents the joint
//! same as getJointNode(const c8* jointName), but based on id with the specified name. Returns 0 if the contained mesh is not
virtual IBoneSceneNode *getJointNode(u32 jointID) = 0; an skinned mesh or the name of the joint could not be found. */
virtual IBoneSceneNode* getJointNode(const c8* jointName)=0;
//! Gets joint count.
/** \return Amount of joints in the mesh. */ //! same as getJointNode(const c8* jointName), but based on id
virtual u32 getJointCount() const = 0; virtual IBoneSceneNode* getJointNode(u32 jointID) = 0;
//! Returns the currently displayed frame number. //! Gets joint count.
virtual f32 getFrameNr() const = 0; /** \return Amount of joints in the mesh. */
//! Returns the current start frame number. virtual u32 getJointCount() const = 0;
virtual s32 getStartFrame() const = 0;
//! Returns the current end frame number. //! Returns the currently displayed frame number.
virtual s32 getEndFrame() const = 0; virtual f32 getFrameNr() const = 0;
//! Returns the current start frame number.
//! Sets looping mode which is on by default. virtual s32 getStartFrame() const = 0;
/** If set to false, animations will not be played looped. */ //! Returns the current end frame number.
virtual void setLoopMode(bool playAnimationLooped) = 0; virtual s32 getEndFrame() const = 0;
//! returns the current loop mode //! Sets looping mode which is on by default.
/** When true the animations are played looped */ /** If set to false, animations will not be played looped. */
virtual bool getLoopMode() const = 0; virtual void setLoopMode(bool playAnimationLooped) = 0;
//! Sets a callback interface which will be called if an animation playback has ended. //! returns the current loop mode
/** Set this to 0 to disable the callback again. /** When true the animations are played looped */
Please note that this will only be called when in non looped virtual bool getLoopMode() const = 0;
mode, see IAnimatedMeshSceneNode::setLoopMode(). */
virtual void setAnimationEndCallback(IAnimationEndCallBack *callback = 0) = 0; //! Sets a callback interface which will be called if an animation playback has ended.
/** Set this to 0 to disable the callback again.
//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style. Please note that this will only be called when in non looped
/** In this way it is possible to change the materials a mesh mode, see IAnimatedMeshSceneNode::setLoopMode(). */
causing all mesh scene nodes referencing this mesh to change virtual void setAnimationEndCallback(IAnimationEndCallBack* callback=0) = 0;
too. */
virtual void setReadOnlyMaterials(bool readonly) = 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
//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style causing all mesh scene nodes referencing this mesh to change
virtual bool isReadOnlyMaterials() const = 0; too. */
virtual void setReadOnlyMaterials(bool readonly) = 0;
//! Sets a new mesh
virtual void setMesh(IAnimatedMesh *mesh) = 0; //! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
virtual bool isReadOnlyMaterials() const = 0;
//! Returns the current mesh
virtual IAnimatedMesh *getMesh(void) = 0; //! Sets a new mesh
virtual void setMesh(IAnimatedMesh* mesh) = 0;
//! Set how the joints should be updated on render
virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode) = 0; //! Returns the current mesh
virtual IAnimatedMesh* getMesh(void) = 0;
//! Sets the transition time in seconds
/** Note: This needs to enable joints, and setJointmode set to //! Set how the joints should be updated on render
EJUOR_CONTROL. You must call animateJoints(), or the mesh will virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode)=0;
not animate. */
virtual void setTransitionTime(f32 Time) = 0; //! Sets the transition time in seconds
/** Note: This needs to enable joints, and setJointmode set to
//! animates the joints in the mesh based on the current frame. EJUOR_CONTROL. You must call animateJoints(), or the mesh will
/** Also takes in to account transitions. */ not animate. */
virtual void animateJoints(bool CalculateAbsolutePositions = true) = 0; virtual void setTransitionTime(f32 Time) =0;
//! render mesh ignoring its transformation. //! animates the joints in the mesh based on the current frame.
/** Culling is unaffected. */ /** Also takes in to account transitions. */
virtual void setRenderFromIdentity(bool On) = 0; virtual void animateJoints(bool CalculateAbsolutePositions=true) = 0;
//! Creates a clone of this scene node and its children. //! render mesh ignoring its transformation.
/** \param newParent An optional new parent. /** Culling is unaffected. */
\param newManager An optional new scene manager. virtual void setRenderFromIdentity( bool On )=0;
\return The newly created clone of this node. */
virtual ISceneNode *clone(ISceneNode *newParent = 0, ISceneManager *newManager = 0) = 0; //! Creates a clone of this scene node and its children.
}; /** \param newParent An optional new parent.
\param newManager An optional new scene manager.
} // end namespace scene \return The newly created clone of this node. */
} // end namespace irr virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) = 0;
};
} // end namespace scene
} // end namespace irr
#endif

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@ -0,0 +1,71 @@
// 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_ATTRIBUTE_EXCHANGING_OBJECT_H_INCLUDED__
#define __I_ATTRIBUTE_EXCHANGING_OBJECT_H_INCLUDED__
#include "IReferenceCounted.h"
namespace irr
{
namespace io
{
class IAttributes;
//! Enumeration flags passed through SAttributeReadWriteOptions to the IAttributeExchangingObject object
enum E_ATTRIBUTE_READ_WRITE_FLAGS
{
//! Serialization/Deserializion is done for an xml file
EARWF_FOR_FILE = 0x00000001,
//! Serialization/Deserializion is done for an editor property box
EARWF_FOR_EDITOR = 0x00000002,
//! When writing filenames, relative paths should be used
EARWF_USE_RELATIVE_PATHS = 0x00000004
};
//! struct holding data describing options
struct SAttributeReadWriteOptions
{
//! Constructor
SAttributeReadWriteOptions()
: Flags(0), Filename(0)
{
}
//! Combination of E_ATTRIBUTE_READ_WRITE_FLAGS or other, custom ones
s32 Flags;
//! Optional filename
const fschar_t* Filename;
};
//! An object which is able to serialize and deserialize its attributes into an attributes object
class IAttributeExchangingObject : virtual public IReferenceCounted
{
public:
//! Writes attributes of the object.
/** Implement this to expose the attributes of your scene node animator for
scripting languages, editors, debuggers or xml serialization purposes. */
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const {}
//! Reads attributes of the object.
/** Implement this to set the attributes of your scene node animator for
scripting languages, editors, debuggers or xml deserialization purposes. */
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) {}
};
} // end namespace io
} // end namespace irr
#endif

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@ -1,125 +1,748 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_ATTRIBUTES_H_INCLUDED__
#define __I_ATTRIBUTES_H_INCLUDED__
#include "IReferenceCounted.h"
#include "EAttributes.h" #include "IReferenceCounted.h"
#include "SColor.h"
// not needed here but I can't be bothered to clean the transitive includes up. #include "vector3d.h"
#include "quaternion.h" #include "vector2d.h"
#include "line2d.h"
namespace irr #include "line3d.h"
{ #include "triangle3d.h"
namespace video #include "position2d.h"
{ #include "rect.h"
class ITexture; #include "dimension2d.h"
} // end namespace video #include "matrix4.h"
namespace io #include "quaternion.h"
{ #include "plane3d.h"
#include "triangle3d.h"
//! Provides a generic interface for attributes and their values and the possibility to serialize them #include "line2d.h"
class IAttributes : public virtual IReferenceCounted #include "line3d.h"
{ #include "irrString.h"
public: #include "irrArray.h"
//! Returns amount of attributes in this collection of attributes. #include "EAttributes.h"
virtual u32 getAttributeCount() const = 0; #include "path.h"
//! Returns attribute name by index. namespace irr
//! \param index: Index value, must be between 0 and getAttributeCount()-1. {
virtual const c8 *getAttributeName(s32 index) const = 0; namespace video
{
//! Returns the type of an attribute class ITexture;
//! \param attributeName: Name for the attribute } // end namespace video
virtual E_ATTRIBUTE_TYPE getAttributeType(const c8 *attributeName) const = 0; namespace io
{
//! Returns attribute type by index.
//! \param index: Index value, must be between 0 and getAttributeCount()-1. //! Provides a generic interface for attributes and their values and the possibility to serialize them
virtual E_ATTRIBUTE_TYPE getAttributeType(s32 index) const = 0; class IAttributes : public virtual IReferenceCounted
{
//! Returns if an attribute with a name exists public:
virtual bool existsAttribute(const c8 *attributeName) const = 0;
//! Returns amount of attributes in this collection of attributes.
//! Returns attribute index from name, -1 if not found virtual u32 getAttributeCount() const = 0;
virtual s32 findAttribute(const c8 *attributeName) const = 0;
//! Returns attribute name by index.
//! Removes all attributes //! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual void clear() = 0; virtual const c8* getAttributeName(s32 index) const = 0;
/* //! Returns the type of an attribute
//! \param attributeName: Name for the attribute
Integer Attribute 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.
//! Adds an attribute as integer virtual E_ATTRIBUTE_TYPE getAttributeType(s32 index) const = 0;
virtual void addInt(const c8 *attributeName, s32 value) = 0;
//! Returns the type string of the attribute
//! Sets an attribute as integer value //! \param attributeName: String for the attribute type
virtual void setAttribute(const c8 *attributeName, s32 value) = 0; //! \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;
//! Gets an attribute as integer value
//! \param attributeName: Name of the attribute to get. //! Returns the type string of the attribute by index.
//! \param defaultNotFound Value returned when attributeName was not found //! \param index: Index value, must be between 0 and getAttributeCount()-1.
//! \return Returns value of the attribute previously set by setAttribute() //! \param defaultNotFound Value returned for an invalid index
virtual s32 getAttributeAsInt(const c8 *attributeName, irr::s32 defaultNotFound = 0) const = 0; virtual const wchar_t* getAttributeTypeString(s32 index, const wchar_t* defaultNotFound = L"unknown") const = 0;
//! Gets an attribute as integer value //! Returns if an attribute with a name exists
//! \param index: Index value, must be between 0 and getAttributeCount()-1. virtual bool existsAttribute(const c8* attributeName) const = 0;
virtual s32 getAttributeAsInt(s32 index) const = 0;
//! Returns attribute index from name, -1 if not found
//! Sets an attribute as integer value virtual s32 findAttribute(const c8* attributeName) const = 0;
virtual void setAttribute(s32 index, s32 value) = 0;
//! Removes all attributes
/* virtual void clear() = 0;
Float Attribute
/*
*/
Integer Attribute
//! Adds an attribute as float
virtual void addFloat(const c8 *attributeName, f32 value) = 0; */
//! Sets a attribute as float value //! Adds an attribute as integer
virtual void setAttribute(const c8 *attributeName, f32 value) = 0; virtual void addInt(const c8* attributeName, s32 value) = 0;
//! Gets an attribute as float value //! Sets an attribute as integer value
//! \param attributeName: Name of the attribute to get. virtual void setAttribute(const c8* attributeName, s32 value) = 0;
//! \param defaultNotFound Value returned when attributeName was not found
//! \return Returns value of the attribute previously set by setAttribute() //! Gets an attribute as integer value
virtual f32 getAttributeAsFloat(const c8 *attributeName, irr::f32 defaultNotFound = 0.f) const = 0; //! \param attributeName: Name of the attribute to get.
//! \param defaultNotFound Value returned when attributeName was not found
//! Gets an attribute as float value //! \return Returns value of the attribute previously set by setAttribute()
//! \param index: Index value, must be between 0 and getAttributeCount()-1. virtual s32 getAttributeAsInt(const c8* attributeName, irr::s32 defaultNotFound=0) const = 0;
virtual f32 getAttributeAsFloat(s32 index) const = 0;
//! Gets an attribute as integer value
//! Sets an attribute as float value //! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual void setAttribute(s32 index, f32 value) = 0; virtual s32 getAttributeAsInt(s32 index) const = 0;
/* //! Sets an attribute as integer value
Bool Attribute virtual void setAttribute(s32 index, s32 value) = 0;
*/
/*
//! Adds an attribute as bool
virtual void addBool(const c8 *attributeName, bool value) = 0; Float Attribute
//! Sets an attribute as boolean value */
virtual void setAttribute(const c8 *attributeName, bool value) = 0;
//! Adds an attribute as float
//! Gets an attribute as boolean value virtual void addFloat(const c8* attributeName, f32 value) = 0;
//! \param attributeName: Name of the attribute to get.
//! \param defaultNotFound Value returned when attributeName was not found //! Sets a attribute as float value
//! \return Returns value of the attribute previously set by setAttribute() virtual void setAttribute(const c8* attributeName, f32 value) = 0;
virtual bool getAttributeAsBool(const c8 *attributeName, bool defaultNotFound = false) const = 0;
//! Gets an attribute as float value
//! Gets an attribute as boolean value //! \param attributeName: Name of the attribute to get.
//! \param index: Index value, must be between 0 and getAttributeCount()-1. //! \param defaultNotFound Value returned when attributeName was not found
virtual bool getAttributeAsBool(s32 index) const = 0; //! \return Returns value of the attribute previously set by setAttribute()
virtual f32 getAttributeAsFloat(const c8* attributeName, irr::f32 defaultNotFound=0.f) const = 0;
//! Sets an attribute as boolean value
virtual void setAttribute(s32 index, bool value) = 0; //! Gets an attribute as float value
}; //! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual f32 getAttributeAsFloat(s32 index) const = 0;
} // end namespace io
} // end namespace irr //! Sets an attribute as float value
virtual void setAttribute(s32 index, f32 value) = 0;
/*
String Attribute
*/
//! Adds an attribute as string
virtual void addString(const c8* attributeName, const c8* value) = 0;
//! Sets an attribute value as string.
//! \param attributeName: Name for the attribute
//! \param value: Value for the attribute. Set this to 0 to delete the attribute
virtual void setAttribute(const c8* attributeName, const c8* value) = 0;
//! Gets an attribute as string.
//! \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()
//! or defaultNotFound if attribute is not set.
virtual core::stringc getAttributeAsString(const c8* attributeName, const core::stringc& defaultNotFound=core::stringc()) const = 0;
//! Gets an attribute as string.
//! \param attributeName Name of the attribute to get.
//! \param target Buffer where the string is copied to.
virtual void getAttributeAsString(const c8* attributeName, c8* target) const = 0;
//! Returns attribute value as string by index.
//! \param index Index value, must be between 0 and getAttributeCount()-1.
virtual core::stringc getAttributeAsString(s32 index) const = 0;
//! Sets an attribute value as string.
//! \param index Index value, must be between 0 and getAttributeCount()-1.
//! \param value String to which the attribute is set.
virtual void setAttribute(s32 index, const c8* value) = 0;
// wide strings
//! Adds an attribute as string
virtual void addString(const c8* attributeName, const wchar_t* value) = 0;
//! Sets an attribute value as string.
//! \param attributeName: Name for the attribute
//! \param value: Value for the attribute. Set this to 0 to delete the attribute
virtual void setAttribute(const c8* attributeName, const wchar_t* value) = 0;
//! Gets an attribute as string.
//! \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()
//! or defaultNotFound if attribute is not set.
virtual core::stringw getAttributeAsStringW(const c8* attributeName, const core::stringw& defaultNotFound = core::stringw()) const = 0;
//! Gets an attribute as string.
//! \param attributeName: Name of the attribute to get.
//! \param target: Buffer where the string is copied to.
virtual void getAttributeAsStringW(const c8* attributeName, wchar_t* target) const = 0;
//! Returns attribute value as string by index.
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual core::stringw getAttributeAsStringW(s32 index) const = 0;
//! Sets an attribute value as string.
//! \param index Index value, must be between 0 and getAttributeCount()-1.
//! \param value String to which the attribute is set.
virtual void setAttribute(s32 index, const wchar_t* value) = 0;
/*
Binary Data Attribute
*/
//! Adds an attribute as binary data
virtual void addBinary(const c8* attributeName, void* data, s32 dataSizeInBytes) = 0;
//! Sets an attribute as binary data
virtual void setAttribute(const c8* attributeName, void* data, s32 dataSizeInBytes ) = 0;
//! Gets an attribute as binary data
/** \param attributeName: Name of the attribute to get.
\param outData Pointer to buffer where data shall be stored.
\param maxSizeInBytes Maximum number of bytes to write into outData.
*/
virtual void getAttributeAsBinaryData(const c8* attributeName, void* outData, s32 maxSizeInBytes) const = 0;
//! Gets an attribute as binary data
/** \param index: Index value, must be between 0 and getAttributeCount()-1.
\param outData Pointer to buffer where data shall be stored.
\param maxSizeInBytes Maximum number of bytes to write into outData.
*/
virtual void getAttributeAsBinaryData(s32 index, void* outData, s32 maxSizeInBytes) const = 0;
//! Sets an attribute as binary data
virtual void setAttribute(s32 index, void* data, s32 dataSizeInBytes ) = 0;
/*
Array Attribute
*/
//! Adds an attribute as wide string array
virtual void addArray(const c8* attributeName, const core::array<core::stringw>& value) = 0;
//! Sets an attribute value as a wide string array.
//! \param attributeName: Name for the attribute
//! \param value: Value for the attribute. Set this to 0 to delete the attribute
virtual void setAttribute(const c8* attributeName, const core::array<core::stringw>& value) = 0;
//! Gets an attribute as an array of wide strings.
//! \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()
//! or defaultNotFound if attribute is not set.
virtual core::array<core::stringw> getAttributeAsArray(const c8* attributeName, const core::array<core::stringw>& defaultNotFound = core::array<core::stringw>()) const = 0;
//! Returns attribute value as an array of wide strings by index.
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual core::array<core::stringw> getAttributeAsArray(s32 index) const = 0;
//! Sets an attribute as an array of wide strings
virtual void setAttribute(s32 index, const core::array<core::stringw>& value) = 0;
/*
Bool Attribute
*/
//! Adds an attribute as bool
virtual void addBool(const c8* attributeName, bool value) = 0;
//! Sets an attribute as boolean value
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;
//! Gets an attribute as boolean value
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual bool getAttributeAsBool(s32 index) const = 0;
//! Sets an attribute as boolean value
virtual void setAttribute(s32 index, bool value) = 0;
/*
Enumeration Attribute
*/
//! Adds an attribute as enum
virtual void addEnum(const c8* attributeName, const c8* enumValue, const c8* const* enumerationLiterals) = 0;
//! Adds an attribute as enum
virtual void addEnum(const c8* attributeName, s32 enumValue, const c8* const* enumerationLiterals) = 0;
//! Sets an attribute as enumeration
virtual void setAttribute(const c8* attributeName, const c8* enumValue, const c8* const* enumerationLiterals) = 0;
//! Gets an attribute as enumeration
//! \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 const c8* getAttributeAsEnumeration(const c8* attributeName, const c8* defaultNotFound = 0) const = 0;
//! Gets an attribute as enumeration
/** \param attributeName: Name of the attribute to get.
\param enumerationLiteralsToUse: Use these enumeration literals to get
the index value instead of the set ones. This is useful when the
attribute list maybe was read from an xml file, and only contains the
enumeration string, but no information about its index.
\return Returns value of the attribute previously set by setAttribute()
*/
virtual s32 getAttributeAsEnumeration(const c8* attributeName, const c8* const* enumerationLiteralsToUse, s32 defaultNotFound = -1) const = 0;
//! Gets an attribute as enumeration
/** \param index: Index value, must be between 0 and getAttributeCount()-1.
\param enumerationLiteralsToUse: Use these enumeration literals to get
the index value instead of the set ones. This is useful when the
attribute list maybe was read from an xml file, and only contains the
enumeration string, but no information about its index.
\param defaultNotFound Value returned when the attribute referenced by the index was not found.
\return Returns value of the attribute previously set by setAttribute()
*/
virtual s32 getAttributeAsEnumeration(s32 index, const c8* const* enumerationLiteralsToUse, s32 defaultNotFound = -1) const = 0;
//! Gets an attribute as enumeration
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual const c8* getAttributeAsEnumeration(s32 index) const = 0;
//! Gets the list of enumeration literals of an enumeration attribute
//! \param attributeName Name of the attribute to get.
//! \param outLiterals Set of strings to choose the enum name from.
virtual void getAttributeEnumerationLiteralsOfEnumeration(const c8* attributeName, core::array<core::stringc>& outLiterals) const = 0;
//! Gets the list of enumeration literals of an enumeration attribute
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
//! \param outLiterals Set of strings to choose the enum name from.
virtual void getAttributeEnumerationLiteralsOfEnumeration(s32 index, core::array<core::stringc>& outLiterals) const = 0;
//! Sets an attribute as enumeration
virtual void setAttribute(s32 index, const c8* enumValue, const c8* const* enumerationLiterals) = 0;
/*
SColor Attribute
*/
//! Adds an attribute as color
virtual void addColor(const c8* attributeName, video::SColor value) = 0;
//! Sets a attribute as color
virtual void setAttribute(const c8* attributeName, video::SColor color) = 0;
//! Gets an attribute as color
//! \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 video::SColor getAttributeAsColor(const c8* attributeName, const video::SColor& defaultNotFound = video::SColor(0)) const = 0;
//! Gets an attribute as color
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual video::SColor getAttributeAsColor(s32 index) const = 0;
//! Sets an attribute as color
virtual void setAttribute(s32 index, video::SColor color) = 0;
/*
SColorf Attribute
*/
//! Adds an attribute as floating point color
virtual void addColorf(const c8* attributeName, video::SColorf value) = 0;
//! Sets a attribute as floating point color
virtual void setAttribute(const c8* attributeName, video::SColorf color) = 0;
//! Gets an attribute as floating point color
//! \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 video::SColorf getAttributeAsColorf(const c8* attributeName, const video::SColorf& defaultNotFound = video::SColorf(0)) const = 0;
//! Gets an attribute as floating point color
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual video::SColorf getAttributeAsColorf(s32 index) const = 0;
//! Sets an attribute as floating point color
virtual void setAttribute(s32 index, video::SColorf color) = 0;
/*
Vector3d Attribute
*/
//! Adds an attribute as 3d vector
virtual void addVector3d(const c8* attributeName, const core::vector3df& value) = 0;
//! Sets a attribute as 3d vector
virtual void setAttribute(const c8* attributeName, const core::vector3df& v) = 0;
//! Gets an attribute as 3d vector
//! \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 core::vector3df getAttributeAsVector3d(const c8* attributeName, const core::vector3df& defaultNotFound=core::vector3df(0,0,0)) const = 0;
//! Gets an attribute as 3d vector
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual core::vector3df getAttributeAsVector3d(s32 index) const = 0;
//! Sets an attribute as vector
virtual void setAttribute(s32 index, const core::vector3df& v) = 0;
/*
Vector2d Attribute
*/
//! Adds an attribute as 2d vector
virtual void addVector2d(const c8* attributeName, const core::vector2df& value) = 0;
//! Sets a attribute as 2d vector
virtual void setAttribute(const c8* attributeName, const core::vector2df& v) = 0;
//! Gets an attribute as vector
//! \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 core::vector2df getAttributeAsVector2d(const c8* attributeName, const core::vector2df& defaultNotFound=core::vector2df(0,0)) const = 0;
//! Gets an attribute as position
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual core::vector2df getAttributeAsVector2d(s32 index) const = 0;
//! Sets an attribute as 2d vector
virtual void setAttribute(s32 index, const core::vector2df& v) = 0;
/*
Position2d Attribute
*/
//! Adds an attribute as 2d position
virtual void addPosition2d(const c8* attributeName, const core::position2di& value) = 0;
//! Sets a attribute as 2d position
virtual void setAttribute(const c8* attributeName, const core::position2di& v) = 0;
//! Gets an attribute as position
//! \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 core::position2di getAttributeAsPosition2d(const c8* attributeName, const core::position2di& defaultNotFound=core::position2di(0,0)) const = 0;
//! Gets an attribute as position
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual core::position2di getAttributeAsPosition2d(s32 index) const = 0;
//! Sets an attribute as 2d position
virtual void setAttribute(s32 index, const core::position2di& v) = 0;
/*
Rectangle Attribute
*/
//! Adds an attribute as rectangle
virtual void addRect(const c8* attributeName, const core::rect<s32>& value) = 0;
//! Sets an attribute as rectangle
virtual void setAttribute(const c8* attributeName, const core::rect<s32>& v) = 0;
//! Gets an attribute as rectangle
//! \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 core::rect<s32> getAttributeAsRect(const c8* attributeName, const core::rect<s32>& defaultNotFound = core::rect<s32>()) const = 0;
//! Gets an attribute as rectangle
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual core::rect<s32> getAttributeAsRect(s32 index) const = 0;
//! Sets an attribute as rectangle
virtual void setAttribute(s32 index, const core::rect<s32>& v) = 0;
/*
Dimension2d Attribute
*/
//! Adds an attribute as dimension2d
virtual void addDimension2d(const c8* attributeName, const core::dimension2d<u32>& value) = 0;
//! Sets an attribute as dimension2d
virtual void setAttribute(const c8* attributeName, const core::dimension2d<u32>& v) = 0;
//! Gets an attribute as dimension2d
//! \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 core::dimension2d<u32> getAttributeAsDimension2d(const c8* attributeName, const core::dimension2d<u32>& defaultNotFound = core::dimension2d<u32>()) const = 0;
//! Gets an attribute as dimension2d
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual core::dimension2d<u32> getAttributeAsDimension2d(s32 index) const = 0;
//! Sets an attribute as dimension2d
virtual void setAttribute(s32 index, const core::dimension2d<u32>& v) = 0;
/*
matrix attribute
*/
//! Adds an attribute as matrix
virtual void addMatrix(const c8* attributeName, const core::matrix4& v) = 0;
//! Sets an attribute as matrix
virtual void setAttribute(const c8* attributeName, const core::matrix4& v) = 0;
//! Gets an attribute as a matrix4
//! \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 core::matrix4 getAttributeAsMatrix(const c8* attributeName, const core::matrix4& defaultNotFound=core::matrix4()) const = 0;
//! Gets an attribute as matrix
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual core::matrix4 getAttributeAsMatrix(s32 index) const = 0;
//! Sets an attribute as matrix
virtual void setAttribute(s32 index, const core::matrix4& v) = 0;
/*
quaternion attribute
*/
//! Adds an attribute as quaternion
virtual void addQuaternion(const c8* attributeName, const core::quaternion& v) = 0;
//! Sets an attribute as quaternion
virtual void setAttribute(const c8* attributeName, const core::quaternion& v) = 0;
//! Gets an attribute as a quaternion
//! \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 core::quaternion getAttributeAsQuaternion(const c8* attributeName, const core::quaternion& defaultNotFound=core::quaternion(0,1,0, 0)) const = 0;
//! Gets an attribute as quaternion
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual core::quaternion getAttributeAsQuaternion(s32 index) const = 0;
//! Sets an attribute as quaternion
virtual void setAttribute(s32 index, const core::quaternion& v) = 0;
/*
3d bounding box
*/
//! Adds an attribute as axis aligned bounding box
virtual void addBox3d(const c8* attributeName, const core::aabbox3df& v) = 0;
//! Sets an attribute as axis aligned bounding box
virtual void setAttribute(const c8* attributeName, const core::aabbox3df& v) = 0;
//! Gets an attribute as a axis aligned bounding box
//! \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 core::aabbox3df getAttributeAsBox3d(const c8* attributeName, const core::aabbox3df& defaultNotFound=core::aabbox3df(0,0,0, 0,0,0)) const = 0;
//! Gets an attribute as axis aligned bounding box
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual core::aabbox3df getAttributeAsBox3d(s32 index) const = 0;
//! Sets an attribute as axis aligned bounding box
virtual void setAttribute(s32 index, const core::aabbox3df& v) = 0;
/*
plane
*/
//! Adds an attribute as 3d plane
virtual void addPlane3d(const c8* attributeName, const core::plane3df& v) = 0;
//! Sets an attribute as 3d plane
virtual void setAttribute(const c8* attributeName, const core::plane3df& v) = 0;
//! Gets an attribute as a 3d plane
//! \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 core::plane3df getAttributeAsPlane3d(const c8* attributeName, const core::plane3df& defaultNotFound=core::plane3df(0,0,0, 0,1,0)) const = 0;
//! Gets an attribute as 3d plane
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual core::plane3df getAttributeAsPlane3d(s32 index) const = 0;
//! Sets an attribute as 3d plane
virtual void setAttribute(s32 index, const core::plane3df& v) = 0;
/*
3d triangle
*/
//! Adds an attribute as 3d triangle
virtual void addTriangle3d(const c8* attributeName, const core::triangle3df& v) = 0;
//! Sets an attribute as 3d trianle
virtual void setAttribute(const c8* attributeName, const core::triangle3df& v) = 0;
//! Gets an attribute as a 3d triangle
//! \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 core::triangle3df getAttributeAsTriangle3d(const c8* attributeName, const core::triangle3df& defaultNotFound = core::triangle3df(core::vector3df(0,0,0), core::vector3df(0,0,0), core::vector3df(0,0,0))) const = 0;
//! Gets an attribute as 3d triangle
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual core::triangle3df getAttributeAsTriangle3d(s32 index) const = 0;
//! Sets an attribute as 3d triangle
virtual void setAttribute(s32 index, const core::triangle3df& v) = 0;
/*
line 2d
*/
//! Adds an attribute as a 2d line
virtual void addLine2d(const c8* attributeName, const core::line2df& v) = 0;
//! Sets an attribute as a 2d line
virtual void setAttribute(const c8* attributeName, const core::line2df& v) = 0;
//! Gets an attribute as a 2d line
//! \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 core::line2df getAttributeAsLine2d(const c8* attributeName, const core::line2df& defaultNotFound = core::line2df(0,0, 0,0)) const = 0;
//! Gets an attribute as a 2d line
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual core::line2df getAttributeAsLine2d(s32 index) const = 0;
//! Sets an attribute as a 2d line
virtual void setAttribute(s32 index, const core::line2df& v) = 0;
/*
line 3d
*/
//! Adds an attribute as a 3d line
virtual void addLine3d(const c8* attributeName, const core::line3df& v) = 0;
//! Sets an attribute as a 3d line
virtual void setAttribute(const c8* attributeName, const core::line3df& v) = 0;
//! Gets an attribute as a 3d line
//! \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 core::line3df getAttributeAsLine3d(const c8* attributeName, const core::line3df& defaultNotFound=core::line3df(0,0,0, 0,0,0)) const = 0;
//! Gets an attribute as a 3d line
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual core::line3df getAttributeAsLine3d(s32 index) const = 0;
//! Sets an attribute as a 3d line
virtual void setAttribute(s32 index, const core::line3df& v) = 0;
/*
Texture Attribute
*/
//! Adds an attribute as texture reference
virtual void addTexture(const c8* attributeName, video::ITexture* texture, const io::path& filename = "") = 0;
//! Sets an attribute as texture reference
virtual void setAttribute(const c8* attributeName, video::ITexture* texture, const io::path& filename = "") = 0;
//! Gets an attribute as texture reference
//! \param attributeName: Name of the attribute to get.
//! \param defaultNotFound Value returned when attributeName was not found
virtual video::ITexture* getAttributeAsTexture(const c8* attributeName, video::ITexture* defaultNotFound=0) const = 0;
//! Gets an attribute as texture reference
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual video::ITexture* getAttributeAsTexture(s32 index) const = 0;
//! Sets an attribute as texture reference
virtual void setAttribute(s32 index, video::ITexture* texture, const io::path& filename = "") = 0;
/*
User Pointer Attribute
*/
//! Adds an attribute as user pointer
virtual void addUserPointer(const c8* attributeName, void* userPointer) = 0;
//! Sets an attribute as user pointer
virtual void setAttribute(const c8* attributeName, void* userPointer) = 0;
//! Gets an attribute as user pointer
//! \param attributeName: Name of the attribute to get.
//! \param defaultNotFound Value returned when attributeName was not found
virtual void* getAttributeAsUserPointer(const c8* attributeName, void* defaultNotFound = 0) const = 0;
//! Gets an attribute as user pointer
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual void* getAttributeAsUserPointer(s32 index) const = 0;
//! Sets an attribute as user pointer
virtual void setAttribute(s32 index, void* userPointer) = 0;
};
} // end namespace io
} // end namespace irr
#endif

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@ -1,90 +1,84 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_BILLBOARD_SCENE_NODE_H_INCLUDED__
#define __I_BILLBOARD_SCENE_NODE_H_INCLUDED__
#include "ISceneNode.h"
#include "ISceneNode.h"
namespace irr
{ namespace irr
namespace scene {
{ namespace scene
class ICameraSceneNode; {
class IMeshBuffer; class ICameraSceneNode;
//! A billboard scene node. //! A billboard scene node.
/** A billboard is like a 3d sprite: A 2d element, /** A billboard is like a 3d sprite: A 2d element,
which always looks to the camera. It is usually used for explosions, fire, which always looks to the camera. It is usually used for explosions, fire,
lensflares, particles and things like that. lensflares, particles and things like that.
*/ */
class IBillboardSceneNode : public ISceneNode class IBillboardSceneNode : public ISceneNode
{ {
public: public:
//! Constructor
IBillboardSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id, //! Constructor
const core::vector3df &position = core::vector3df(0, 0, 0)) : IBillboardSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
ISceneNode(parent, mgr, id, position) {} 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; //! Sets the size of the billboard, making it rectangular.
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. //! Sets the size of the billboard with independent widths of the bottom and top edges.
\param[in] bottomEdgeWidth The width of the bottom edge of the billboard. /** \param[in] height The height of the billboard.
\param[in] topEdgeWidth The width of the top edge of the billboard. \param[in] bottomEdgeWidth The width of the bottom edge of the billboard.
*/ \param[in] topEdgeWidth The width of the top edge of the billboard.
virtual void setSize(f32 height, f32 bottomEdgeWidth, f32 topEdgeWidth) = 0; */
virtual void setSize(f32 height, f32 bottomEdgeWidth, f32 topEdgeWidth) = 0;
//! Returns the size of the billboard.
/** This will return the width of the bottom edge of the billboard. //! Returns the size of the billboard.
Use getWidths() to retrieve the bottom and top edges independently. /** This will return the width of the bottom edge of the billboard.
\return Size of the billboard. 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. //! Gets the size of the the billboard and handles independent top and bottom edge widths correctly.
\param[out] bottomEdgeWidth The width of the bottom edge of the billboard. /** \param[out] height The height of the billboard.
\param[out] topEdgeWidth The width of the top edge 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 */ //! Set the color of all vertices of the billboard
virtual void setColor(const video::SColor &overallColor) = 0; /** \param[in] overallColor Color to set */
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 //! Set the color of the top and bottom vertices of the billboard
\param[in] bottomColor Color to set the bottom vertices */ /** \param[in] topColor Color to set the top vertices
virtual void setColor(const video::SColor &topColor, \param[in] bottomColor Color to set the bottom vertices */
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 //! Gets the color of the top and bottom vertices of the billboard
\param[out] bottomColor Stores the color of the bottom vertices */ /** \param[out] topColor Stores the color of the top vertices
virtual void getColor(video::SColor &topColor, \param[out] bottomColor Stores the color of the bottom vertices */
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. //! Get the real boundingbox used by the billboard, which can depend on the active camera.
The billboard orients itself toward the camera and some only update in render(). /** The boundingbox returned will use absolute coordinates.
So we don't know the real boundingboxes before that. Which would be too late for culling. The billboard orients itself toward the camera and some only update in render().
That is why the usual getBoundingBox will return a "safe" boundingbox which is guaranteed So we don't know the real boundingboxes before that. Which would be too late for culling.
to contain the billboard. While this function can return the real one. */ That is why the usual getBoundingBox will return a "safe" boundingbox which is guaranteed
virtual const core::aabbox3d<f32> &getTransformedBillboardBoundingBox(const irr::scene::ICameraSceneNode *camera) = 0; to contain the billboard. While this function can return the real one. */
virtual const core::aabbox3d<f32>& getTransformedBillboardBoundingBox(const irr::scene::ICameraSceneNode* camera) = 0;
//! Get the amount of mesh buffers. };
/** \return Amount of mesh buffers (IMeshBuffer) in this mesh. */
virtual u32 getMeshBufferCount() const = 0; } // end namespace scene
} // end namespace irr
//! Get pointer to a mesh buffer.
/** NOTE: Positions and normals of this meshbuffers are re-calculated before rendering.
So this is mainly useful to access/modify the uv-coordinates. #endif
\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;
};
} // end namespace scene
} // end namespace irr

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_BONE_SCENE_NODE_H_INCLUDED__
#define __I_BONE_SCENE_NODE_H_INCLUDED__
#include "ISceneNode.h"
#include "ISceneNode.h"
namespace irr
{ namespace irr
namespace scene {
{ 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, //! The bone is usually animated, unless it's parent is not animated
EBAM_AUTOMATIC=0,
//! The bone is animated by the skin, if it's parent is not animated then animation will resume from this bone onward
EBAM_ANIMATED, //! The bone is animated by the skin, if it's parent is not animated then animation will resume from this bone onward
EBAM_ANIMATED,
//! The bone is not animated by the skin
EBAM_UNANIMATED, //! The bone is not animated by the skin
EBAM_UNANIMATED,
//! Not an animation mode, just here to count the available modes
EBAM_COUNT //! Not an animation mode, just here to count the available modes
EBAM_COUNT
};
};
enum E_BONE_SKINNING_SPACE
{ enum E_BONE_SKINNING_SPACE
//! local skinning, standard {
EBSS_LOCAL = 0, //! local skinning, standard
EBSS_LOCAL=0,
//! global skinning
EBSS_GLOBAL, //! global skinning
EBSS_GLOBAL,
EBSS_COUNT
}; EBSS_COUNT
};
//! Names for bone animation modes
const c8 *const BoneAnimationModeNames[] = { //! Names for bone animation modes
"automatic", const c8* const BoneAnimationModeNames[] =
"animated", {
"unanimated", "automatic",
0, "animated",
}; "unanimated",
0,
//! Interface for bones used for skeletal animation. };
/** Used with ISkinnedMesh and IAnimatedMeshSceneNode. */
class IBoneSceneNode : public ISceneNode
{ //! Interface for bones used for skeletal animation.
public: /** Used with ISkinnedMesh and IAnimatedMeshSceneNode. */
IBoneSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id = -1) : class IBoneSceneNode : public ISceneNode
ISceneNode(parent, mgr, id), positionHint(-1), scaleHint(-1), rotationHint(-1) {} {
public:
//! Get the index of the bone
virtual u32 getBoneIndex() const = 0; IBoneSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id=-1) :
ISceneNode(parent, mgr, id),positionHint(-1),scaleHint(-1),rotationHint(-1) { }
//! Sets the animation mode of the bone.
/** \return True if successful. (Unused) */ //! Get the name of the bone
virtual bool setAnimationMode(E_BONE_ANIMATION_MODE mode) = 0; /** \deprecated Use getName instead. This method may be removed by Irrlicht 1.9 */
_IRR_DEPRECATED_ virtual const c8* getBoneName() const { return getName(); }
//! Gets the current animation mode of the bone
virtual E_BONE_ANIMATION_MODE getAnimationMode() const = 0; //! Get the index of the bone
virtual u32 getBoneIndex() const = 0;
//! Get the axis aligned bounding box of this node
const core::aabbox3d<f32> &getBoundingBox() const override = 0; //! Sets the animation mode of the bone.
/** \return True if successful. (Unused) */
//! Returns the relative transformation of the scene node. virtual bool setAnimationMode(E_BONE_ANIMATION_MODE mode) = 0;
// virtual core::matrix4 getRelativeTransformation() const = 0;
//! Gets the current animation mode of the bone
//! The animation method. virtual E_BONE_ANIMATION_MODE getAnimationMode() const = 0;
void OnAnimate(u32 timeMs) override = 0;
//! Get the axis aligned bounding box of this node
//! The render method. virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_ = 0;
/** Does nothing as bones are not visible. */
void render() override {} //! Returns the relative transformation of the scene node.
//virtual core::matrix4 getRelativeTransformation() const = 0;
//! How the relative transformation of the bone is used
virtual void setSkinningSpace(E_BONE_SKINNING_SPACE space) = 0; //! The animation method.
virtual void OnAnimate(u32 timeMs) _IRR_OVERRIDE_ =0;
//! How the relative transformation of the bone is used
virtual E_BONE_SKINNING_SPACE getSkinningSpace() const = 0; //! The render method.
/** Does nothing as bones are not visible. */
//! Updates the absolute position based on the relative and the parents position virtual void render() _IRR_OVERRIDE_ { }
virtual void updateAbsolutePositionOfAllChildren() = 0;
//! How the relative transformation of the bone is used
s32 positionHint; virtual void setSkinningSpace( E_BONE_SKINNING_SPACE space ) =0;
s32 scaleHint;
s32 rotationHint; //! How the relative transformation of the bone is used
}; virtual E_BONE_SKINNING_SPACE getSkinningSpace() const =0;
} // end namespace scene //! Updates the absolute position based on the relative and the parents position
} // end namespace irr virtual void updateAbsolutePositionOfAllChildren()=0;
s32 positionHint;
s32 scaleHint;
s32 rotationHint;
};
} // end namespace scene
} // end namespace irr
#endif

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_CAMERA_SCENE_NODE_H_INCLUDED__
#define __I_CAMERA_SCENE_NODE_H_INCLUDED__
#include "ISceneNode.h"
#include "IEventReceiver.h" #include "ISceneNode.h"
#include "IEventReceiver.h"
namespace irr
{ namespace irr
namespace scene {
{ namespace scene
struct SViewFrustum; {
struct SViewFrustum;
//! Scene Node which is a (controllable) camera.
/** The whole scene will be rendered from the cameras point of view. //! Scene Node which is a (controllable) camera.
Because the ICameraSceneNode is a SceneNode, it can be attached to any /** The whole scene will be rendered from the cameras point of view.
other scene node, and will follow its parents movement, rotation and so Because the ICameraSceneNode is a SceneNode, it can be attached to any
on. other scene node, and will follow its parents movement, rotation and so
*/ on.
class ICameraSceneNode : public ISceneNode, public IEventReceiver */
{ class ICameraSceneNode : public ISceneNode, public IEventReceiver
public: {
//! Constructor public:
ICameraSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id,
const core::vector3df &position = core::vector3df(0, 0, 0), //! Constructor
const core::vector3df &rotation = core::vector3df(0, 0, 0), ICameraSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
const core::vector3df &scale = core::vector3df(1.0f, 1.0f, 1.0f)) : const core::vector3df& position = core::vector3df(0,0,0),
ISceneNode(parent, mgr, id, position, rotation, scale), const core::vector3df& rotation = core::vector3df(0,0,0),
IsOrthogonal(false) {} 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 //! Sets the projection matrix of the camera.
projection matrix. e.g: /** The core::matrix4 class has some methods to build a
core::matrix4::buildProjectionMatrixPerspectiveFovLH. projection matrix. e.g:
Note that the matrix will only stay as set by this method until core::matrix4::buildProjectionMatrixPerspectiveFovLH.
one of the following Methods are called: setNearValue, Note that the matrix will only stay as set by this method until
setFarValue, setAspectRatio, setFOV. one of the following Methods are called: setNearValue,
NOTE: The frustum is not updated before render() is called setFarValue, setAspectRatio, setFOV.
unless you explicitly call updateMatrices() NOTE: The frustum is not updated before render() is called
\param projection The new projection matrix of the camera. unless you explicitly call updateMatrices()
\param isOrthogonal Set this to true if the matrix is an \param projection The new projection matrix of the camera.
orthogonal one (e.g. from matrix4::buildProjectionMatrixOrtho). \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. */ //! Gets the current projection matrix of the camera.
virtual const core::matrix4 &getProjectionMatrix() const = 0; /** \return The current projection matrix of the camera. */
virtual const core::matrix4& getProjectionMatrix() const =0;
//! Gets the current view matrix of the camera.
/** \return The current view matrix of the camera. */ //! Gets the current view matrix of the camera.
virtual const core::matrix4 &getViewMatrix() const = 0; /** \return The current view matrix of the camera. */
virtual const core::matrix4& getViewMatrix() const =0;
//! Sets a custom view matrix affector.
/** The matrix passed here, will be multiplied with the view //! Sets a custom view matrix affector.
matrix when it gets updated. This allows for custom camera /** The matrix passed here, will be multiplied with the view
setups like, for example, a reflection camera. matrix when it gets updated. This allows for custom camera
\param affector The affector matrix. */ setups like, for example, a reflection camera.
virtual void setViewMatrixAffector(const core::matrix4 &affector) = 0; \param affector The affector matrix. */
virtual void setViewMatrixAffector(const core::matrix4& affector) =0;
//! Get the custom view matrix affector.
/** \return The affector matrix. */ //! Get the custom view matrix affector.
virtual const core::matrix4 &getViewMatrixAffector() const = 0; /** \return The affector matrix. */
virtual const core::matrix4& getViewMatrixAffector() const =0;
//! It is possible to send mouse and key events to the camera.
/** Most cameras may ignore this input, but camera scene nodes //! It is possible to send mouse and key events to the camera.
which are created for example with /** Most cameras may ignore this input, but camera scene nodes
ISceneManager::addCameraSceneNodeMaya or which are created for example with
ISceneManager::addCameraSceneNodeFPS, may want to get ISceneManager::addCameraSceneNodeMaya or
this input for changing their position, look at target or ISceneManager::addCameraSceneNodeFPS, may want to get
whatever. */ this input for changing their position, look at target or
bool OnEvent(const SEvent &event) override = 0; whatever. */
virtual bool OnEvent(const SEvent& event) _IRR_OVERRIDE_ =0;
//! Sets the look at target of the camera
/** If the camera's target and rotation are bound ( @see //! Sets the look at target of the camera
bindTargetAndRotation() ) then calling this will also change /** If the camera's target and rotation are bound ( @see
the camera's scene node rotation to match the target. bindTargetAndRotation() ) then calling this will also change
Note that setTarget uses the current absolute position the camera's scene node rotation to match the target.
internally, so if you changed setPosition since last rendering you must Note that setTarget uses the current absolute position
call updateAbsolutePosition before using this function. internally, so if you changed setPosition since last rendering you must
\param pos Look at target of the camera, in world co-ordinates. */ call updateAbsolutePosition before using this function.
virtual void setTarget(const core::vector3df &pos) = 0; \param pos Look at target of the camera, in world co-ordinates. */
virtual void setTarget(const core::vector3df& pos) =0;
//! Sets the rotation of the node.
/** This only modifies the relative rotation of the node. //! Sets the rotation of the node.
If the camera's target and rotation are bound ( @see /** This only modifies the relative rotation of the node.
bindTargetAndRotation() ) then calling this will also change If the camera's target and rotation are bound ( @see
the camera's target to match the rotation. bindTargetAndRotation() ) then calling this will also change
\param rotation New rotation of the node in degrees. */ the camera's target to match the rotation.
void setRotation(const core::vector3df &rotation) override = 0; \param rotation New rotation of the node in degrees. */
virtual void setRotation(const core::vector3df& rotation) _IRR_OVERRIDE_ =0;
//! Gets the current look at target of the camera
/** \return The current look at target of the camera, in world co-ordinates */ //! Gets the current look at target of the camera
virtual const core::vector3df &getTarget() const = 0; /** \return The current look at target of the camera, in world co-ordinates */
virtual const core::vector3df& getTarget() const =0;
//! Sets the up vector of the camera.
/** \param pos: New upvector of the camera. */ //! Sets the up vector of the camera.
virtual void setUpVector(const core::vector3df &pos) = 0; /** \param pos: New upvector of the camera. */
virtual void setUpVector(const core::vector3df& pos) =0;
//! Gets the up vector of the camera.
/** \return The up vector of the camera, in world space. */ //! Gets the up vector of the camera.
virtual const core::vector3df &getUpVector() const = 0; /** \return The up vector of the camera, in world space. */
virtual const core::vector3df& getUpVector() const =0;
//! Gets the value of the near plane of the camera.
/** \return The value of the near plane of the camera. */ //! Gets the value of the near plane of the camera.
virtual f32 getNearValue() const = 0; /** \return The value of the near plane of the camera. */
virtual f32 getNearValue() const =0;
//! Gets the value of the far plane of the camera.
/** \return The value of the far plane of the camera. */ //! Gets the value of the far plane of the camera.
virtual f32 getFarValue() const = 0; /** \return The value of the far plane of the camera. */
virtual f32 getFarValue() const =0;
//! Gets the aspect ratio of the camera.
/** \return The aspect ratio of the camera. */ //! Gets the aspect ratio of the camera.
virtual f32 getAspectRatio() const = 0; /** \return The aspect ratio of the camera. */
virtual f32 getAspectRatio() const =0;
//! Gets the field of view of the camera.
/** \return The field of view of the camera in radians. */ //! Gets the field of view of the camera.
virtual f32 getFOV() const = 0; /** \return The field of view of the camera in radians. */
virtual f32 getFOV() const =0;
//! Sets the value of the near clipping plane. (default: 1.0f)
/** \param zn: New z near value. */ //! Sets the value of the near clipping plane. (default: 1.0f)
virtual void setNearValue(f32 zn) = 0; /** \param zn: New z near value. */
virtual void setNearValue(f32 zn) =0;
//! Sets the value of the far clipping plane (default: 2000.0f)
/** \param zf: New z far value. */ //! Sets the value of the far clipping plane (default: 2000.0f)
virtual void setFarValue(f32 zf) = 0; /** \param zf: New z far value. */
virtual void setFarValue(f32 zf) =0;
//! Sets the aspect ratio (default: 4.0f / 3.0f)
/** \param aspect: New aspect ratio. */ //! Sets the aspect ratio (default: 4.0f / 3.0f)
virtual void setAspectRatio(f32 aspect) = 0; /** \param aspect: New aspect ratio. */
virtual void setAspectRatio(f32 aspect) =0;
//! Sets the field of view (Default: PI / 2.5f)
/** \param fovy: New field of view in radians. */ //! Sets the field of view (Default: PI / 2.5f)
virtual void setFOV(f32 fovy) = 0; /** \param fovy: New field of view in radians. */
virtual void setFOV(f32 fovy) =0;
//! Get the view frustum.
/** \return The current view frustum. */ //! Get the view frustum.
virtual const SViewFrustum *getViewFrustum() const = 0; /** \return The current view frustum. */
virtual const SViewFrustum* getViewFrustum() const =0;
//! Disables or enables the camera to get key or mouse inputs.
/** If this is set to true, the camera will respond to key //! Disables or enables the camera to get key or mouse inputs.
inputs otherwise not. */ /** If this is set to true, the camera will respond to key
virtual void setInputReceiverEnabled(bool enabled) = 0; inputs otherwise not. */
virtual void setInputReceiverEnabled(bool enabled) =0;
//! Checks if the input receiver of the camera is currently enabled.
virtual bool isInputReceiverEnabled() const = 0; //! Checks if the input receiver of the camera is currently enabled.
virtual bool isInputReceiverEnabled() const =0;
//! Checks if a camera is orthogonal.
virtual bool isOrthogonal() const //! Checks if a camera is orthogonal.
{ virtual bool isOrthogonal() const
return IsOrthogonal; {
} return IsOrthogonal;
}
//! Binds the camera scene node's rotation to its target position and vice versa, or unbinds them.
/** When bound, calling setRotation() will update the camera's //! Binds the camera scene node's rotation to its target position and vice versa, or unbinds them.
target position to be along its +Z axis, and likewise calling /** When bound, calling setRotation() will update the camera's
setTarget() will update its rotation so that its +Z axis will target position to be along its +Z axis, and likewise calling
point at the target point. FPS camera use this binding by setTarget() will update its rotation so that its +Z axis will
default; other cameras do not. point at the target point. FPS camera use this binding by
\param bound True to bind the camera's scene node rotation default; other cameras do not.
and targeting, false to unbind them. \param bound True to bind the camera's scene node rotation
@see getTargetAndRotationBinding() */ and targeting, false to unbind them.
virtual void bindTargetAndRotation(bool bound) = 0; @see getTargetAndRotationBinding() */
virtual void bindTargetAndRotation(bool bound) =0;
//! Updates the matrices without uploading them to the driver
virtual void updateMatrices() = 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() */ //! Queries if the camera scene node's rotation and its target position are bound together.
virtual bool getTargetAndRotationBinding(void) const = 0; /** @see bindTargetAndRotation() */
virtual bool getTargetAndRotationBinding(void) const =0;
protected:
void cloneMembers(const ICameraSceneNode *toCopyFrom) //! Writes attributes of the camera node
{ virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const _IRR_OVERRIDE_
IsOrthogonal = toCopyFrom->IsOrthogonal; {
} ISceneNode::serializeAttributes(out, options);
bool IsOrthogonal; if (!out)
}; return;
out->addBool("IsOrthogonal", IsOrthogonal);
} // end namespace scene }
} // end namespace irr
//! Reads attributes of the camera node
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) _IRR_OVERRIDE_
{
ISceneNode::deserializeAttributes(in, options);
if (!in)
return;
if ( in->findAttribute("IsOrthogonal") )
IsOrthogonal = in->getAttributeAsBool("IsOrthogonal");
}
protected:
void cloneMembers(const ICameraSceneNode* toCopyFrom)
{
IsOrthogonal = toCopyFrom->IsOrthogonal;
}
bool IsOrthogonal;
};
} // end namespace scene
} // end namespace irr
#endif

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// Copyright (C) 2013-2015 Patryk Nadrowski // Copyright (C) 2013-2015 Patryk Nadrowski
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __IRR_I_CONTEXT_MANAGER_H_INCLUDED__
#define __IRR_I_CONTEXT_MANAGER_H_INCLUDED__
#include "SExposedVideoData.h"
#include "SIrrCreationParameters.h" #include "SExposedVideoData.h"
#include <string> #include "SIrrCreationParameters.h"
#include <string>
namespace irr
{ namespace irr
namespace video {
{ namespace video
// For system specific window contexts (used for OpenGL) {
class IContextManager : public virtual IReferenceCounted // 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) public:
virtual bool initialize(const SIrrlichtCreationParameters &params, const SExposedVideoData &data) = 0; //! Initialize manager with device creation parameters and device window (passed as exposed video data)
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; //! Terminate manager, any cleanup that is left over. Manager needs a new initialize to be usable again
virtual void terminate() =0;
//! Create surface based on current window set
virtual bool generateSurface() = 0; //! Create surface based on current window set
virtual bool generateSurface() =0;
//! Destroy current surface
virtual void destroySurface() = 0; //! Destroy current surface
virtual void destroySurface() =0;
//! Create context based on current surface
virtual bool generateContext() = 0; //! Create context based on current surface
virtual bool generateContext() =0;
//! Destroy current context
virtual void destroyContext() = 0; //! Destroy current context
virtual void destroyContext() =0;
//! Get current context
virtual const SExposedVideoData &getContext() const = 0; //! Get current context
virtual const SExposedVideoData& getContext() const =0;
//! Change render context, disable old and activate new defined by videoData
//\param restorePrimaryOnZero When true: restore original driver context when videoData is set to 0 values. //! Change render context, disable old and activate new defined by videoData
// When false: resets the context when videoData is set to 0 values. //\param restorePrimaryOnZero When true: restore original driver context when videoData is set to 0 values.
/** This is mostly used internally by IVideoDriver::beginScene(). // When false: resets the context when videoData is set to 0 values.
But if you want to switch threads which access your OpenGL driver you will have to /** This is mostly used internally by IVideoDriver::beginScene().
call this function as follows: But if you want to switch threads which access your OpenGL driver you will have to
Old thread gives up context with: activateContext(irr::video::SExposedVideoData()); call this function as follows:
New thread takes over context with: activateContext(videoDriver->getExposedVideoData()); Old thread gives up context with: activateContext(irr::video::SExposedVideoData());
Note that only 1 thread at a time may access an OpenGL context. */ New thread takes over context with: activateContext(videoDriver->getExposedVideoData());
virtual bool activateContext(const SExposedVideoData &videoData, bool restorePrimaryOnZero = false) = 0; Note that only 1 thread at a time may access an OpenGL context. */
virtual bool activateContext(const SExposedVideoData& videoData, bool restorePrimaryOnZero=false) =0;
//! Get the address of any OpenGL procedure (including core procedures).
virtual void *getProcAddress(const std::string &procName) = 0; //! Get the address of any OpenGL procedure (including core procedures).
virtual void* getProcAddress(const std::string &procName) =0;
//! Swap buffers.
virtual bool swapBuffers() = 0; //! Swap buffers.
}; virtual bool swapBuffers() =0;
};
} // end namespace video
} // end namespace irr } // end namespace video
} // end namespace irr
#endif

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@ -1,195 +1,199 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_CURSOR_CONTROL_H_INCLUDED__
#define __I_CURSOR_CONTROL_H_INCLUDED__
#include "IReferenceCounted.h"
#include "position2d.h" #include "IReferenceCounted.h"
#include "rect.h" #include "position2d.h"
#include "rect.h"
namespace irr
{ namespace irr
namespace gui {
{ 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 // Following cursors might be system specific, or might use an Irrlicht icon-set. No guarantees so far.
ECI_CROSS, // Crosshair ECI_NORMAL, // arrow
ECI_HAND, // Hand ECI_CROSS, // Crosshair
ECI_HELP, // Arrow and question mark ECI_HAND, // Hand
ECI_IBEAM, // typical text-selection cursor ECI_HELP, // Arrow and question mark
ECI_NO, // should not click icon ECI_IBEAM, // typical text-selection cursor
ECI_WAIT, // hourglass ECI_NO, // should not click icon
ECI_SIZEALL, // arrow in all directions ECI_WAIT, // hourclass
ECI_SIZENESW, // resizes in direction north-east or south-west ECI_SIZEALL, // arrow in all directions
ECI_SIZENWSE, // resizes in direction north-west or south-east ECI_SIZENESW, // resizes in direction north-east or south-west
ECI_SIZENS, // resizes in direction north or south ECI_SIZENWSE, // resizes in direction north-west or south-east
ECI_SIZEWE, // resizes in direction west or east ECI_SIZENS, // resizes in direction north or south
ECI_UP, // up-arrow ECI_SIZEWE, // resizes in direction west or east
ECI_UP, // up-arrow
// Implementer note: Should we add system specific cursors, which use guaranteed the system icons,
// then I would recommend using a naming scheme like ECI_W32_CROSS, ECI_X11_CROSSHAIR and adding those // Implementer note: Should we add system specific cursors, which use guaranteed the system icons,
// additionally. // then I would recommend using a naming scheme like ECI_W32_CROSS, ECI_X11_CROSSHAIR and adding those
// additionally.
ECI_COUNT // maximal of defined cursors. Note that higher values can be created at runtime
}; ECI_COUNT // maximal of defined cursors. Note that higher values can be created at runtime
};
//! Names for ECURSOR_ICON
const c8 *const GUICursorIconNames[ECI_COUNT + 1] = { //! Names for ECURSOR_ICON
"normal", const c8* const GUICursorIconNames[ECI_COUNT+1] =
"cross", {
"hand", "normal",
"help", "cross",
"ibeam", "hand",
"no", "help",
"wait", "ibeam",
"sizeall", "no",
"sizenesw", "wait",
"sizenwse", "sizeall",
"sizens", "sizenesw",
"sizewe", "sizenwse",
"sizeup", "sizens",
0, "sizewe",
}; "sizeup",
0
//! structure used to set sprites as cursors. };
struct SCursorSprite
{ //! structure used to set sprites as cursors.
SCursorSprite() : struct SCursorSprite
SpriteBank(0), SpriteId(-1) {
{ 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; }
s32 SpriteId;
core::position2d<s32> HotSpot; 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
//! default - no platform specific behavior enum ECURSOR_PLATFORM_BEHAVIOR
ECPB_NONE = 0, {
//! default - no platform specific behavior
//! On X11 try caching cursor updates as XQueryPointer calls can be expensive. ECPB_NONE = 0,
/** Update cursor positions only when the irrlicht timer has been updated or the timer is stopped.
This means you usually get one cursor update per device->run() which will be fine in most cases. //! On X11 try caching cursor updates as XQueryPointer calls can be expensive.
See this forum-thread for a more detailed explanation: /** Update cursor positions only when the irrlicht timer has been updated or the timer is stopped.
http://irrlicht.sourceforge.net/forum/viewtopic.php?f=7&t=45525 This means you usually get one cursor update per device->run() which will be fine in most cases.
*/ See this forum-thread for a more detailed explanation:
ECPB_X11_CACHE_UPDATES = 1 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
{ //! Interface to manipulate the mouse cursor.
public: class ICursorControl : public virtual IReferenceCounted
//! Changes the visible state of the mouse cursor. {
/** \param visible: The new visible state. If true, the cursor will be visible, public:
if false, it will be invisible. */
virtual void setVisible(bool visible) = 0; //! Changes the visible state of the mouse cursor.
/** \param visible: The new visible state. If true, the cursor will be visible,
//! Returns if the cursor is currently visible. if false, it will be invisible. */
/** \return True if the cursor flag is set to visible, false if not. */ virtual void setVisible(bool visible) = 0;
virtual bool isVisible() const = 0;
//! Returns if the cursor is currently visible.
//! Sets the new position of the cursor. /** \return True if the cursor flag is set to visible, false if not. */
/** The position must be virtual bool isVisible() const = 0;
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 //! Sets the new position of the cursor.
render window. /** The position must be
\param pos New position of the cursor. */ between (0.0f, 0.0f) and (1.0f, 1.0f), where (0.0f, 0.0f) is
virtual void setPosition(const core::position2d<f32> &pos) = 0; the top left corner and (1.0f, 1.0f) is the bottom right corner of the
render window.
//! Sets the new position of the cursor. \param pos New position of the cursor. */
/** The position must be virtual void setPosition(const core::position2d<f32> &pos) = 0;
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 //! Sets the new position of the cursor.
render window. /** The position must be
\param x New x-coord of the cursor. between (0.0f, 0.0f) and (1.0f, 1.0f), where (0.0f, 0.0f) is
\param y New x-coord of the cursor. */ the top left corner and (1.0f, 1.0f) is the bottom right corner of the
virtual void setPosition(f32 x, f32 y) = 0; render window.
\param x New x-coord of the cursor.
//! Sets the new position of the cursor. \param y New x-coord of the cursor. */
/** \param pos: New position of the cursor. The coordinates are pixel units. */ virtual void setPosition(f32 x, f32 y) = 0;
virtual void setPosition(const core::position2d<s32> &pos) = 0;
//! Sets the new position of the cursor.
//! Sets the new position of the cursor. /** \param pos: New position of the cursor. The coordinates are pixel units. */
/** \param x New x-coord of the cursor. The coordinates are pixel units. virtual void setPosition(const core::position2d<s32> &pos) = 0;
\param y New y-coord of the cursor. The coordinates are pixel units. */
virtual void setPosition(s32 x, s32 y) = 0; //! Sets the new position of the cursor.
/** \param x New x-coord of the cursor. The coordinates are pixel units.
//! Returns the current position of the mouse cursor. \param y New y-coord of the cursor. The coordinates are pixel units. */
/** \param updateCursor When true ask system/OS for current cursor position. virtual void setPosition(s32 x, s32 y) = 0;
When false return the last known (buffered) position ( this is useful to
check what has become of a setPosition call with float numbers). //! Returns the current position of the mouse cursor.
\return Returns the current position of the cursor. The returned position /** \param updateCursor When true ask system/OS for current cursor position.
is the position of the mouse cursor in pixel units. */ When false return the last known (buffered) position ( this is useful to
virtual const core::position2d<s32> &getPosition(bool updateCursor = true) = 0; check what has become of a setPosition call with float numbers).
\return Returns the current position of the cursor. The returned position
//! Returns the current position of the mouse cursor. is the position of the mouse cursor in pixel units. */
/** \param updateCursor When true ask system/OS for current cursor position. virtual const core::position2d<s32>& getPosition(bool updateCursor=true) = 0;
When false return the last known (buffered) position (this is
useful to check what has become of a setPosition call with float numbers //! Returns the current position of the mouse cursor.
and is often different from the values you passed in setPosition). /** \param updateCursor When true ask system/OS for current cursor position.
\return Returns the current position of the cursor. The returned position When false return the last known (buffered) position (this is
is a value between (0.0f, 0.0f) and (1.0f, 1.0f), where (0.0f, 0.0f) is useful to check what has become of a setPosition call with float numbers
the top left corner and (1.0f, 1.0f) is the bottom right corner of the and is often different from the values you passed in setPosition).
render window. */ \return Returns the current position of the cursor. The returned position
virtual core::position2d<f32> getRelativePosition(bool updateCursor = true) = 0; 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
//! Sets an absolute reference rect for setting and retrieving the cursor position. render window. */
/** If this rect is set, the cursor position is not being calculated relative to virtual core::position2d<f32> getRelativePosition(bool updateCursor=true) = 0;
the rendering window but to this rect. You can set the rect pointer to 0 to disable
this feature again. This feature is useful when rendering into parts of foreign windows //! Sets an absolute reference rect for setting and retrieving the cursor position.
for example in an editor. /** If this rect is set, the cursor position is not being calculated relative to
\param rect: A pointer to an reference rectangle or 0 to disable the reference rectangle.*/ the rendering window but to this rect. You can set the rect pointer to 0 to disable
virtual void setReferenceRect(core::rect<s32> *rect = 0) = 0; this feature again. This feature is useful when rendering into parts of foreign windows
for example in an editor.
//! Internally fixes the mouse position, and reports relative mouse movement compared to the old position \param rect: A pointer to an reference rectangle or 0 to disable the reference rectangle.*/
/** Specific to SDL */ virtual void setReferenceRect(core::rect<s32>* rect=0) = 0;
virtual void setRelativeMode(bool relative){};
//! Sets the active cursor icon //! Sets the active cursor icon
/** Setting cursor icons is so far only supported on Win32 and Linux */ /** Setting cursor icons is so far only supported on Win32 and Linux */
virtual void setActiveIcon(ECURSOR_ICON iconId) {} virtual void setActiveIcon(ECURSOR_ICON iconId) {}
//! Gets the currently active icon //! Gets the currently active icon
virtual ECURSOR_ICON getActiveIcon() const { return gui::ECI_NORMAL; } virtual ECURSOR_ICON getActiveIcon() const { return gui::ECI_NORMAL; }
//! Add a custom sprite as cursor icon. //! Add a custom sprite as cursor icon.
/** \return Identification for the 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. //! replace a cursor icon.
/** Changing cursor icons is so far only supported on Win32 and Linux /** 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 Note that this only changes the icons within your application, system cursors outside your
application will not be affected. 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. //! 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. //! Set platform specific behavior flags.
virtual void setPlatformBehavior(ECURSOR_PLATFORM_BEHAVIOR behavior) {} virtual void setPlatformBehavior(ECURSOR_PLATFORM_BEHAVIOR behavior) {}
//! Return platform specific behavior. //! Return platform specific behavior.
/** \return Behavior set by setPlatformBehavior or ECPB_NONE for platforms not implementing specific behaviors. /** \return Behavior set by setPlatformBehavior or ECPB_NONE for platforms not implementing specific behaviors.
*/ */
virtual ECURSOR_PLATFORM_BEHAVIOR getPlatformBehavior() const { return ECPB_NONE; } virtual ECURSOR_PLATFORM_BEHAVIOR getPlatformBehavior() const { return ECPB_NONE; }
}; };
} // end namespace gui
} // end namespace irr } // end namespace gui
} // end namespace irr
#endif

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_DUMMY_TRANSFORMATION_SCENE_NODE_H_INCLUDED__
#define __I_DUMMY_TRANSFORMATION_SCENE_NODE_H_INCLUDED__
#include "ISceneNode.h"
#include "ISceneNode.h"
namespace irr
{ namespace irr
namespace scene {
{ namespace scene
{
//! Dummy scene node for adding additional transformations to the scene graph.
/** This scene node does not render itself, and does not respond to set/getPosition, //! Dummy scene node for adding additional transformations to the scene graph.
set/getRotation and set/getScale. Its just a simple scene node that takes a /** This scene node does not render itself, and does not respond to set/getPosition,
matrix as relative transformation, making it possible to insert any transformation set/getRotation and set/getScale. Its just a simple scene node that takes a
anywhere into the scene graph. matrix as relative transformation, making it possible to insert any transformation
This scene node is for example used by the IAnimatedMeshSceneNode for emulating anywhere into the scene graph.
joint scene nodes when playing skeletal animations. This scene node is for example used by the IAnimatedMeshSceneNode for emulating
*/ joint scene nodes when playing skeletal animations.
class IDummyTransformationSceneNode : public ISceneNode */
{ class IDummyTransformationSceneNode : public ISceneNode
public: {
//! Constructor public:
IDummyTransformationSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id) :
ISceneNode(parent, mgr, id) {} //! Constructor
IDummyTransformationSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id)
//! Returns a reference to the current relative transformation matrix. : ISceneNode(parent, mgr, id) {}
/** This is the matrix, this scene node uses instead of scale, translation
and rotation. */ //! Returns a reference to the current relative transformation matrix.
virtual core::matrix4 &getRelativeTransformationMatrix() = 0; /** This is the matrix, this scene node uses instead of scale, translation
}; and rotation. */
virtual core::matrix4& getRelativeTransformationMatrix() = 0;
} // end namespace scene };
} // end namespace irr
} // end namespace scene
} // end namespace irr
#endif

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// 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 __I_DYNAMIC_MESH_BUFFER_H_INCLUDED__
#define __I_DYNAMIC_MESH_BUFFER_H_INCLUDED__
#include "IMeshBuffer.h"
#include "IVertexBuffer.h"
#include "IIndexBuffer.h"
namespace irr
{
namespace scene
{
/** a dynamic meshBuffer */
class IDynamicMeshBuffer : public IMeshBuffer
{
public:
virtual IVertexBuffer &getVertexBuffer() const =0;
virtual IIndexBuffer &getIndexBuffer() const =0;
virtual void setVertexBuffer(IVertexBuffer *vertexBuffer) =0;
virtual void setIndexBuffer(IIndexBuffer *indexBuffer) =0;
//! Get the material of this meshbuffer
/** \return Material of this buffer. */
virtual video::SMaterial& getMaterial() _IRR_OVERRIDE_ =0;
//! Get the material of this meshbuffer
/** \return Material of this buffer. */
virtual const video::SMaterial& getMaterial() const _IRR_OVERRIDE_ =0;
//! Get the axis aligned bounding box of this meshbuffer.
/** \return Axis aligned bounding box of this buffer. */
virtual const core::aabbox3df& getBoundingBox() const _IRR_OVERRIDE_ =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) _IRR_OVERRIDE_ =0;
//! Recalculates the bounding box. Should be called if the mesh changed.
virtual void recalculateBoundingBox() _IRR_OVERRIDE_ =0;
//! Append the vertices and indices to the current buffer
/** Only works for compatible vertex types.
\param vertices Pointer to a vertex array.
\param numVertices Number of vertices in the array.
\param indices Pointer to index array.
\param numIndices Number of indices in array. */
virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) _IRR_OVERRIDE_
{
}
//! 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) _IRR_OVERRIDE_
{
}
// ------------------- To be removed? ------------------- //
//! get the current hardware mapping hint
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const _IRR_OVERRIDE_
{
return getVertexBuffer().getHardwareMappingHint();
}
//! get the current hardware mapping hint
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Index() const _IRR_OVERRIDE_
{
return getIndexBuffer().getHardwareMappingHint();
}
//! set the hardware mapping hint, for driver
virtual void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint, E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX ) _IRR_OVERRIDE_
{
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_VERTEX)
getVertexBuffer().setHardwareMappingHint(NewMappingHint);
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_INDEX)
getIndexBuffer().setHardwareMappingHint(NewMappingHint);
}
//! flags the mesh as changed, reloads hardware buffers
virtual void setDirty(E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX) _IRR_OVERRIDE_
{
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_VERTEX)
getVertexBuffer().setDirty();
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_INDEX)
getIndexBuffer().setDirty();
}
virtual u32 getChangedID_Vertex() const _IRR_OVERRIDE_
{
return getVertexBuffer().getChangedID();
}
virtual u32 getChangedID_Index() const _IRR_OVERRIDE_
{
return getIndexBuffer().getChangedID();
}
// ------------------- Old interface ------------------- //
//! Get type of vertex data which is stored in this meshbuffer.
/** \return Vertex type of this buffer. */
virtual video::E_VERTEX_TYPE getVertexType() const _IRR_OVERRIDE_
{
return getVertexBuffer().getType();
}
//! 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 _IRR_OVERRIDE_
{
return getVertexBuffer().getData();
}
//! 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() _IRR_OVERRIDE_
{
return getVertexBuffer().getData();
}
//! Get amount of vertices in meshbuffer.
/** \return Number of vertices in this buffer. */
virtual u32 getVertexCount() const _IRR_OVERRIDE_
{
return getVertexBuffer().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_
{
return getIndexBuffer().getType();
}
//! Get access to indices.
/** \return Pointer to indices array. */
virtual const u16* getIndices() const _IRR_OVERRIDE_
{
return (u16*)getIndexBuffer().getData();
}
//! Get access to indices.
/** \return Pointer to indices array. */
virtual u16* getIndices() _IRR_OVERRIDE_
{
return (u16*)getIndexBuffer().getData();
}
//! Get amount of indices in this meshbuffer.
/** \return Number of indices in this buffer. */
virtual u32 getIndexCount() const _IRR_OVERRIDE_
{
return getIndexBuffer().size();
}
//! returns position of vertex i
virtual const core::vector3df& getPosition(u32 i) const _IRR_OVERRIDE_
{
return getVertexBuffer()[i].Pos;
}
//! returns position of vertex i
virtual core::vector3df& getPosition(u32 i) _IRR_OVERRIDE_
{
return getVertexBuffer()[i].Pos;
}
//! returns texture coords of vertex i
virtual const core::vector2df& getTCoords(u32 i) const _IRR_OVERRIDE_
{
return getVertexBuffer()[i].TCoords;
}
//! returns texture coords of vertex i
virtual core::vector2df& getTCoords(u32 i) _IRR_OVERRIDE_
{
return getVertexBuffer()[i].TCoords;
}
//! returns normal of vertex i
virtual const core::vector3df& getNormal(u32 i) const _IRR_OVERRIDE_
{
return getVertexBuffer()[i].Normal;
}
//! returns normal of vertex i
virtual core::vector3df& getNormal(u32 i) _IRR_OVERRIDE_
{
return getVertexBuffer()[i].Normal;
}
};
} // end namespace scene
} // end namespace irr
#endif

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// Copyright (C) 2002-2012 Nikolaus Gebhardt/ Thomas Alten // Copyright (C) 2002-2012 Nikolaus Gebhardt/ Thomas Alten
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_FILE_ARCHIVE_H_INCLUDED__
#define __I_FILE_ARCHIVE_H_INCLUDED__
#include "IReadFile.h"
#include "IFileList.h" #include "IReadFile.h"
#include "IFileList.h"
namespace irr
{ namespace irr
{
namespace io
{ namespace io
{
//! FileSystemType: which filesystem should be used for e.g. browsing
enum EFileSystemType //! FileSystemType: which filesystem should be used for e.g. browsing
{ enum EFileSystemType
FILESYSTEM_NATIVE = 0, // Native OS FileSystem {
FILESYSTEM_VIRTUAL // Virtual FileSystem FILESYSTEM_NATIVE = 0, // Native OS FileSystem
}; FILESYSTEM_VIRTUAL // Virtual FileSystem
};
//! Contains the different types of archives
enum E_FILE_ARCHIVE_TYPE //! Contains the different types of archives
{ enum E_FILE_ARCHIVE_TYPE
//! A PKZIP archive {
EFAT_ZIP = MAKE_IRR_ID('Z', 'I', 'P', 0), //! A PKZIP archive
EFAT_ZIP = MAKE_IRR_ID('Z','I','P', 0),
//! A gzip archive
EFAT_GZIP = MAKE_IRR_ID('g', 'z', 'i', 'p'), //! A gzip archive
EFAT_GZIP = MAKE_IRR_ID('g','z','i','p'),
//! An Android asset file archive
EFAT_ANDROID_ASSET = MAKE_IRR_ID('A', 'S', 'S', 'E'), //! A virtual directory
EFAT_FOLDER = MAKE_IRR_ID('f','l','d','r'),
//! The type of this archive is unknown
EFAT_UNKNOWN = MAKE_IRR_ID('u', 'n', 'k', 'n') //! An ID Software PAK archive
}; EFAT_PAK = MAKE_IRR_ID('P','A','K', 0),
//! The FileArchive manages archives and provides access to files inside them. //! A Nebula Device archive
class IFileArchive : public virtual IReferenceCounted EFAT_NPK = MAKE_IRR_ID('N','P','K', 0),
{
public: //! A Tape ARchive
//! Opens a file based on its name EFAT_TAR = MAKE_IRR_ID('T','A','R', 0),
/** Creates and returns a new IReadFile for a file in the archive.
\param filename The file to open //! A wad Archive, Quake2, Halflife
\return Returns A pointer to the created file on success, EFAT_WAD = MAKE_IRR_ID('W','A','D', 0),
or 0 on failure. */
virtual IReadFile *createAndOpenFile(const path &filename) = 0; //! An Android asset file archive
EFAT_ANDROID_ASSET = MAKE_IRR_ID('A','S','S','E'),
//! Opens a file based on its position in the file list.
/** Creates and returns //! The type of this archive is unknown
\param index The zero based index of the file. EFAT_UNKNOWN = MAKE_IRR_ID('u','n','k','n')
\return Returns a pointer to the created file on success, or 0 on failure. */ };
virtual IReadFile *createAndOpenFile(u32 index) = 0;
//! The FileArchive manages archives and provides access to files inside them.
//! Returns the complete file tree class IFileArchive : public virtual IReferenceCounted
/** \return Returns the complete directory tree for the archive, {
including all files and folders */ public:
virtual const IFileList *getFileList() const = 0;
//! Opens a file based on its name
//! get the archive type /** Creates and returns a new IReadFile for a file in the archive.
virtual E_FILE_ARCHIVE_TYPE getType() const { return EFAT_UNKNOWN; } \param filename The file to open
\return Returns A pointer to the created file on success,
//! return the name (id) of the file Archive or 0 on failure. */
virtual const io::path &getArchiveName() const = 0; virtual IReadFile* createAndOpenFile(const path& filename) =0;
//! Add a directory in the archive and all it's files to the FileList //! Opens a file based on its position in the file list.
/** Only needed for file-archives which have no information about their own /** Creates and returns
directory structure. In that case the user must add directories manually. \param index The zero based index of the file.
Currently this is necessary for archives of type EFAT_ANDROID_ASSET. \return Returns a pointer to the created file on success, or 0 on failure. */
The root-path itself is already set by the engine. virtual IReadFile* createAndOpenFile(u32 index) =0;
If directories are not added manually opening files might still work,
but checks if file exists will fail. //! Returns the complete file tree
*/ /** \return Returns the complete directory tree for the archive,
virtual void addDirectoryToFileList(const io::path &filename) {} including all files and folders */
virtual const IFileList* getFileList() const =0;
//! An optionally used password string
/** This variable is publicly accessible from the interface in order to //! get the archive type
avoid single access patterns to this place, and hence allow some more virtual E_FILE_ARCHIVE_TYPE getType() const { return EFAT_UNKNOWN; }
obscurity.
*/ //! return the name (id) of the file Archive
core::stringc Password; virtual const io::path& getArchiveName() const =0;
};
//! Add a directory in the archive and all it's files to the FileList
//! Class which is able to create an archive from a file. /** Only needed for file-archives which have no information about their own
/** If you want the Irrlicht Engine be able to load archives of directory structure. In that case the user must add directories manually.
currently unsupported file formats (e.g .wad), then implement Currently this is necessary for archives of type EFAT_ANDROID_ASSET.
this and add your new Archive loader with The root-path itself is already set by the engine.
IFileSystem::addArchiveLoader() to the engine. */ If directories are not added manually opening files might still work,
class IArchiveLoader : public virtual IReferenceCounted but checks if file exists will fail.
{ */
public: virtual void addDirectoryToFileList(const io::path &filename) {}
//! Check if the file might be loaded by this class
/** Check based on the file extension (e.g. ".zip") //! An optionally used password string
\param filename Name of file to check. /** This variable is publicly accessible from the interface in order to
\return True if file seems to be loadable. */ avoid single access patterns to this place, and hence allow some more
virtual bool isALoadableFileFormat(const path &filename) const = 0; obscurity.
*/
//! Check if the file might be loaded by this class core::stringc Password;
/** This check may look into the file. };
\param file File handle to check.
\return True if file seems to be loadable. */ //! Class which is able to create an archive from a file.
virtual bool isALoadableFileFormat(io::IReadFile *file) const = 0; /** If you want the Irrlicht Engine be able to load archives of
currently unsupported file formats (e.g .wad), then implement
//! Check to see if the loader can create archives of this type. this and add your new Archive loader with
/** Check based on the archive type. IFileSystem::addArchiveLoader() to the engine. */
\param fileType The archive type to check. class IArchiveLoader : public virtual IReferenceCounted
\return True if the archive loader supports this type, false if not */ {
virtual bool isALoadableFileFormat(E_FILE_ARCHIVE_TYPE fileType) const = 0; public:
//! Check if the file might be loaded by this class
//! Creates an archive from the filename /** Check based on the file extension (e.g. ".zip")
/** \param filename File to use. \param filename Name of file to check.
\param ignoreCase Searching is performed without regarding the case \return True if file seems to be loadable. */
\param ignorePaths Files are searched for without checking for the directories virtual bool isALoadableFileFormat(const path& filename) const =0;
\return Pointer to newly created archive, or 0 upon error. */
virtual IFileArchive *createArchive(const path &filename, bool ignoreCase, bool ignorePaths) const = 0; //! Check if the file might be loaded by this class
/** This check may look into the file.
//! Creates an archive from the file \param file File handle to check.
/** \param file File handle to use. \return True if file seems to be loadable. */
\param ignoreCase Searching is performed without regarding the case virtual bool isALoadableFileFormat(io::IReadFile* file) const =0;
\param ignorePaths Files are searched for without checking for the directories
\return Pointer to newly created archive, or 0 upon error. */ //! Check to see if the loader can create archives of this type.
virtual IFileArchive *createArchive(io::IReadFile *file, bool ignoreCase, bool ignorePaths) const = 0; /** 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 */
} // end namespace io virtual bool isALoadableFileFormat(E_FILE_ARCHIVE_TYPE fileType) const =0;
} // end namespace irr
//! 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;
//! 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;
};
} // end namespace io
} // end namespace irr
#endif

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_FILE_LIST_H_INCLUDED__
#define __I_FILE_LIST_H_INCLUDED__
#include "IReferenceCounted.h"
#include "path.h" #include "IReferenceCounted.h"
#include "path.h"
namespace irr
{ namespace irr
namespace io {
{ namespace io
{
//! Provides a list of files and folders.
/** File lists usually contain a list of all files in a given folder, //! Provides a list of files and folders.
but can also contain a complete directory structure. */ /** File lists usually contain a list of all files in a given folder,
class IFileList : public virtual IReferenceCounted but can also contain a complete directory structure. */
{ class IFileList : public virtual IReferenceCounted
public: {
//! Get the number of files in the filelist. public:
/** \return Amount of files and directories in the file list. */ //! Get the number of files in the filelist.
virtual u32 getFileCount() const = 0; /** \return Amount of files and directories in the file list. */
virtual u32 getFileCount() const = 0;
//! Gets the name of a file in the list, based on an index.
/** The path is not included in this name. Use getFullFileName for this. //! Gets the name of a file in the list, based on an index.
\param index is the zero based index of the file which name should /** The path is not included in this name. Use getFullFileName for this.
be returned. The index must be less than the amount getFileCount() returns. \param index is the zero based index of the file which name should
\return File name of the file. Returns 0, if an error occurred. */ be returned. The index must be less than the amount getFileCount() returns.
virtual const io::path &getFileName(u32 index) const = 0; \return File name of the file. Returns 0, if an error occurred. */
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 //! Gets the full name of a file in the list including the path, based on an index.
be returned. The index must be less than the amount getFileCount() returns. /** \param index is the zero based index of the file which name should
\return File name of the file. Returns 0 if an error occurred. */ be returned. The index must be less than the amount getFileCount() returns.
virtual const io::path &getFullFileName(u32 index) const = 0; \return File name of the file. Returns 0 if an error occurred. */
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. //! Returns the size of a file in the file list, based on an index.
The index must be less than the amount getFileCount() returns. /** \param index is the zero based index of the file which should be returned.
\return The size of the file in bytes. */ The index must be less than the amount getFileCount() returns.
virtual u32 getFileSize(u32 index) const = 0; \return The size of the file in bytes. */
virtual u32 getFileSize(u32 index) const = 0;
//! Returns the file offset 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. //! Returns the file offset of a file in the file list, based on an index.
The index must be less than the amount getFileCount() returns. /** \param index is the zero based index of the file which should be returned.
\return The offset of the file in bytes. */ The index must be less than the amount getFileCount() returns.
virtual u32 getFileOffset(u32 index) const = 0; \return The offset of the file in bytes. */
virtual u32 getFileOffset(u32 index) const = 0;
//! Returns the ID of a file in the file list, based on an index.
/** This optional ID can be used to link the file list entry to information held //! Returns the ID of a file in the file list, based on an index.
elsewhere. For example this could be an index in an IFileArchive, linking the entry /** This optional ID can be used to link the file list entry to information held
to its data offset, uncompressed size and CRC. elsewhere. For example this could be an index in an IFileArchive, linking the entry
\param index is the zero based index of the file which should be returned. to its data offset, uncompressed size and CRC.
The index must be less than the amount getFileCount() returns. \param index is the zero based index of the file which should be returned.
\return The ID of the file. */ The index must be less than the amount getFileCount() returns.
virtual u32 getID(u32 index) const = 0; \return The ID of the file. */
virtual u32 getID(u32 index) const = 0;
//! Check if the file is a directory
/** \param index The zero based index which will be checked. The index //! Check if the file is a directory
must be less than the amount getFileCount() returns. /** \param index The zero based index which will be checked. The index
\return True if the file is a directory, else false. */ must be less than the amount getFileCount() returns.
virtual bool isDirectory(u32 index) const = 0; \return True if the file is a directory, else false. */
virtual bool isDirectory(u32 index) const = 0;
//! Searches for a file or folder in the list
/** Searches for a file by name //! Searches for a file or folder in the list
\param filename The name of the file to search for. /** Searches for a file by name
\param isFolder True if you are searching for a directory path, false if you are searching for a file \param filename The name of the file to search for.
\return Returns the index of the file in the file list, or -1 if \param isFolder True if you are searching for a directory path, false if you are searching for a file
no matching name name was found. */ \return Returns the index of the file in the file list, or -1 if
virtual s32 findFile(const io::path &filename, bool isFolder = false) const = 0; no matching name name was found. */
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; //! Returns the base path of the file list
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. //! Add as a file or folder to the list
\param isDirectory True if this is a directory rather than a file. /** \param fullPath The file name including path, from the root of the file list.
\param offset The file offset inside an archive \param isDirectory True if this is a directory rather than a file.
\param size The size of the file in bytes. \param offset The file offset inside an archive
\param id The ID of the file in the archive which owns it */ \param size The size of the file in bytes.
virtual u32 addItem(const io::path &fullPath, u32 offset, u32 size, bool isDirectory, u32 id = 0) = 0; \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;
//! Sorts the file list. You should call this after adding any items to the file list
virtual void sort() = 0; //! Sorts the file list. You should call this after adding any items to the file list
}; virtual void sort() = 0;
};
} // end namespace irr
} // end namespace io } // end namespace irr
} // end namespace io
#endif

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_FILE_SYSTEM_H_INCLUDED__
#define __I_FILE_SYSTEM_H_INCLUDED__
#include "IReferenceCounted.h"
#include "IFileArchive.h" #include "IReferenceCounted.h"
#include "IFileArchive.h"
namespace irr
{ namespace irr
namespace video {
{ namespace video
class IVideoDriver; {
} // end namespace video class IVideoDriver;
namespace io } // end namespace video
{ namespace io
{
class IReadFile;
class IWriteFile; class IReadFile;
class IFileList; class IWriteFile;
class IAttributes; 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 //! The FileSystem manages files and archives and provides access to them.
as file on disk, using the IFileSystem makes no difference to this. */ /** It manages where files are, so that modules which use the the IO do not
class IFileSystem : public virtual IReferenceCounted need to know where every file is located. A file could be in a .zip-Archive or
{ as file on disk, using the IFileSystem makes no difference to this. */
public: class IFileSystem : public virtual IReferenceCounted
//! Opens a file for read access. {
/** \param filename: Name of file to open. public:
\return Pointer to the created file interface.
The returned pointer should be dropped when no longer needed. //! Opens a file for read access.
See IReferenceCounted::drop() for more information. */ /** \param filename: Name of file to open.
virtual IReadFile *createAndOpenFile(const path &filename) = 0; \return Pointer to the created file interface.
The returned pointer should be dropped when no longer needed.
//! Creates an IReadFile interface for accessing memory like a file. See IReferenceCounted::drop() for more information. */
/** This allows you to use a pointer to memory where an IReadFile is requested. virtual IReadFile* createAndOpenFile(const path& filename) =0;
\param memory: A pointer to the start of the file in memory
\param len: The length of the memory in bytes //! Creates an IReadFile interface for accessing memory like a file.
\param fileName: The name given to this file /** This allows you to use a pointer to memory where an IReadFile is requested.
\param deleteMemoryWhenDropped: True if the memory should be deleted \param memory: A pointer to the start of the file in memory
along with the IReadFile when it is dropped. \param len: The length of the memory in bytes
\return Pointer to the created file interface. \param fileName: The name given to this file
The returned pointer should be dropped when no longer needed. \param deleteMemoryWhenDropped: True if the memory should be deleted
See IReferenceCounted::drop() for more information. along with the IReadFile when it is dropped.
*/ \return Pointer to the created file interface.
virtual IReadFile *createMemoryReadFile(const void *memory, s32 len, const path &fileName, bool deleteMemoryWhenDropped = false) = 0; The returned pointer should be dropped when no longer needed.
See IReferenceCounted::drop() for more information.
//! Creates an IReadFile interface for accessing files inside files. */
/** This is useful e.g. for archives. virtual IReadFile* createMemoryReadFile(const void* memory, s32 len, const path& fileName, bool deleteMemoryWhenDropped=false) =0;
\param fileName: The name given to this file
\param alreadyOpenedFile: Pointer to the enclosing file //! Creates an IReadFile interface for accessing files inside files.
\param pos: Start of the file inside alreadyOpenedFile /** This is useful e.g. for archives.
\param areaSize: The length of the file \param fileName: The name given to this file
\return A pointer to the created file interface. \param alreadyOpenedFile: Pointer to the enclosing file
The returned pointer should be dropped when no longer needed. \param pos: Start of the file inside alreadyOpenedFile
See IReferenceCounted::drop() for more information. \param areaSize: The length of the file
*/ \return A pointer to the created file interface.
virtual IReadFile *createLimitReadFile(const path &fileName, The returned pointer should be dropped when no longer needed.
IReadFile *alreadyOpenedFile, long pos, long areaSize) = 0; See IReferenceCounted::drop() for more information.
*/
//! Creates an IWriteFile interface for accessing memory like a file. virtual IReadFile* createLimitReadFile(const path& fileName,
/** This allows you to use a pointer to memory where an IWriteFile is requested. IReadFile* alreadyOpenedFile, long pos, long areaSize) =0;
You are responsible for allocating enough memory.
\param memory: A pointer to the start of the file in memory (allocated by you) //! Creates an IWriteFile interface for accessing memory like a file.
\param len: The length of the memory in bytes /** This allows you to use a pointer to memory where an IWriteFile is requested.
\param fileName: The name given to this file You are responsible for allocating enough memory.
\param deleteMemoryWhenDropped: True if the memory should be deleted \param memory: A pointer to the start of the file in memory (allocated by you)
along with the IWriteFile when it is dropped. \param len: The length of the memory in bytes
\return Pointer to the created file interface. \param fileName: The name given to this file
The returned pointer should be dropped when no longer needed. \param deleteMemoryWhenDropped: True if the memory should be deleted
See IReferenceCounted::drop() for more information. along with the IWriteFile when it is dropped.
*/ \return Pointer to the created file interface.
virtual IWriteFile *createMemoryWriteFile(void *memory, s32 len, const path &fileName, bool deleteMemoryWhenDropped = false) = 0; The returned pointer should be dropped when no longer needed.
See IReferenceCounted::drop() for more information.
//! Opens a file for write access. */
/** \param filename: Name of file to open. virtual IWriteFile* createMemoryWriteFile(void* memory, s32 len, const path& fileName, bool deleteMemoryWhenDropped=false) =0;
\param append: If the file already exist, all write operations are
appended to the file.
\return Pointer to the created file interface. 0 is returned, if the //! Opens a file for write access.
file could not created or opened for writing. /** \param filename: Name of file to open.
The returned pointer should be dropped when no longer needed. \param append: If the file already exist, all write operations are
See IReferenceCounted::drop() for more information. */ appended to the file.
virtual IWriteFile *createAndWriteFile(const path &filename, bool append = false) = 0; \return Pointer to the created file interface. 0 is returned, if the
file could not created or opened for writing.
//! Adds an archive to the file system. The returned pointer should be dropped when no longer needed.
/** After calling this, the Irrlicht Engine will also search and open See IReferenceCounted::drop() for more information. */
files directly from this archive. This is useful for hiding data from virtual IWriteFile* createAndWriteFile(const path& filename, bool append=false) =0;
the end user, speeding up file access and making it possible to access
for example Quake3 .pk3 files, which are just renamed .zip files. By //! Adds an archive to the file system.
default Irrlicht supports ZIP, PAK, TAR, PNK, and directories as /** After calling this, the Irrlicht Engine will also search and open
archives. You can provide your own archive types by implementing files directly from this archive. This is useful for hiding data from
IArchiveLoader and passing an instance to addArchiveLoader. the end user, speeding up file access and making it possible to access
Irrlicht supports AES-encrypted zip files, and the advanced compression for example Quake3 .pk3 files, which are just renamed .zip files. By
techniques lzma and bzip2. default Irrlicht supports ZIP, PAK, TAR, PNK, and directories as
\param filename: Filename of the archive to add to the file system. archives. You can provide your own archive types by implementing
\param ignoreCase: If set to true, files in the archive can be accessed without IArchiveLoader and passing an instance to addArchiveLoader.
writing all letters in the right case. Irrlicht supports AES-encrypted zip files, and the advanced compression
\param ignorePaths: If set to true, files in the added archive can be accessed techniques lzma and bzip2.
without its complete path. \param filename: Filename of the archive to add to the file system.
\param archiveType: If no specific E_FILE_ARCHIVE_TYPE is selected then \param ignoreCase: If set to true, files in the archive can be accessed without
the type of archive will depend on the extension of the file name. If writing all letters in the right case.
you use a different extension then you can use this parameter to force \param ignorePaths: If set to true, files in the added archive can be accessed
a specific type of archive. without its complete path.
\param password An optional password, which is used in case of encrypted archives. \param archiveType: If no specific E_FILE_ARCHIVE_TYPE is selected then
\param retArchive A pointer that will be set to the archive that is added. the type of archive will depend on the extension of the file name. If
\return True if the archive was added successfully, false if not. */ you use a different extension then you can use this parameter to force
virtual bool addFileArchive(const path &filename, bool ignoreCase = true, a specific type of archive.
bool ignorePaths = true, \param password An optional password, which is used in case of encrypted archives.
E_FILE_ARCHIVE_TYPE archiveType = EFAT_UNKNOWN, \param retArchive A pointer that will be set to the archive that is added.
const core::stringc &password = "", \return True if the archive was added successfully, false if not. */
IFileArchive **retArchive = 0) = 0; virtual bool addFileArchive(const path& filename, bool ignoreCase=true,
bool ignorePaths=true,
//! Adds an archive to the file system. E_FILE_ARCHIVE_TYPE archiveType=EFAT_UNKNOWN,
/** After calling this, the Irrlicht Engine will also search and open const core::stringc& password="",
files directly from this archive. This is useful for hiding data from IFileArchive** retArchive=0) =0;
the end user, speeding up file access and making it possible to access
for example Quake3 .pk3 files, which are just renamed .zip files. By //! Adds an archive to the file system.
default Irrlicht supports ZIP, PAK, TAR, PNK, and directories as /** After calling this, the Irrlicht Engine will also search and open
archives. You can provide your own archive types by implementing files directly from this archive. This is useful for hiding data from
IArchiveLoader and passing an instance to addArchiveLoader. the end user, speeding up file access and making it possible to access
Irrlicht supports AES-encrypted zip files, and the advanced compression for example Quake3 .pk3 files, which are just renamed .zip files. By
techniques lzma and bzip2. default Irrlicht supports ZIP, PAK, TAR, PNK, and directories as
If you want to add a directory as an archive, prefix its name with a archives. You can provide your own archive types by implementing
slash in order to let Irrlicht recognize it as a folder mount (mypath/). IArchiveLoader and passing an instance to addArchiveLoader.
Using this technique one can build up a search order, because archives Irrlicht supports AES-encrypted zip files, and the advanced compression
are read first, and can be used more easily with relative filenames. techniques lzma and bzip2.
\param file: Archive to add to the file system. If you want to add a directory as an archive, prefix its name with a
\param ignoreCase: If set to true, files in the archive can be accessed without slash in order to let Irrlicht recognize it as a folder mount (mypath/).
writing all letters in the right case. Using this technique one can build up a search order, because archives
\param ignorePaths: If set to true, files in the added archive can be accessed are read first, and can be used more easily with relative filenames.
without its complete path. \param file: Archive to add to the file system.
\param archiveType: If no specific E_FILE_ARCHIVE_TYPE is selected then \param ignoreCase: If set to true, files in the archive can be accessed without
the type of archive will depend on the extension of the file name. If writing all letters in the right case.
you use a different extension then you can use this parameter to force \param ignorePaths: If set to true, files in the added archive can be accessed
a specific type of archive. without its complete path.
\param password An optional password, which is used in case of encrypted archives. \param archiveType: If no specific E_FILE_ARCHIVE_TYPE is selected then
\param retArchive A pointer that will be set to the archive that is added. the type of archive will depend on the extension of the file name. If
\return True if the archive was added successfully, false if not. */ you use a different extension then you can use this parameter to force
virtual bool addFileArchive(IReadFile *file, bool ignoreCase = true, a specific type of archive.
bool ignorePaths = true, \param password An optional password, which is used in case of encrypted archives.
E_FILE_ARCHIVE_TYPE archiveType = EFAT_UNKNOWN, \param retArchive A pointer that will be set to the archive that is added.
const core::stringc &password = "", \return True if the archive was added successfully, false if not. */
IFileArchive **retArchive = 0) = 0; virtual bool addFileArchive(IReadFile* file, bool ignoreCase=true,
bool ignorePaths=true,
//! Adds an archive to the file system. E_FILE_ARCHIVE_TYPE archiveType=EFAT_UNKNOWN,
/** \param archive: The archive to add to the file system. const core::stringc& password="",
\return True if the archive was added successfully, false if not. */ IFileArchive** retArchive=0) =0;
virtual bool addFileArchive(IFileArchive *archive) = 0;
//! Adds an archive to the file system.
//! Get the number of archives currently attached to the file system /** \param archive: The archive to add to the file system.
virtual u32 getFileArchiveCount() const = 0; \return True if the archive was added successfully, false if not. */
virtual bool addFileArchive(IFileArchive* archive) =0;
//! Removes an archive from the file system.
/** This will close the archive and free any file handles, but will not //! Get the number of archives currently attached to the file system
close resources which have already been loaded and are now cached, for virtual u32 getFileArchiveCount() const =0;
example textures and meshes.
\param index: The index of the archive to remove //! Removes an archive from the file system.
\return True on success, false on failure */ /** This will close the archive and free any file handles, but will not
virtual bool removeFileArchive(u32 index) = 0; close resources which have already been loaded and are now cached, for
example textures and meshes.
//! Removes an archive from the file system. \param index: The index of the archive to remove
/** This will close the archive and free any file handles, but will not \return True on success, false on failure */
close resources which have already been loaded and are now cached, for virtual bool removeFileArchive(u32 index) =0;
example textures and meshes. Note that a relative filename might be
interpreted differently on each call, depending on the current working //! Removes an archive from the file system.
directory. In case you want to remove an archive that was added using /** This will close the archive and free any file handles, but will not
a relative path name, you have to change to the same working directory close resources which have already been loaded and are now cached, for
again. This means, that the filename given on creation is not an example textures and meshes. Note that a relative filename might be
identifier for the archive, but just a usual filename that is used for interpreted differently on each call, depending on the current working
locating the archive to work with. directory. In case you want to remove an archive that was added using
\param filename The archive pointed to by the name will be removed a relative path name, you have to change to the same working directory
\return True on success, false on failure */ again. This means, that the filename given on creation is not an
virtual bool removeFileArchive(const path &filename) = 0; identifier for the archive, but just a usual filename that is used for
locating the archive to work with.
//! Removes an archive from the file system. \param filename The archive pointed to by the name will be removed
/** This will close the archive and free any file handles, but will not \return True on success, false on failure */
close resources which have already been loaded and are now cached, for virtual bool removeFileArchive(const path& filename) =0;
example textures and meshes.
\param archive The archive to remove. //! Removes an archive from the file system.
\return True on success, false on failure */ /** This will close the archive and free any file handles, but will not
virtual bool removeFileArchive(const IFileArchive *archive) = 0; close resources which have already been loaded and are now cached, for
example textures and meshes.
//! Changes the search order of attached archives. \param archive The archive to remove.
/** \return True on success, false on failure */
\param sourceIndex: The index of the archive to change virtual bool removeFileArchive(const IFileArchive* archive) =0;
\param relative: The relative change in position, archives with a lower index are searched first */
virtual bool moveFileArchive(u32 sourceIndex, s32 relative) = 0; //! Changes the search order of attached archives.
/**
//! Get the archive at a given index. \param sourceIndex: The index of the archive to change
virtual IFileArchive *getFileArchive(u32 index) = 0; \param relative: The relative change in position, archives with a lower index are searched first */
virtual bool moveFileArchive(u32 sourceIndex, s32 relative) =0;
//! Adds an external archive loader to the engine.
/** Use this function to add support for new archive types to the //! Get the archive at a given index.
engine, for example proprietary or encrypted file storage. */ virtual IFileArchive* getFileArchive(u32 index) =0;
virtual void addArchiveLoader(IArchiveLoader *loader) = 0;
//! Adds an external archive loader to the engine.
//! Gets the number of archive loaders currently added /** Use this function to add support for new archive types to the
virtual u32 getArchiveLoaderCount() const = 0; engine, for example proprietary or encrypted file storage. */
virtual void addArchiveLoader(IArchiveLoader* loader) =0;
//! Retrieve the given archive loader
/** \param index The index of the loader to retrieve. This parameter is an 0-based //! Gets the number of archive loaders currently added
array index. virtual u32 getArchiveLoaderCount() const = 0;
\return A pointer to the specified loader, 0 if the index is incorrect. */
virtual IArchiveLoader *getArchiveLoader(u32 index) const = 0; //! Retrieve the given archive loader
/** \param index The index of the loader to retrieve. This parameter is an 0-based
//! Get the current working directory. array index.
/** \return Current working directory as a string. */ \return A pointer to the specified loader, 0 if the index is incorrect. */
virtual const path &getWorkingDirectory() = 0; virtual IArchiveLoader* getArchiveLoader(u32 index) const = 0;
//! Changes the current working directory. //! Adds a zip archive to the file system.
/** \param newDirectory: A string specifying the new working directory. /** \deprecated This function is provided for compatibility
The string is operating system dependent. Under Windows it has with older versions of Irrlicht and may be removed in Irrlicht 1.9,
the form "<drive>:\<directory>\<sudirectory>\<..>". An example would be: "C:\Windows\" you should use addFileArchive instead.
\return True if successful, otherwise false. */ After calling this, the Irrlicht Engine will search and open files directly from this archive too.
virtual bool changeWorkingDirectoryTo(const path &newDirectory) = 0; 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.
//! Converts a relative path to an absolute (unique) path, resolving symbolic links if required \param filename: Filename of the zip archive to add to the file system.
/** \param filename Possibly relative file or directory name to query. \param ignoreCase: If set to true, files in the archive can be accessed without
\result Absolute filename which points to the same file. */ writing all letters in the right case.
virtual path getAbsolutePath(const path &filename) const = 0; \param ignorePaths: If set to true, files in the added archive can be accessed
without its complete path.
//! Get the directory a file is located in. \return True if the archive was added successfully, false if not. */
/** \param filename: The file to get the directory from. _IRR_DEPRECATED_ virtual bool addZipFileArchive(const c8* filename, bool ignoreCase=true, bool ignorePaths=true)
\return String containing the directory of the file. */ {
virtual path getFileDir(const path &filename) const = 0; return addFileArchive(filename, ignoreCase, ignorePaths, EFAT_ZIP);
}
//! 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. //! Adds an unzipped archive (or basedirectory with subdirectories..) to the file system.
\param filename: The file to get the basename from /** \deprecated This function is provided for compatibility
\param keepExtension True if filename with extension is returned otherwise everything with older versions of Irrlicht and may be removed in Irrlicht 1.9,
after the final '.' is removed as well. */ you should use addFileArchive instead.
virtual path getFileBasename(const path &filename, bool keepExtension = true) const = 0; 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.
//! flatten a path and file name for example: "/you/me/../." becomes "/you" \param ignoreCase: If set to true, files in the archive can be accessed without
virtual path &flattenFilename(path &directory, const path &root = "/") const = 0; writing all letters in the right case.
\param ignorePaths: If set to true, files in the added archive can be accessed
//! Get the relative filename, relative to the given directory without its complete path.
virtual path getRelativeFilename(const path &filename, const path &directory) const = 0; \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)
//! 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 return addFileArchive(filename, ignoreCase, ignorePaths, EFAT_FOLDER);
it has to be deleted using its IFileList::drop() method. }
See IReferenceCounted::drop() for more information. */
virtual IFileList *createFileList() = 0; //! Adds a pak archive to the file system.
/** \deprecated This function is provided for compatibility
//! Creates an empty filelist with older versions of Irrlicht and may be removed in Irrlicht 1.9,
/** \return a Pointer to the created IFileList is returned. After the list has been used you should use addFileArchive instead.
it has to be deleted using its IFileList::drop() method. After calling this, the Irrlicht Engine will search and open files directly from this archive too.
See IReferenceCounted::drop() for more information. */ This is useful for hiding data from the end user, speeding up file access and making it possible to
virtual IFileList *createEmptyFileList(const io::path &path, bool ignoreCase, bool ignorePaths) = 0; access for example Quake2/KingPin/Hexen2 .pak files
\param filename: Filename of the pak archive to add to the file system.
//! Set the active type of file system. \param ignoreCase: If set to true, files in the archive can be accessed without
virtual EFileSystemType setFileListSystem(EFileSystemType listType) = 0; writing all letters in the right case.
\param ignorePaths: If set to true, files in the added archive can be accessed
//! Determines if a file exists and could be opened. without its complete path.(should not use with Quake2 paks
/** \param filename is the string identifying the file which should be tested for existence. \return True if the archive was added successful, false if not. */
\return True if file exists, and false if it does not exist or an error occurred. */ _IRR_DEPRECATED_ virtual bool addPakFileArchive(const c8* filename, bool ignoreCase=true, bool ignorePaths=true)
virtual bool existFile(const path &filename) const = 0; {
}; return addFileArchive(filename, ignoreCase, ignorePaths, EFAT_PAK);
}
} // end namespace io
} // end namespace irr //! Get the current working directory.
/** \return Current working directory as a string. */
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;
//! 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;
//! 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;
//! 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;
//! flatten a path and file name for example: "/you/me/../." becomes "/you"
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;
//! 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;
//! 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;
//! Set the active type of file system.
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;
//! Creates a new empty collection of attributes, usable for serialization and more.
/** \param driver: Video driver to be used to load textures when specified as attribute values.
Can be null to prevent automatic texture loading by attributes.
\return Pointer to the created object.
If you no longer need the object, you should call IAttributes::drop().
See IReferenceCounted::drop() for more information. */
virtual IAttributes* createEmptyAttributes(video::IVideoDriver* driver=0) =0;
};
} // end namespace io
} // end namespace irr
#endif

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@ -1,369 +1,455 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_GPU_PROGRAMMING_SERVICES_H_INCLUDED__
#define __I_GPU_PROGRAMMING_SERVICES_H_INCLUDED__
#include "EShaderTypes.h"
#include "EMaterialTypes.h" #include "EShaderTypes.h"
#include "EPrimitiveTypes.h" #include "EMaterialTypes.h"
#include "path.h" #include "EPrimitiveTypes.h"
#include "path.h"
namespace irr
{ namespace irr
{
namespace io
{ namespace io
class IReadFile; {
} // end namespace io class IReadFile;
} // end namespace io
namespace video
{ namespace video
{
class IVideoDriver;
class IShaderConstantSetCallBack; class IVideoDriver;
class IShaderConstantSetCallBack;
//! Interface making it possible to create and use programs running on the GPU.
class IGPUProgrammingServices //! Interface making it possible to create and use programs running on the GPU.
{ class IGPUProgrammingServices
public: {
//! Destructor public:
virtual ~IGPUProgrammingServices() {}
//! Destructor
//! Adds a new high-level shading material renderer to the VideoDriver. virtual ~IGPUProgrammingServices() {}
/** Currently only HLSL/D3D9 and GLSL/OpenGL are supported.
\param vertexShaderProgram String containing the source of the vertex //! Adds a new high-level shading material renderer to the VideoDriver.
shader program. This can be 0 if no vertex program shall be used. /** Currently only HLSL/D3D9 and GLSL/OpenGL are supported.
\param vertexShaderEntryPointName Name of the entry function of the \param vertexShaderProgram String containing the source of the vertex
vertexShaderProgram (p.e. "main") shader program. This can be 0 if no vertex program shall be used.
\param vsCompileTarget Vertex shader version the high level shader \param vertexShaderEntryPointName Name of the entry function of the
shall be compiled to. vertexShaderProgram (p.e. "main")
\param pixelShaderProgram String containing the source of the pixel \param vsCompileTarget Vertex shader version the high level shader
shader program. This can be 0 if no pixel shader shall be used. shall be compiled to.
\param pixelShaderEntryPointName Entry name of the function of the \param pixelShaderProgram String containing the source of the pixel
pixelShaderProgram (p.e. "main") shader program. This can be 0 if no pixel shader shall be used.
\param psCompileTarget Pixel shader version the high level shader \param pixelShaderEntryPointName Entry name of the function of the
shall be compiled to. pixelShaderProgram (p.e. "main")
\param geometryShaderProgram String containing the source of the \param psCompileTarget Pixel shader version the high level shader
geometry shader program. This can be 0 if no geometry shader shall be shall be compiled to.
used. \param geometryShaderProgram String containing the source of the
\param geometryShaderEntryPointName Entry name of the function of the geometry shader program. This can be 0 if no geometry shader shall be
geometryShaderProgram (p.e. "main") used.
\param gsCompileTarget Geometry shader version the high level shader \param geometryShaderEntryPointName Entry name of the function of the
shall be compiled to. geometryShaderProgram (p.e. "main")
\param inType Type of vertices passed to geometry shader \param gsCompileTarget Geometry shader version the high level shader
\param outType Type of vertices created by geometry shader shall be compiled to.
\param verticesOut Maximal number of vertices created by geometry \param inType Type of vertices passed to geometry shader
shader. If 0, maximal number supported is assumed. \param outType Type of vertices created by geometry shader
\param callback Pointer to an implementation of \param verticesOut Maximal number of vertices created by geometry
IShaderConstantSetCallBack in which you can set the needed vertex, shader. If 0, maximal number supported is assumed.
pixel, and geometry shader program constants. Set this to 0 if you \param callback Pointer to an implementation of
don't need this. IShaderConstantSetCallBack in which you can set the needed vertex,
\param baseMaterial Base material which renderstates will be used to pixel, and geometry shader program constants. Set this to 0 if you
shade the material. don't need this.
\param userData a user data int. This int can be set to any value and \param baseMaterial Base material which renderstates will be used to
will be set as parameter in the callback method when calling shade the material.
OnSetConstants(). In this way it is easily possible to use the same \param userData a user data int. This int can be set to any value and
callback method for multiple materials and distinguish between them will be set as parameter in the callback method when calling
during the call. OnSetConstants(). In this way it is easily possible to use the same
\return Number of the material type which can be set in callback method for multiple materials and distinguish between them
SMaterial::MaterialType to use the renderer. -1 is returned if an error during the call.
occurred, e.g. if a shader program could not be compiled or a compile \return Number of the material type which can be set in
target is not reachable. The error strings are then printed to the SMaterial::MaterialType to use the renderer. -1 is returned if an error
error log and can be caught with a custom event receiver. */ occurred, e.g. if a shader program could not be compiled or a compile
virtual s32 addHighLevelShaderMaterial( target is not reachable. The error strings are then printed to the
const c8 *vertexShaderProgram, error log and can be caught with a custom event receiver. */
const c8 *vertexShaderEntryPointName, virtual s32 addHighLevelShaderMaterial(
E_VERTEX_SHADER_TYPE vsCompileTarget, const c8* vertexShaderProgram,
const c8 *pixelShaderProgram, const c8* vertexShaderEntryPointName,
const c8 *pixelShaderEntryPointName, E_VERTEX_SHADER_TYPE vsCompileTarget,
E_PIXEL_SHADER_TYPE psCompileTarget, const c8* pixelShaderProgram,
const c8 *geometryShaderProgram, const c8* pixelShaderEntryPointName,
const c8 *geometryShaderEntryPointName = "main", E_PIXEL_SHADER_TYPE psCompileTarget,
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0, const c8* geometryShaderProgram,
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES, const c8* geometryShaderEntryPointName = "main",
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP, E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
u32 verticesOut = 0, scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
IShaderConstantSetCallBack *callback = 0, scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, u32 verticesOut = 0,
s32 userData = 0) = 0; IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
//! convenience function for use without geometry shaders s32 userData = 0) = 0;
s32 addHighLevelShaderMaterial(
const c8 *vertexShaderProgram, //! convenience function for use without geometry shaders
const c8 *vertexShaderEntryPointName = "main", s32 addHighLevelShaderMaterial(
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1, const c8* vertexShaderProgram,
const c8 *pixelShaderProgram = 0, const c8* vertexShaderEntryPointName="main",
const c8 *pixelShaderEntryPointName = "main", E_VERTEX_SHADER_TYPE vsCompileTarget=EVST_VS_1_1,
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1, const c8* pixelShaderProgram=0,
IShaderConstantSetCallBack *callback = 0, const c8* pixelShaderEntryPointName="main",
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, E_PIXEL_SHADER_TYPE psCompileTarget=EPST_PS_1_1,
s32 userData = 0) IShaderConstantSetCallBack* callback=0,
{ E_MATERIAL_TYPE baseMaterial=video::EMT_SOLID,
return addHighLevelShaderMaterial( s32 userData=0)
vertexShaderProgram, vertexShaderEntryPointName, {
vsCompileTarget, pixelShaderProgram, return addHighLevelShaderMaterial(
pixelShaderEntryPointName, psCompileTarget, vertexShaderProgram, vertexShaderEntryPointName,
0, "main", EGST_GS_4_0, vsCompileTarget, pixelShaderProgram,
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, pixelShaderEntryPointName, psCompileTarget,
callback, baseMaterial, userData); 0, "main", EGST_GS_4_0,
} scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
callback, baseMaterial, userData);
//! convenience function for use with many defaults, without geometry shader }
/** All shader names are set to "main" and compile targets are shader
type 1.1. //! convenience function for use with many defaults, without geometry shader
*/ /** All shader names are set to "main" and compile targets are shader
s32 addHighLevelShaderMaterial( type 1.1.
const c8 *vertexShaderProgram, */
const c8 *pixelShaderProgram = 0, s32 addHighLevelShaderMaterial(
IShaderConstantSetCallBack *callback = 0, const c8* vertexShaderProgram,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, const c8* pixelShaderProgram=0,
s32 userData = 0) IShaderConstantSetCallBack* callback=0,
{ E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
return addHighLevelShaderMaterial( s32 userData=0)
vertexShaderProgram, "main", {
EVST_VS_1_1, pixelShaderProgram, return addHighLevelShaderMaterial(
"main", EPST_PS_1_1, vertexShaderProgram, "main",
0, "main", EGST_GS_4_0, EVST_VS_1_1, pixelShaderProgram,
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, "main", EPST_PS_1_1,
callback, baseMaterial, userData); 0, "main", EGST_GS_4_0,
} scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
callback, baseMaterial, userData);
//! convenience function for use with many defaults, with geometry shader }
/** All shader names are set to "main" and compile targets are shader
type 1.1 and geometry shader 4.0. //! convenience function for use with many defaults, with geometry shader
*/ /** All shader names are set to "main" and compile targets are shader
s32 addHighLevelShaderMaterial( type 1.1 and geometry shader 4.0.
const c8 *vertexShaderProgram, */
const c8 *pixelShaderProgram = 0, s32 addHighLevelShaderMaterial(
const c8 *geometryShaderProgram = 0, const c8* vertexShaderProgram,
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES, const c8* pixelShaderProgram = 0,
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP, const c8* geometryShaderProgram = 0,
u32 verticesOut = 0, scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
IShaderConstantSetCallBack *callback = 0, scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, u32 verticesOut = 0,
s32 userData = 0) IShaderConstantSetCallBack* callback = 0,
{ E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
return addHighLevelShaderMaterial( s32 userData = 0 )
vertexShaderProgram, "main", {
EVST_VS_1_1, pixelShaderProgram, return addHighLevelShaderMaterial(
"main", EPST_PS_1_1, vertexShaderProgram, "main",
geometryShaderProgram, "main", EGST_GS_4_0, EVST_VS_1_1, pixelShaderProgram,
inType, outType, verticesOut, "main", EPST_PS_1_1,
callback, baseMaterial, userData); geometryShaderProgram, "main", EGST_GS_4_0,
} inType, outType, verticesOut,
callback, baseMaterial, userData);
//! 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 //! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
shall be created. /** \param vertexShaderProgramFileName Text file containing the source
\param vertexShaderEntryPointName Name of the entry function of the of the vertex shader program. Set to empty string if no vertex shader
vertexShaderProgram (p.e. "main") shall be created.
\param vsCompileTarget Vertex shader version the high level shader \param vertexShaderEntryPointName Name of the entry function of the
shall be compiled to. vertexShaderProgram (p.e. "main")
\param pixelShaderProgramFileName Text file containing the source of \param vsCompileTarget Vertex shader version the high level shader
the pixel shader program. Set to empty string if no pixel shader shall shall be compiled to.
be created. \param pixelShaderProgramFileName Text file containing the source of
\param pixelShaderEntryPointName Entry name of the function of the the pixel shader program. Set to empty string if no pixel shader shall
pixelShaderProgram (p.e. "main") be created.
\param psCompileTarget Pixel shader version the high level shader \param pixelShaderEntryPointName Entry name of the function of the
shall be compiled to. pixelShaderProgram (p.e. "main")
\param geometryShaderProgramFileName Name of the source of \param psCompileTarget Pixel shader version the high level shader
the geometry shader program. Set to empty string if no geometry shader shall be compiled to.
shall be created. \param geometryShaderProgramFileName Name of the source of
\param geometryShaderEntryPointName Entry name of the function of the the geometry shader program. Set to empty string if no geometry shader
geometryShaderProgram (p.e. "main") shall be created.
\param gsCompileTarget Geometry shader version the high level shader \param geometryShaderEntryPointName Entry name of the function of the
shall be compiled to. geometryShaderProgram (p.e. "main")
\param inType Type of vertices passed to geometry shader \param gsCompileTarget Geometry shader version the high level shader
\param outType Type of vertices created by geometry shader shall be compiled to.
\param verticesOut Maximal number of vertices created by geometry \param inType Type of vertices passed to geometry shader
shader. If 0, maximal number supported is assumed. \param outType Type of vertices created by geometry shader
\param callback Pointer to an implementation of \param verticesOut Maximal number of vertices created by geometry
IShaderConstantSetCallBack in which you can set the needed vertex, shader. If 0, maximal number supported is assumed.
pixel, and geometry shader program constants. Set this to 0 if you \param callback Pointer to an implementation of
don't need this. IShaderConstantSetCallBack in which you can set the needed vertex,
\param baseMaterial Base material which renderstates will be used to pixel, and geometry shader program constants. Set this to 0 if you
shade the material. don't need this.
\param userData a user data int. This int can be set to any value and \param baseMaterial Base material which renderstates will be used to
will be set as parameter in the callback method when calling shade the material.
OnSetConstants(). In this way it is easily possible to use the same \param userData a user data int. This int can be set to any value and
callback method for multiple materials and distinguish between them will be set as parameter in the callback method when calling
during the call. OnSetConstants(). In this way it is easily possible to use the same
\return Number of the material type which can be set in callback method for multiple materials and distinguish between them
SMaterial::MaterialType to use the renderer. -1 is returned if an error during the call.
occurred, e.g. if a shader program could not be compiled or a compile \return Number of the material type which can be set in
target is not reachable. The error strings are then printed to the SMaterial::MaterialType to use the renderer. -1 is returned if an error
error log and can be caught with a custom event receiver. */ occurred, e.g. if a shader program could not be compiled or a compile
virtual s32 addHighLevelShaderMaterialFromFiles( target is not reachable. The error strings are then printed to the
const io::path &vertexShaderProgramFileName, error log and can be caught with a custom event receiver. */
const c8 *vertexShaderEntryPointName, virtual s32 addHighLevelShaderMaterialFromFiles(
E_VERTEX_SHADER_TYPE vsCompileTarget, const io::path& vertexShaderProgramFileName,
const io::path &pixelShaderProgramFileName, const c8* vertexShaderEntryPointName,
const c8 *pixelShaderEntryPointName, E_VERTEX_SHADER_TYPE vsCompileTarget,
E_PIXEL_SHADER_TYPE psCompileTarget, const io::path& pixelShaderProgramFileName,
const io::path &geometryShaderProgramFileName, const c8* pixelShaderEntryPointName,
const c8 *geometryShaderEntryPointName = "main", E_PIXEL_SHADER_TYPE psCompileTarget,
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0, const io::path& geometryShaderProgramFileName,
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES, const c8* geometryShaderEntryPointName = "main",
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP, E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
u32 verticesOut = 0, scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
IShaderConstantSetCallBack *callback = 0, scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, u32 verticesOut = 0,
s32 userData = 0) = 0; IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
//! convenience function for use without geometry shaders s32 userData = 0) = 0;
s32 addHighLevelShaderMaterialFromFiles(
const io::path &vertexShaderProgramFileName, //! convenience function for use without geometry shaders
const c8 *vertexShaderEntryPointName = "main", s32 addHighLevelShaderMaterialFromFiles(
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1, const io::path& vertexShaderProgramFileName,
const io::path &pixelShaderProgramFileName = "", const c8* vertexShaderEntryPointName = "main",
const c8 *pixelShaderEntryPointName = "main", E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1, const io::path& pixelShaderProgramFileName = "",
IShaderConstantSetCallBack *callback = 0, const c8* pixelShaderEntryPointName = "main",
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
s32 userData = 0) IShaderConstantSetCallBack* callback = 0,
{ E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
return addHighLevelShaderMaterialFromFiles( s32 userData = 0)
vertexShaderProgramFileName, vertexShaderEntryPointName, {
vsCompileTarget, pixelShaderProgramFileName, return addHighLevelShaderMaterialFromFiles(
pixelShaderEntryPointName, psCompileTarget, vertexShaderProgramFileName, vertexShaderEntryPointName,
"", "main", EGST_GS_4_0, vsCompileTarget, pixelShaderProgramFileName,
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, pixelShaderEntryPointName, psCompileTarget,
callback, baseMaterial, userData); "", "main", EGST_GS_4_0,
} scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
callback, baseMaterial, userData);
//! convenience function for use with many defaults, without geometry shader }
/** All shader names are set to "main" and compile targets are shader
type 1.1. //! convenience function for use with many defaults, without geometry shader
*/ /** All shader names are set to "main" and compile targets are shader
s32 addHighLevelShaderMaterialFromFiles( type 1.1.
const io::path &vertexShaderProgramFileName, */
const io::path &pixelShaderProgramFileName = "", s32 addHighLevelShaderMaterialFromFiles(
IShaderConstantSetCallBack *callback = 0, const io::path& vertexShaderProgramFileName,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, const io::path& pixelShaderProgramFileName = "",
s32 userData = 0) IShaderConstantSetCallBack* callback = 0,
{ E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
return addHighLevelShaderMaterialFromFiles( s32 userData = 0 )
vertexShaderProgramFileName, "main", {
EVST_VS_1_1, pixelShaderProgramFileName, return addHighLevelShaderMaterialFromFiles(
"main", EPST_PS_1_1, vertexShaderProgramFileName, "main",
"", "main", EGST_GS_4_0, EVST_VS_1_1, pixelShaderProgramFileName,
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, "main", EPST_PS_1_1,
callback, baseMaterial, userData); "", "main", EGST_GS_4_0,
} scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
callback, baseMaterial, userData);
//! convenience function for use with many defaults, with geometry shader }
/** All shader names are set to "main" and compile targets are shader
type 1.1 and geometry shader 4.0. //! convenience function for use with many defaults, with geometry shader
*/ /** All shader names are set to "main" and compile targets are shader
s32 addHighLevelShaderMaterialFromFiles( type 1.1 and geometry shader 4.0.
const io::path &vertexShaderProgramFileName, */
const io::path &pixelShaderProgramFileName = "", s32 addHighLevelShaderMaterialFromFiles(
const io::path &geometryShaderProgramFileName = "", const io::path& vertexShaderProgramFileName,
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES, const io::path& pixelShaderProgramFileName = "",
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP, const io::path& geometryShaderProgramFileName = "",
u32 verticesOut = 0, scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
IShaderConstantSetCallBack *callback = 0, scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, u32 verticesOut = 0,
s32 userData = 0) IShaderConstantSetCallBack* callback = 0,
{ E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
return addHighLevelShaderMaterialFromFiles( s32 userData = 0 )
vertexShaderProgramFileName, "main", {
EVST_VS_1_1, pixelShaderProgramFileName, return addHighLevelShaderMaterialFromFiles(
"main", EPST_PS_1_1, vertexShaderProgramFileName, "main",
geometryShaderProgramFileName, "main", EGST_GS_4_0, EVST_VS_1_1, pixelShaderProgramFileName,
inType, outType, verticesOut, "main", EPST_PS_1_1,
callback, baseMaterial, userData); geometryShaderProgramFileName, "main", EGST_GS_4_0,
} inType, outType, verticesOut,
callback, baseMaterial, userData);
//! 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 //! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
created. /** \param vertexShaderProgram Text file handle containing the source
\param vertexShaderEntryPointName Name of the entry function of the of the vertex shader program. Set to 0 if no vertex shader shall be
vertexShaderProgram created.
\param vsCompileTarget Vertex shader version the high level shader \param vertexShaderEntryPointName Name of the entry function of the
shall be compiled to. vertexShaderProgram
\param pixelShaderProgram Text file handle containing the source of \param vsCompileTarget Vertex shader version the high level shader
the pixel shader program. Set to 0 if no pixel shader shall be created. shall be compiled to.
\param pixelShaderEntryPointName Entry name of the function of the \param pixelShaderProgram Text file handle containing the source of
pixelShaderProgram (p.e. "main") the pixel shader program. Set to 0 if no pixel shader shall be created.
\param psCompileTarget Pixel shader version the high level shader \param pixelShaderEntryPointName Entry name of the function of the
shall be compiled to. pixelShaderProgram (p.e. "main")
\param geometryShaderProgram Text file handle containing the source of \param psCompileTarget Pixel shader version the high level shader
the geometry shader program. Set to 0 if no geometry shader shall be shall be compiled to.
created. \param geometryShaderProgram Text file handle containing the source of
\param geometryShaderEntryPointName Entry name of the function of the the geometry shader program. Set to 0 if no geometry shader shall be
geometryShaderProgram (p.e. "main") created.
\param gsCompileTarget Geometry shader version the high level shader \param geometryShaderEntryPointName Entry name of the function of the
shall be compiled to. geometryShaderProgram (p.e. "main")
\param inType Type of vertices passed to geometry shader \param gsCompileTarget Geometry shader version the high level shader
\param outType Type of vertices created by geometry shader shall be compiled to.
\param verticesOut Maximal number of vertices created by geometry \param inType Type of vertices passed to geometry shader
shader. If 0, maximal number supported is assumed. \param outType Type of vertices created by geometry shader
\param callback Pointer to an implementation of \param verticesOut Maximal number of vertices created by geometry
IShaderConstantSetCallBack in which you can set the needed vertex and shader. If 0, maximal number supported is assumed.
pixel shader program constants. Set this to 0 if you don't need this. \param callback Pointer to an implementation of
\param baseMaterial Base material which renderstates will be used to IShaderConstantSetCallBack in which you can set the needed vertex and
shade the material. pixel shader program constants. Set this to 0 if you don't need this.
\param userData a user data int. This int can be set to any value and \param baseMaterial Base material which renderstates will be used to
will be set as parameter in the callback method when calling shade the material.
OnSetConstants(). In this way it is easily possible to use the same \param userData a user data int. This int can be set to any value and
callback method for multiple materials and distinguish between them will be set as parameter in the callback method when calling
during the call. OnSetConstants(). In this way it is easily possible to use the same
\return Number of the material type which can be set in callback method for multiple materials and distinguish between them
SMaterial::MaterialType to use the renderer. -1 is returned if an during the call.
error occurred, e.g. if a shader program could not be compiled or a \return Number of the material type which can be set in
compile target is not reachable. The error strings are then printed to SMaterial::MaterialType to use the renderer. -1 is returned if an
the error log and can be caught with a custom event receiver. */ error occurred, e.g. if a shader program could not be compiled or a
virtual s32 addHighLevelShaderMaterialFromFiles( compile target is not reachable. The error strings are then printed to
io::IReadFile *vertexShaderProgram, the error log and can be caught with a custom event receiver. */
const c8 *vertexShaderEntryPointName, virtual s32 addHighLevelShaderMaterialFromFiles(
E_VERTEX_SHADER_TYPE vsCompileTarget, io::IReadFile* vertexShaderProgram,
io::IReadFile *pixelShaderProgram, const c8* vertexShaderEntryPointName,
const c8 *pixelShaderEntryPointName, E_VERTEX_SHADER_TYPE vsCompileTarget,
E_PIXEL_SHADER_TYPE psCompileTarget, io::IReadFile* pixelShaderProgram,
io::IReadFile *geometryShaderProgram, const c8* pixelShaderEntryPointName,
const c8 *geometryShaderEntryPointName = "main", E_PIXEL_SHADER_TYPE psCompileTarget,
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0, io::IReadFile* geometryShaderProgram,
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES, const c8* geometryShaderEntryPointName = "main",
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP, E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
u32 verticesOut = 0, scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
IShaderConstantSetCallBack *callback = 0, scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, u32 verticesOut = 0,
s32 userData = 0) = 0; IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
//! convenience function for use without geometry shaders s32 userData = 0) = 0;
s32 addHighLevelShaderMaterialFromFiles(
io::IReadFile *vertexShaderProgram, //! convenience function for use without geometry shaders
const c8 *vertexShaderEntryPointName = "main", s32 addHighLevelShaderMaterialFromFiles(
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1, io::IReadFile* vertexShaderProgram,
io::IReadFile *pixelShaderProgram = 0, const c8* vertexShaderEntryPointName = "main",
const c8 *pixelShaderEntryPointName = "main", E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1, io::IReadFile* pixelShaderProgram = 0,
IShaderConstantSetCallBack *callback = 0, const c8* pixelShaderEntryPointName = "main",
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
s32 userData = 0) IShaderConstantSetCallBack* callback = 0,
{ E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
return addHighLevelShaderMaterialFromFiles( s32 userData = 0)
vertexShaderProgram, vertexShaderEntryPointName, {
vsCompileTarget, pixelShaderProgram, return addHighLevelShaderMaterialFromFiles(
pixelShaderEntryPointName, psCompileTarget, vertexShaderProgram, vertexShaderEntryPointName,
0, "main", EGST_GS_4_0, vsCompileTarget, pixelShaderProgram,
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, pixelShaderEntryPointName, psCompileTarget,
callback, baseMaterial, userData); 0, "main", EGST_GS_4_0,
} scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
callback, baseMaterial, userData);
//! Delete a shader material and associated data. }
/**
After you have deleted a material it is invalid to still use and doing //! Adds a new ASM shader material renderer to the VideoDriver
so might result in a crash. The ID may be reused in the future when new /** Note that it is a good idea to call IVideoDriver::queryFeature() in
materials are added. advance to check if the IVideoDriver supports the vertex and/or pixel
\param material Number of the material type. Must not be a built-in shader version your are using.
material. */
virtual void deleteShaderMaterial(s32 material) = 0; The material is added to the VideoDriver like with
}; IVideoDriver::addMaterialRenderer() and can be used like it had been
added with that method.
} // end namespace video \param vertexShaderProgram String containing the source of the vertex
} // end namespace irr 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;
};
} // end namespace video
} // end namespace irr
#endif

View File

@ -1,259 +1,268 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_GUI_BUTTON_H_INCLUDED__
#define __I_GUI_BUTTON_H_INCLUDED__
#include "IGUIElement.h"
#include "IGUIElement.h"
namespace irr
{ namespace irr
{
namespace video
{ namespace video
class ITexture; {
} // end namespace video class ITexture;
} // end namespace video
namespace gui
{ 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: //! Current state of buttons used for drawing sprites.
//! EGBS_BUTTON_UP or EGBS_BUTTON_DOWN //! Note that up to 3 states can be active at the same time:
//! EGBS_BUTTON_MOUSE_OVER or EGBS_BUTTON_MOUSE_OFF //! EGBS_BUTTON_UP or EGBS_BUTTON_DOWN
//! EGBS_BUTTON_FOCUSED or EGBS_BUTTON_NOT_FOCUSED //! EGBS_BUTTON_MOUSE_OVER or EGBS_BUTTON_MOUSE_OFF
enum EGUI_BUTTON_STATE //! EGBS_BUTTON_FOCUSED or EGBS_BUTTON_NOT_FOCUSED
{ enum EGUI_BUTTON_STATE
//! The button is not pressed. {
EGBS_BUTTON_UP = 0, //! The button is not pressed.
//! The button is currently pressed down. EGBS_BUTTON_UP=0,
EGBS_BUTTON_DOWN, //! The button is currently pressed down.
//! The mouse cursor is over the button EGBS_BUTTON_DOWN,
EGBS_BUTTON_MOUSE_OVER, //! The mouse cursor is over the button
//! The mouse cursor is not over the button EGBS_BUTTON_MOUSE_OVER,
EGBS_BUTTON_MOUSE_OFF, //! The mouse cursor is not over the button
//! The button has the focus EGBS_BUTTON_MOUSE_OFF,
EGBS_BUTTON_FOCUSED, //! The button has the focus
//! The button doesn't have the focus EGBS_BUTTON_FOCUSED,
EGBS_BUTTON_NOT_FOCUSED, //! The button doesn't have the focus
//! The button is disabled All other states are ignored in that case. EGBS_BUTTON_NOT_FOCUSED,
EGBS_BUTTON_DISABLED, //! The button is disabled All other states are ignored in that case.
//! not used, counts the number of enumerated items EGBS_BUTTON_DISABLED,
EGBS_COUNT //! 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
"buttonUp", const c8* const GUIButtonStateNames[EGBS_COUNT+1] =
"buttonDown", {
"buttonMouseOver", "buttonUp",
"buttonMouseOff", "buttonDown",
"buttonFocused", "buttonMouseOver",
"buttonNotFocused", "buttonMouseOff",
"buttonDisabled", "buttonFocused",
0, // count "buttonNotFocused",
}; "buttonDisabled",
0 // count
//! State of buttons used for drawing texture images. };
//! Note that only a single state is active at a time
//! Also when no image is defined for a state it will use images from another state //! State of buttons used for drawing texture images.
//! and if that state is not set from the replacement for that,etc. //! Note that only a single state is active at a time
//! So in many cases setting EGBIS_IMAGE_UP and EGBIS_IMAGE_DOWN is sufficient. //! Also when no image is defined for a state it will use images from another state
enum EGUI_BUTTON_IMAGE_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.
//! When no other states have images they will all use this one. enum EGUI_BUTTON_IMAGE_STATE
EGBIS_IMAGE_UP, {
//! When not set EGBIS_IMAGE_UP is used. //! When no other states have images they will all use this one.
EGBIS_IMAGE_UP_MOUSEOVER, EGBIS_IMAGE_UP,
//! When not set EGBIS_IMAGE_UP_MOUSEOVER is used. //! When not set EGBIS_IMAGE_UP is used.
EGBIS_IMAGE_UP_FOCUSED, EGBIS_IMAGE_UP_MOUSEOVER,
//! When not set EGBIS_IMAGE_UP_FOCUSED is used. //! When not set EGBIS_IMAGE_UP_MOUSEOVER is used.
EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER, EGBIS_IMAGE_UP_FOCUSED,
//! When not set EGBIS_IMAGE_UP is used. //! When not set EGBIS_IMAGE_UP_FOCUSED is used.
EGBIS_IMAGE_DOWN, EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER,
//! When not set EGBIS_IMAGE_DOWN is used. //! When not set EGBIS_IMAGE_UP is used.
EGBIS_IMAGE_DOWN_MOUSEOVER, EGBIS_IMAGE_DOWN,
//! When not set EGBIS_IMAGE_DOWN_MOUSEOVER is used. //! When not set EGBIS_IMAGE_DOWN is used.
EGBIS_IMAGE_DOWN_FOCUSED, EGBIS_IMAGE_DOWN_MOUSEOVER,
//! When not set EGBIS_IMAGE_DOWN_FOCUSED is used. //! When not set EGBIS_IMAGE_DOWN_MOUSEOVER is used.
EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER, EGBIS_IMAGE_DOWN_FOCUSED,
//! When not set EGBIS_IMAGE_UP or EGBIS_IMAGE_DOWN are used (depending on button state). //! When not set EGBIS_IMAGE_DOWN_FOCUSED is used.
EGBIS_IMAGE_DISABLED, EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER,
//! not used, counts the number of enumerated items //! When not set EGBIS_IMAGE_UP or EGBIS_IMAGE_DOWN are used (depending on button state).
EGBIS_COUNT EGBIS_IMAGE_DISABLED,
}; //! not used, counts the number of enumerated items
EGBIS_COUNT
//! Names for gui button image states };
const c8 *const GUIButtonImageStateNames[EGBIS_COUNT + 1] = {
"Image", // not "ImageUp" as it otherwise breaks serialization of old files //! Names for gui button image states
"ImageUpOver", const c8* const GUIButtonImageStateNames[EGBIS_COUNT+1] =
"ImageUpFocused", {
"ImageUpFocusedOver", "Image", // not "ImageUp" as it otherwise breaks serialization of old files
"PressedImage", // not "ImageDown" as it otherwise breaks serialization of old files "ImageUpOver",
"ImageDownOver", "ImageUpFocused",
"ImageDownFocused", "ImageUpFocusedOver",
"ImageDownFocusedOver", "PressedImage", // not "ImageDown" as it otherwise breaks serialization of old files
"ImageDisabled", "ImageDownOver",
0, // count "ImageDownFocused",
}; "ImageDownFocusedOver",
"ImageDisabled",
//! GUI Button interface. 0 // count
/** \par This element can create the following events of type EGUI_EVENT_TYPE: };
\li EGET_BUTTON_CLICKED
*/ //! GUI Button interface.
class IGUIButton : public IGUIElement /** \par This element can create the following events of type EGUI_EVENT_TYPE:
{ \li EGET_BUTTON_CLICKED
public: */
//! constructor class IGUIButton : public IGUIElement
IGUIButton(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) : {
IGUIElement(EGUIET_BUTTON, environment, parent, id, rectangle) {} public:
//! Sets another skin independent font. //! constructor
/** If this is set to zero, the button uses the font of the skin. IGUIButton(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
\param font: New font to set. */ : IGUIElement(EGUIET_BUTTON, environment, parent, id, rectangle) {}
virtual void setOverrideFont(IGUIFont *font = 0) = 0;
//! Sets another skin independent font.
//! Gets the override font (if any) /** If this is set to zero, the button uses the font of the skin.
/** \return The override font (may be 0) */ \param font: New font to set. */
virtual IGUIFont *getOverrideFont(void) const = 0; virtual void setOverrideFont(IGUIFont* font=0) = 0;
//! Get the font which is used right now for drawing //! Gets the override font (if any)
/** Currently this is the override font when one is set and the /** \return The override font (may be 0) */
font of the active skin otherwise */ virtual IGUIFont* getOverrideFont(void) const = 0;
virtual IGUIFont *getActiveFont() const = 0;
//! Get the font which is used right now for drawing
//! Sets another color for the button text. /** Currently this is the override font when one is set and the
/** When set, this color is used instead of EGDC_BUTTON_TEXT/EGDC_GRAY_TEXT. font of the active skin otherwise */
You don't need to call enableOverrideColor(true), that's done by this function. virtual IGUIFont* getActiveFont() const = 0;
If you want the the color of the skin back, call enableOverrideColor(false);
\param color: New color of the text. */ //! Sets another color for the button text.
virtual void setOverrideColor(video::SColor color) = 0; /** When set, this color is used instead of EGDC_BUTTON_TEXT/EGDC_GRAY_TEXT.
You don't need to call enableOverrideColor(true), that's done by this function.
//! Gets the override color If you want the the color of the skin back, call enableOverrideColor(false);
/** \return: The override color */ \param color: New color of the text. */
virtual video::SColor getOverrideColor(void) const = 0; virtual void setOverrideColor(video::SColor color) = 0;
//! Gets the currently used text color //! Gets the override color
/** Either a skin-color for the current state or the override color */ /** \return: The override color */
virtual video::SColor getActiveColor() const = 0; virtual video::SColor getOverrideColor(void) const = 0;
//! Sets if the button text should use the override color or the color in the gui skin. //! Gets the currently used text color
/** \param enable: If set to true, the override color, which can be set /** Either a skin-color for the current state or the override color */
with IGUIStaticText::setOverrideColor is used, otherwise the virtual video::SColor getActiveColor() const = 0;
EGDC_BUTTON_TEXT or EGDC_GRAY_TEXT color of the skin. */
virtual void enableOverrideColor(bool enable) = 0; //! Sets if the button text should use the override color or the color in the gui skin.
/** \param enable: If set to true, the override color, which can be set
//! Checks if an override color is enabled with IGUIStaticText::setOverrideColor is used, otherwise the
/** \return true if the override color is enabled, false otherwise */ EGDC_BUTTON_TEXT or EGDC_GRAY_TEXT color of the skin. */
virtual bool isOverrideColorEnabled(void) const = 0; virtual void enableOverrideColor(bool enable) = 0;
//! Sets an image which should be displayed on the button when it is in the given state. //! Checks if an override color is enabled
/** Only one image-state can be active at a time. Images are drawn below sprites. /** \return true if the override color is enabled, false otherwise */
If a state is without image it will try to use images from other states as described virtual bool isOverrideColorEnabled(void) const = 0;
in ::EGUI_BUTTON_IMAGE_STATE.
Images are a little less flexible than sprites, but easier to use. //! Sets an image which should be displayed on the button when it is in the given state.
\param state: One of ::EGUI_BUTTON_IMAGE_STATE /** Only one image-state can be active at a time. Images are drawn below sprites.
\param image: Image to be displayed or NULL to remove the image If a state is without image it will try to use images from other states as described
\param sourceRect: Source rectangle on the image texture. When width or height are 0 then the full texture-size is used (default). */ in ::EGUI_BUTTON_IMAGE_STATE.
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; Images are a little less flexible than sprites, but easier to use.
\param state: One of ::EGUI_BUTTON_IMAGE_STATE
//! Sets an image which should be displayed on the button when it is in normal state. \param image: Image to be displayed or NULL to remove the image
/** This is identical to calling setImage(EGBIS_IMAGE_UP, image); and might be deprecated in future revisions. \param sourceRect: Source rectangle on the image texture. When width or height are 0 then the full texture-size is used (default). */
\param image: Image to be displayed */ 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(video::ITexture *image = 0) = 0;
//! Sets an image which should be displayed on the button when it is in normal state.
//! Sets a background image for 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.
/** This is identical to calling setImage(EGBIS_IMAGE_UP, image, sourceRect); and might be deprecated in future revisions. \param image: Image to be displayed */
\param image: Texture containing the image to be displayed virtual void setImage(video::ITexture* image=0) = 0;
\param sourceRect: Position in the texture, where the image is located.
When width or height are 0 then the full texture-size is used */ //! Sets a background image for the button when it is in normal state.
virtual void setImage(video::ITexture *image, const core::rect<s32> &sourceRect) = 0; /** 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
//! Sets a background image for the button when it is in pressed state. \param sourceRect: Position in the texture, where the image is located.
/** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image); and might be deprecated in future revisions. When width or height are 0 then the full texture-size is used */
If no images is specified for the pressed state via virtual void setImage(video::ITexture* image, const core::rect<s32>& sourceRect) = 0;
setPressedImage(), this image is also drawn in pressed state.
\param image: Image to be displayed */ //! Sets a background image for the button when it is in pressed state.
virtual void setPressedImage(video::ITexture *image = 0) = 0; /** 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
//! Sets an image which should be displayed on the button when it is in pressed state. setPressedImage(), this image is also drawn in pressed state.
/** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image, sourceRect); and might be deprecated in future revisions. \param image: Image to be displayed */
\param image: Texture containing the image to be displayed virtual void setPressedImage(video::ITexture* image=0) = 0;
\param sourceRect: Position in the texture, where the image is located */
virtual void setPressedImage(video::ITexture *image, const core::rect<s32> &sourceRect) = 0; //! Sets an image which should be displayed on the button when it is in pressed state.
/** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image, sourceRect); and might be deprecated in future revisions.
//! Sets the sprite bank used by the button \param image: Texture containing the image to be displayed
/** NOTE: The spritebank itself is _not_ serialized so far. The sprites are serialized. \param sourceRect: Position in the texture, where the image is located */
Which means after loading the gui you still have to set the spritebank manually. */ virtual void setPressedImage(video::ITexture* image, const core::rect<s32>& sourceRect) = 0;
virtual void setSpriteBank(IGUISpriteBank *bank = 0) = 0;
//! Sets the animated sprite for a specific button state //! Sets the sprite bank used by the button
/** Several sprites can be drawn at the same time. /** NOTE: The spritebank itself is _not_ serialized so far. The sprites are serialized.
Sprites can be animated. Which means after loading the gui you still have to set the spritebank manually. */
Sprites are drawn above the images. virtual void setSpriteBank(IGUISpriteBank* bank=0) = 0;
\param index: Number of the sprite within the sprite bank, use -1 for no sprite
\param state: State of the button to set the sprite for //! Sets the animated sprite for a specific button state
\param index: The sprite number from the current sprite bank /** Several sprites can be drawn at the same time.
\param color: The color of the sprite Sprites can be animated.
\param loop: True if the animation should loop, false if not Sprites are drawn above the images.
\param scale: True if the sprite should scale to button size, false if not */ \param index: Number of the sprite within the sprite bank, use -1 for no sprite
virtual void setSprite(EGUI_BUTTON_STATE state, s32 index, \param state: State of the button to set the sprite for
video::SColor color = video::SColor(255, 255, 255, 255), bool loop = false, bool scale = false) = 0; \param index: The sprite number from the current sprite bank
\param color: The color of the sprite
//! Get the sprite-index for the given state or -1 when no sprite is set \param loop: True if the animation should loop, false if not
virtual s32 getSpriteIndex(EGUI_BUTTON_STATE state) const = 0; \param scale: True if the sprite should scale to button size, false if not */
virtual void setSprite(EGUI_BUTTON_STATE state, s32 index,
//! Get the sprite color for the given state. Color is only used when a sprite is set. video::SColor color=video::SColor(255,255,255,255), bool loop=false, bool scale=false) = 0;
virtual video::SColor getSpriteColor(EGUI_BUTTON_STATE state) const = 0;
//! Get the sprite-index for the given state or -1 when no sprite is set
//! Returns if the sprite in the given state does loop virtual s32 getSpriteIndex(EGUI_BUTTON_STATE state) const = 0;
virtual bool getSpriteLoop(EGUI_BUTTON_STATE state) const = 0;
//! Get the sprite color for the given state. Color is only used when a sprite is set.
//! Returns if the sprite in the given state is scaled virtual video::SColor getSpriteColor(EGUI_BUTTON_STATE state) const = 0;
virtual bool getSpriteScale(EGUI_BUTTON_STATE state) const = 0;
//! Returns if the sprite in the given state does loop
//! Sets if the button should behave like a push button. virtual bool getSpriteLoop(EGUI_BUTTON_STATE state) const = 0;
/** 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. */ //! Returns if the sprite in the given state is scaled
virtual void setIsPushButton(bool isPushButton = true) = 0; virtual bool getSpriteScale(EGUI_BUTTON_STATE state) const = 0;
//! Sets the pressed state of the button if this is a pushbutton //! Sets if the button should behave like a push button.
virtual void setPressed(bool pressed = true) = 0; /** 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. */
//! Returns if the button is currently pressed virtual void setIsPushButton(bool isPushButton=true) = 0;
virtual bool isPressed() const = 0;
//! Sets the pressed state of the button if this is a pushbutton
//! Sets if the alpha channel should be used for drawing background images on the button (default is false) virtual void setPressed(bool pressed=true) = 0;
virtual void setUseAlphaChannel(bool useAlphaChannel = true) = 0;
//! Returns if the button is currently pressed
//! Returns if the alpha channel should be used for drawing background images on the button virtual bool isPressed() const = 0;
virtual bool isAlphaChannelUsed() const = 0;
//! Sets if the alpha channel should be used for drawing background images on the button (default is false)
//! Returns whether the button is a push button virtual void setUseAlphaChannel(bool useAlphaChannel=true) = 0;
virtual bool isPushButton() const = 0;
//! Returns if the alpha channel should be used for drawing background images on the button
//! Sets if the button should use the skin to draw its border and button face (default is true) virtual bool isAlphaChannelUsed() const = 0;
virtual void setDrawBorder(bool border = true) = 0;
//! Returns whether the button is a push button
//! Returns if the border and button face are being drawn using the skin virtual bool isPushButton() const = 0;
virtual bool isDrawingBorder() const = 0;
//! Sets if the button should use the skin to draw its border and button face (default is true)
//! Sets if the button should scale the button images to fit virtual void setDrawBorder(bool border=true) = 0;
virtual void setScaleImage(bool scaleImage = true) = 0;
//! Returns if the border and button face are being drawn using the skin
//! Checks whether the button scales the used images virtual bool isDrawingBorder() const = 0;
virtual bool isScalingImage() const = 0;
//! Sets if the button should scale the button images to fit
//! Get if the shift key was pressed in last EGET_BUTTON_CLICKED event virtual void setScaleImage(bool scaleImage=true) = 0;
/** Generated together with event, so info is available in the event-receiver. */
virtual bool getClickShiftState() const = 0; //! Checks whether the button scales the used images
virtual bool isScalingImage() const = 0;
//! Get if the control key was pressed in last EGET_BUTTON_CLICKED event
/** Generated together with event, so info is available in the event-receiver. */ //! Get if the shift key was pressed in last EGET_BUTTON_CLICKED event
virtual bool getClickControlState() const = 0; /** Generated together with event, so info is available in the event-receiver. */
}; virtual bool getClickShiftState() const = 0;
} // end namespace gui //! Get if the control key was pressed in last EGET_BUTTON_CLICKED event
} // end namespace irr /** Generated together with event, so info is available in the event-receiver. */
virtual bool getClickControlState() const = 0;
};
} // end namespace gui
} // end namespace irr
#endif

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_GUI_CHECKBOX_H_INCLUDED__
#define __I_GUI_CHECKBOX_H_INCLUDED__
#include "IGUIElement.h"
#include "IGUIElement.h"
namespace irr
{ namespace irr
namespace gui {
{ namespace gui
{
//! GUI Check box interface.
/** \par This element can create the following events of type EGUI_EVENT_TYPE: //! GUI Check box interface.
\li EGET_CHECKBOX_CHANGED /** \par This element can create the following events of type EGUI_EVENT_TYPE:
*/ \li EGET_CHECKBOX_CHANGED
class IGUICheckBox : public IGUIElement */
{ class IGUICheckBox : public IGUIElement
public: {
//! constructor public:
IGUICheckBox(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) :
IGUIElement(EGUIET_CHECK_BOX, environment, parent, id, rectangle) {} //! constructor
IGUICheckBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
//! Set if box is checked. : IGUIElement(EGUIET_CHECK_BOX, environment, parent, id, rectangle) {}
virtual void setChecked(bool checked) = 0;
//! Set if box is checked.
//! Returns true if box is checked. virtual void setChecked(bool checked) = 0;
virtual bool isChecked() const = 0;
//! Returns true if box is checked.
//! Sets whether to draw the background virtual bool isChecked() const = 0;
virtual void setDrawBackground(bool draw) = 0;
//! Sets whether to draw the background
//! Checks if background drawing is enabled virtual void setDrawBackground(bool draw) = 0;
/** \return true if background drawing is enabled, false otherwise */
virtual bool isDrawBackgroundEnabled() const = 0; //! Checks if background drawing is enabled
/** \return true if background drawing is enabled, false otherwise */
//! Sets whether to draw the border virtual bool isDrawBackgroundEnabled() const = 0;
virtual void setDrawBorder(bool draw) = 0;
//! Sets whether to draw the border
//! Checks if border drawing is enabled virtual void setDrawBorder(bool draw) = 0;
/** \return true if border drawing is enabled, false otherwise */
virtual bool isDrawBorderEnabled() const = 0; //! Checks if border drawing is enabled
}; /** \return true if border drawing is enabled, false otherwise */
virtual bool isDrawBorderEnabled() const = 0;
} // end namespace gui
} // end namespace irr };
} // end namespace gui
} // end namespace irr
#endif

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// 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

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_GUI_COMBO_BOX_H_INCLUDED__
#define __I_GUI_COMBO_BOX_H_INCLUDED__
#include "IGUIElement.h"
#include "IGUIElement.h"
namespace irr
{ namespace irr
namespace gui {
{ namespace gui
{
//! Combobox widget
/** \par This element can create the following events of type EGUI_EVENT_TYPE: //! Combobox widget
\li EGET_COMBO_BOX_CHANGED /** \par This element can create the following events of type EGUI_EVENT_TYPE:
*/ \li EGET_COMBO_BOX_CHANGED
class IGUIComboBox : public IGUIElement */
{ class IGUIComboBox : public IGUIElement
public: {
//! constructor public:
IGUIComboBox(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) :
IGUIElement(EGUIET_COMBO_BOX, environment, parent, id, rectangle) {} //! constructor
IGUIComboBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
//! Returns amount of items in box : IGUIElement(EGUIET_COMBO_BOX, environment, parent, id, rectangle) {}
virtual u32 getItemCount() const = 0;
//! Returns amount of items in box
//! Returns string of an item. the idx may be a value from 0 to itemCount-1 virtual u32 getItemCount() const = 0;
virtual const wchar_t *getItem(u32 idx) const = 0;
//! Returns string of an item. the idx may be a value from 0 to itemCount-1
//! Returns item data of an item. the idx may be a value from 0 to itemCount-1 virtual const wchar_t* getItem(u32 idx) const = 0;
virtual u32 getItemData(u32 idx) const = 0;
//! Returns item data of an item. the idx may be a value from 0 to itemCount-1
//! Returns index based on item data virtual u32 getItemData(u32 idx) const = 0;
virtual s32 getIndexForItemData(u32 data) const = 0;
//! Returns index based on item data
//! Adds an item and returns the index of it virtual s32 getIndexForItemData(u32 data ) const = 0;
virtual u32 addItem(const wchar_t *text, u32 data = 0) = 0;
//! Adds an item and returns the index of it
//! Removes an item from the combo box. virtual u32 addItem(const wchar_t* text, u32 data = 0) = 0;
/** Warning. This will change the index of all following items */
virtual void removeItem(u32 idx) = 0; //! Removes an item from the combo box.
/** Warning. This will change the index of all following items */
//! Deletes all items in the combo box virtual void removeItem(u32 idx) = 0;
virtual void clear() = 0;
//! Deletes all items in the combo box
//! Returns id of selected item. returns -1 if no item is selected. virtual void clear() = 0;
virtual s32 getSelected() const = 0;
//! Returns id of selected item. returns -1 if no item is selected.
//! Sets the selected item. Set this to -1 if no item should be selected virtual s32 getSelected() const = 0;
virtual void setSelected(s32 idx) = 0;
//! Sets the selected item. Set this to -1 if no item should be selected
//! Sets the selected item and emits a change event. virtual void setSelected(s32 idx) = 0;
/** 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),
//! Sets text justification of the text area EGUIA_LOWEERRIGHT for right justified, or EGUIA_CENTER for centered text.
/** \param horizontal: EGUIA_UPPERLEFT for left justified (default), \param vertical: EGUIA_UPPERLEFT to align with top edge,
EGUIA_LOWERRIGHT for right justified, or EGUIA_CENTER for centered text. EGUIA_LOWEERRIGHT for bottom edge, or EGUIA_CENTER for centered text (default). */
\param vertical: EGUIA_UPPERLEFT to align with top edge, virtual void setTextAlignment(EGUI_ALIGNMENT horizontal, EGUI_ALIGNMENT vertical) = 0;
EGUIA_LOWERRIGHT for bottom edge, or EGUIA_CENTER for centered text (default). */
virtual void setTextAlignment(EGUI_ALIGNMENT horizontal, EGUI_ALIGNMENT vertical) = 0; //! Set the maximal number of rows for the selection listbox
virtual void setMaxSelectionRows(u32 max) = 0;
//! Set the maximal number of rows for the selection listbox
virtual void setMaxSelectionRows(u32 max) = 0; //! Get the maximal number of rows for the selection listbox
virtual u32 getMaxSelectionRows() const = 0;
//! Get the maximal number of rows for the selection listbox };
virtual u32 getMaxSelectionRows() const = 0;
};
} // end namespace gui
} // end namespace gui } // end namespace irr
} // end namespace irr
#endif

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// 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

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@ -1,151 +1,157 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_GUI_EDIT_BOX_H_INCLUDED__
#define __I_GUI_EDIT_BOX_H_INCLUDED__
#include "IGUIElement.h"
#include "SColor.h" #include "IGUIElement.h"
#include "SColor.h"
namespace irr
{ namespace irr
namespace gui {
{ namespace gui
class IGUIFont; {
class IGUIFont;
//! Single line edit box for editing simple text.
/** \par This element can create the following events of type EGUI_EVENT_TYPE: //! Single line edit box for editing simple text.
\li EGET_EDITBOX_ENTER /** \par This element can create the following events of type EGUI_EVENT_TYPE:
\li EGET_EDITBOX_CHANGED \li EGET_EDITBOX_ENTER
\li EGET_EDITBOX_MARKING_CHANGED \li EGET_EDITBOX_CHANGED
*/ \li EGET_EDITBOX_MARKING_CHANGED
class IGUIEditBox : public IGUIElement */
{ class IGUIEditBox : public IGUIElement
public: {
//! constructor public:
IGUIEditBox(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) :
IGUIElement(EGUIET_EDIT_BOX, environment, parent, id, rectangle) {} //! constructor
IGUIEditBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
//! Sets another skin independent font. : IGUIElement(EGUIET_EDIT_BOX, environment, parent, id, rectangle) {}
/** If this is set to zero, the button uses the font of the skin.
\param font: New font to set. */ //! Sets another skin independent font.
virtual void setOverrideFont(IGUIFont *font = 0) = 0; /** If this is set to zero, the button uses the font of the skin.
\param font: New font to set. */
//! Gets the override font (if any) virtual void setOverrideFont(IGUIFont* font=0) = 0;
/** \return The override font (may be 0) */
virtual IGUIFont *getOverrideFont() const = 0; //! Gets the override font (if any)
/** \return The override font (may be 0) */
//! Get the font which is used right now for drawing virtual IGUIFont* getOverrideFont() const = 0;
/** Currently this is the override font when one is set and the
font of the active skin otherwise */ //! Get the font which is used right now for drawing
virtual IGUIFont *getActiveFont() const = 0; /** Currently this is the override font when one is set and the
font of the active skin otherwise */
//! Sets another color for the text. virtual IGUIFont* getActiveFont() const = 0;
/** If set, the edit box does not use the EGDC_BUTTON_TEXT color defined
in the skin, but the set color instead. You don't need to call //! Sets another color for the text.
IGUIEditBox::enableOverrrideColor(true) after this, this is done /** If set, the edit box does not use the EGDC_BUTTON_TEXT color defined
by this function. in the skin, but the set color instead. You don't need to call
If you set a color, and you want the text displayed with the color IGUIEditBox::enableOverrrideColor(true) after this, this is done
of the skin again, call IGUIEditBox::enableOverrideColor(false); by this function.
\param color: New color of the text. */ If you set a color, and you want the text displayed with the color
virtual void setOverrideColor(video::SColor color) = 0; of the skin again, call IGUIEditBox::enableOverrideColor(false);
\param color: New color of the text. */
//! Gets the override color virtual void setOverrideColor(video::SColor color) = 0;
virtual video::SColor getOverrideColor() const = 0;
//! Gets the override color
//! Sets if the text should use the override color or the color in the gui skin. virtual video::SColor getOverrideColor() const = 0;
/** \param enable: If set to true, the override color, which can be set
with IGUIEditBox::setOverrideColor is used, otherwise the //! Sets if the text should use the override color or the color in the gui skin.
EGDC_BUTTON_TEXT color of the skin. */ /** \param enable: If set to true, the override color, which can be set
virtual void enableOverrideColor(bool enable) = 0; with IGUIEditBox::setOverrideColor is used, otherwise the
EGDC_BUTTON_TEXT color of the skin. */
//! Checks if an override color is enabled virtual void enableOverrideColor(bool enable) = 0;
/** \return true if the override color is enabled, false otherwise */
virtual bool isOverrideColorEnabled(void) const = 0; //! Checks if an override color is enabled
/** \return true if the override color is enabled, false otherwise */
//! Sets whether to draw the background virtual bool isOverrideColorEnabled(void) const = 0;
virtual void setDrawBackground(bool draw) = 0;
//! Sets whether to draw the background
//! Checks if background drawing is enabled virtual void setDrawBackground(bool draw) = 0;
/** \return true if background drawing is enabled, false otherwise */
virtual bool isDrawBackgroundEnabled() const = 0; //! Checks if background drawing is enabled
/** \return true if background drawing is enabled, false otherwise */
//! Turns the border on or off virtual bool isDrawBackgroundEnabled() const = 0;
/** \param border: true if you want the border to be drawn, false if not */
virtual void setDrawBorder(bool border) = 0; //! Turns the border on or off
/** \param border: true if you want the border to be drawn, false if not */
//! Checks if border drawing is enabled virtual void setDrawBorder(bool border) = 0;
/** \return true if border drawing is enabled, false otherwise */
virtual bool isDrawBorderEnabled() const = 0; //! Checks if border drawing is enabled
/** \return true if border drawing is enabled, false otherwise */
//! Sets text justification mode virtual bool isDrawBorderEnabled() const = 0;
/** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
EGUIA_LOWERRIGHT for right justified, or EGUIA_CENTER for centered text. //! Sets text justification mode
\param vertical: EGUIA_UPPERLEFT to align with top edge, /** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
EGUIA_LOWERRIGHT for bottom edge, or EGUIA_CENTER for centered text (default). */ EGUIA_LOWERRIGHT for right justified, or EGUIA_CENTER for centered text.
virtual void setTextAlignment(EGUI_ALIGNMENT horizontal, EGUI_ALIGNMENT vertical) = 0; \param vertical: EGUIA_UPPERLEFT to align with top edge,
EGUIA_LOWERRIGHT for bottom edge, or EGUIA_CENTER for centered text (default). */
//! Enables or disables word wrap. virtual void setTextAlignment(EGUI_ALIGNMENT horizontal, EGUI_ALIGNMENT vertical) = 0;
/** \param enable: If set to true, words going over one line are
broken to the next line. */ //! Enables or disables word wrap.
virtual void setWordWrap(bool enable) = 0; /** \param enable: If set to true, words going over one line are
broken to the next line. */
//! Checks if word wrap is enabled virtual void setWordWrap(bool enable) = 0;
/** \return true if word wrap is enabled, false otherwise */
virtual bool isWordWrapEnabled() const = 0; //! Checks if word wrap is enabled
/** \return true if word wrap is enabled, false otherwise */
//! Enables or disables newlines. virtual bool isWordWrapEnabled() const = 0;
/** \param enable: If set to true, the EGET_EDITBOX_ENTER event will not be fired,
instead a newline character will be inserted. */ //! Enables or disables newlines.
virtual void setMultiLine(bool enable) = 0; /** \param enable: If set to true, the EGET_EDITBOX_ENTER event will not be fired,
instead a newline character will be inserted. */
//! Checks if multi line editing is enabled virtual void setMultiLine(bool enable) = 0;
/** \return true if multi-line is enabled, false otherwise */
virtual bool isMultiLineEnabled() const = 0; //! Checks if multi line editing is enabled
/** \return true if multi-line is enabled, false otherwise */
//! Enables or disables automatic scrolling with cursor position virtual bool isMultiLineEnabled() const = 0;
/** \param enable: If set to true, the text will move around with the cursor position */
virtual void setAutoScroll(bool enable) = 0; //! Enables or disables automatic scrolling with cursor position
/** \param enable: If set to true, the text will move around with the cursor position */
//! Checks to see if automatic scrolling is enabled virtual void setAutoScroll(bool enable) = 0;
/** \return true if automatic scrolling is enabled, false if not */
virtual bool isAutoScrollEnabled() const = 0; //! Checks to see if automatic scrolling is enabled
/** \return true if automatic scrolling is enabled, false if not */
//! Sets whether the edit box is a password box. Setting this to true will virtual bool isAutoScrollEnabled() const = 0;
/** disable MultiLine, WordWrap and the ability to copy with ctrl+c or ctrl+x
\param passwordBox: true to enable password, false to disable //! Sets whether the edit box is a password box. Setting this to true will
\param passwordChar: the character that is displayed instead of letters */ /** disable MultiLine, WordWrap and the ability to copy with ctrl+c or ctrl+x
virtual void setPasswordBox(bool passwordBox, wchar_t passwordChar = L'*') = 0; \param passwordBox: true to enable password, false to disable
\param passwordChar: the character that is displayed instead of letters */
//! Returns true if the edit box is currently a password box. virtual void setPasswordBox(bool passwordBox, wchar_t passwordChar = L'*') = 0;
virtual bool isPasswordBox() const = 0;
//! Returns true if the edit box is currently a password box.
//! Gets the size area of the text in the edit box virtual bool isPasswordBox() const = 0;
/** \return The size in pixels of the text */
virtual core::dimension2du getTextDimension() = 0; //! Gets the size area of the text in the edit box
/** \return The size in pixels of the text */
//! Sets the maximum amount of characters which may be entered in the box. virtual core::dimension2du getTextDimension() = 0;
/** \param max: Maximum amount of characters. If 0, the character amount is
infinity. */ //! Sets the maximum amount of characters which may be entered in the box.
virtual void setMax(u32 max) = 0; /** \param max: Maximum amount of characters. If 0, the character amount is
infinity. */
//! Returns maximum amount of characters, previously set by setMax(); virtual void setMax(u32 max) = 0;
virtual u32 getMax() const = 0;
//! Returns maximum amount of characters, previously set by setMax();
//! Set the character used for the cursor. virtual u32 getMax() const = 0;
/** By default it's "_" */
virtual void setCursorChar(const wchar_t cursorChar) = 0; //! Set the character used for the cursor.
/** By default it's "_" */
//! Get the character used for the cursor. virtual void setCursorChar(const wchar_t cursorChar) = 0;
virtual wchar_t getCursorChar() const = 0;
//! Get the character used for the cursor.
//! Set the blinktime for the cursor. 2x blinktime is one full cycle. virtual wchar_t getCursorChar() const = 0;
//** \param timeMs Blinktime in milliseconds. When set to 0 the cursor is constantly on without blinking */
virtual void setCursorBlinkTime(irr::u32 timeMs) = 0; //! Set the blinktime for the cursor. 2x blinktime is one full cycle.
//** \param timeMs Blinktime in milliseconds. When set to 0 the cursor is constantly on without blinking */
//! Get the cursor blinktime virtual void setCursorBlinkTime(irr::u32 timeMs) = 0;
virtual irr::u32 getCursorBlinkTime() const = 0;
}; //! Get the cursor blinktime
virtual irr::u32 getCursorBlinkTime() const = 0;
} // end namespace gui };
} // end namespace irr
} // end namespace gui
} // end namespace irr
#endif

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// 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__

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_GUI_FILE_OPEN_DIALOG_H_INCLUDED__
#define __I_GUI_FILE_OPEN_DIALOG_H_INCLUDED__
#include "IGUIElement.h"
#include "path.h" #include "IGUIElement.h"
#include "path.h"
namespace irr
{ namespace irr
namespace gui {
{ namespace gui
{
//! Standard file chooser dialog.
/** \warning When the user selects a folder this does change the current working directory //! Standard file chooser dialog.
/** \warning When the user selects a folder this does change the current working directory
\par This element can create the following events of type EGUI_EVENT_TYPE:
\li EGET_DIRECTORY_SELECTED \par This element can create the following events of type EGUI_EVENT_TYPE:
\li EGET_FILE_SELECTED \li EGET_DIRECTORY_SELECTED
\li EGET_FILE_CHOOSE_DIALOG_CANCELLED \li EGET_FILE_SELECTED
*/ \li EGET_FILE_CHOOSE_DIALOG_CANCELLED
class IGUIFileOpenDialog : public IGUIElement */
{ class IGUIFileOpenDialog : public IGUIElement
public: {
//! constructor public:
IGUIFileOpenDialog(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) :
IGUIElement(EGUIET_FILE_OPEN_DIALOG, environment, parent, id, rectangle) {} //! constructor
IGUIFileOpenDialog(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
//! Returns the filename of the selected file converted to wide characters. Returns NULL if no file was selected. : IGUIElement(EGUIET_FILE_OPEN_DIALOG, environment, parent, id, rectangle) {}
virtual const wchar_t *getFileName() const = 0;
//! Returns the filename of the selected file converted to wide characters. Returns NULL if no file was selected.
//! Returns the filename of the selected file. Is empty if no file was selected. virtual const wchar_t* getFileName() const = 0;
virtual const io::path &getFileNameP() const = 0;
//! Returns the filename of the selected file. Is empty if no file was selected.
//! Returns the directory of the selected file. Empty if no directory was selected. virtual const io::path& getFileNameP() const = 0;
virtual const io::path &getDirectoryName() const = 0;
//! Returns the directory of the selected file. Empty if no directory was selected.
//! Returns the directory of the selected file converted to wide characters. Returns NULL if no directory was selected. virtual const io::path& getDirectoryName() const = 0;
virtual const wchar_t *getDirectoryNameW() const = 0;
}; //! Returns the directory of the selected file converted to wide characters. Returns NULL if no directory was selected.
virtual const wchar_t* getDirectoryNameW() const = 0;
} // end namespace gui };
} // end namespace irr
} // end namespace gui
} // end namespace irr
#endif

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_GUI_FONT_H_INCLUDED__
#define __I_GUI_FONT_H_INCLUDED__
#include "IReferenceCounted.h"
#include "SColor.h" #include "IReferenceCounted.h"
#include "rect.h" #include "SColor.h"
#include "irrString.h" #include "rect.h"
#include "irrString.h"
namespace irr
{ namespace irr
namespace gui {
{ namespace gui
{
//! An enum for the different types of GUI font.
enum EGUI_FONT_TYPE //! An enum for the different types of GUI font.
{ enum EGUI_FONT_TYPE
//! Bitmap fonts loaded from an XML file or a texture. {
EGFT_BITMAP = 0, //! Bitmap fonts loaded from an XML file or a texture.
EGFT_BITMAP = 0,
//! Scalable vector fonts loaded from an XML file.
/** These fonts reside in system memory and use no video memory //! Scalable vector fonts loaded from an XML file.
until they are displayed. These are slower than bitmap fonts /** These fonts reside in system memory and use no video memory
but can be easily scaled and rotated. */ until they are displayed. These are slower than bitmap fonts
EGFT_VECTOR, but can be easily scaled and rotated. */
EGFT_VECTOR,
//! A font which uses a the native API provided by the operating system.
/** Currently not used. */ //! A font which uses a the native API provided by the operating system.
EGFT_OS, /** Currently not used. */
EGFT_OS,
//! An external font type provided by the user.
EGFT_CUSTOM //! An external font type provided by the user.
}; EGFT_CUSTOM
};
//! Font interface.
class IGUIFont : public virtual IReferenceCounted //! Font interface.
{ class IGUIFont : public virtual IReferenceCounted
public: {
//! Draws some text and clips it to the specified rectangle if wanted. public:
/** \param text: Text to draw
\param position: Rectangle specifying position where to draw the text. //! Draws some text and clips it to the specified rectangle if wanted.
\param color: Color of the text /** \param text: Text to draw
\param hcenter: Specifies if the text should be centered horizontally into the rectangle. \param position: Rectangle specifying position where to draw the text.
\param vcenter: Specifies if the text should be centered vertically into the rectangle. \param color: Color of the text
\param clip: Optional pointer to a rectangle against which the text will be clipped. \param hcenter: Specifies if the text should be centered horizontally into the rectangle.
If the pointer is null, no clipping will be done. */ \param vcenter: Specifies if the text should be centered vertically into the rectangle.
virtual void draw(const core::stringw &text, const core::rect<s32> &position, \param clip: Optional pointer to a rectangle against which the text will be clipped.
video::SColor color, bool hcenter = false, bool vcenter = false, If the pointer is null, no clipping will be done. */
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,
//! Calculates the width and height of a given string of text. const core::rect<s32>* clip=0) = 0;
/** \return Returns width and height of the area covered by the text if
it would be drawn. */ //! Calculates the width and height of a given string of text.
virtual core::dimension2d<u32> getDimension(const wchar_t *text) const = 0; /** \return Returns width and height of the area covered by the text if
it would be drawn. */
//! Calculates the index of the character in the text which is on a specific position. virtual core::dimension2d<u32> getDimension(const wchar_t* text) const = 0;
/** \param text: Text string.
\param pixel_x: X pixel position of which the index of the character will be returned. //! Calculates the index of the character in the text which is on a specific position.
\return Returns zero based index of the character in the text, and -1 if no no character /** \param text: Text string.
is on this position. (=the text is too short). */ \param pixel_x: X pixel position of which the index of the character will be returned.
virtual s32 getCharacterFromPos(const wchar_t *text, s32 pixel_x) const = 0; \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). */
//! Returns the type of this font virtual s32 getCharacterFromPos(const wchar_t* text, s32 pixel_x) const = 0;
virtual EGUI_FONT_TYPE getType() const { return EGFT_CUSTOM; }
//! Returns the type of this font
//! Sets global kerning width for the font. virtual EGUI_FONT_TYPE getType() const { return EGFT_CUSTOM; }
virtual void setKerningWidth(s32 kerning) = 0;
//! Sets global kerning width for the font.
//! Sets global kerning height for the font. virtual void setKerningWidth (s32 kerning) = 0;
virtual void setKerningHeight(s32 kerning) = 0;
//! Sets global kerning height for the font.
//! Gets kerning values (distance between letters) for the font. If no parameters are provided, virtual void setKerningHeight (s32 kerning) = 0;
/** the global kerning distance is returned.
\param thisLetter: If this parameter is provided, the left side kerning //! Gets kerning values (distance between letters) for the font. If no parameters are provided,
for this letter is added to the global kerning value. For example, a /** the global kerning distance is returned.
space might only be one pixel wide, but it may be displayed as several \param thisLetter: If this parameter is provided, the left side kerning
pixels. for this letter is added to the global kerning value. For example, a
\param previousLetter: If provided, kerning is calculated for both space might only be one pixel wide, but it may be displayed as several
letters and added to the global kerning value. For example, in a font pixels.
which supports kerning pairs a string such as 'Wo' may have the 'o' \param previousLetter: If provided, kerning is calculated for both
tucked neatly under the 'W'. letters and added to the global kerning value. For example, in a font
*/ which supports kerning pairs a string such as 'Wo' may have the 'o'
virtual s32 getKerningWidth(const wchar_t *thisLetter = 0, const wchar_t *previousLetter = 0) const = 0; tucked neatly under the 'W'.
*/
//! Returns the distance between letters virtual s32 getKerningWidth(const wchar_t* thisLetter=0, const wchar_t* previousLetter=0) const = 0;
virtual s32 getKerningHeight() const = 0;
//! Returns the distance between letters
//! Define which characters should not be drawn by the font. virtual s32 getKerningHeight() const = 0;
/** For example " " would not draw any space which is usually blank in
most fonts. //! Define which characters should not be drawn by the font.
\param s String of symbols which are not send down to the videodriver /** For example " " would not draw any space which is usually blank in
*/ most fonts.
virtual void setInvisibleCharacters(const wchar_t *s) = 0; \param s String of symbols which are not send down to the videodriver
}; */
virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
} // end namespace gui };
} // end namespace irr
} // end namespace gui
} // end namespace irr
#endif

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_GUI_FONT_BITMAP_H_INCLUDED__
#define __I_GUI_FONT_BITMAP_H_INCLUDED__
#include "IGUIFont.h"
#include "IGUIFont.h"
namespace irr
{ namespace irr
namespace gui {
{ namespace gui
class IGUISpriteBank; {
class IGUISpriteBank;
//! Font interface.
class IGUIFontBitmap : public IGUIFont //! Font interface.
{ class IGUIFontBitmap : public IGUIFont
public: {
//! Returns the type of this font public:
EGUI_FONT_TYPE getType() const override { return EGFT_BITMAP; }
//! Returns the type of this font
//! returns the parsed Symbol Information virtual EGUI_FONT_TYPE getType() const _IRR_OVERRIDE_ { return EGFT_BITMAP; }
virtual IGUISpriteBank *getSpriteBank() const = 0;
//! returns the parsed Symbol Information
//! returns the sprite number from a given character virtual IGUISpriteBank* getSpriteBank() const = 0;
virtual u32 getSpriteNoFromChar(const wchar_t *c) const = 0;
//! returns the sprite number from a given character
//! Gets kerning values (distance between letters) for the font. If no parameters are provided, virtual u32 getSpriteNoFromChar(const wchar_t *c) const = 0;
/** the global kerning distance is returned.
\param thisLetter: If this parameter is provided, the left side kerning for this letter is added //! Gets kerning values (distance between letters) for the font. If no parameters are provided,
to the global kerning value. For example, a space might only be one pixel wide, but it may /** the global kerning distance is returned.
be displayed as several pixels. \param thisLetter: If this parameter is provided, the left side kerning for this letter is added
\param previousLetter: If provided, kerning is calculated for both letters and added to the global to the global kerning value. For example, a space might only be one pixel wide, but it may
kerning value. For example, EGFT_BITMAP will add the right kerning value of previousLetter to the be displayed as several pixels.
left side kerning value of thisLetter, then add the global value. \param previousLetter: If provided, kerning is calculated for both letters and added to the global
*/ kerning value. For example, EGFT_BITMAP will add the right kerning value of previousLetter to the
s32 getKerningWidth(const wchar_t *thisLetter = 0, const wchar_t *previousLetter = 0) const override = 0; 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;
} // end namespace gui };
} // end namespace irr
} // end namespace gui
} // end namespace irr
#endif

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_GUI_IMAGE_H_INCLUDED__
#define __I_GUI_IMAGE_H_INCLUDED__
#include "IGUIElement.h"
#include "IGUIElement.h"
namespace irr
{ namespace irr
namespace video {
{ namespace video
class ITexture; {
} class ITexture;
namespace gui }
{ namespace gui
//! GUI element displaying an image. {
class IGUIImage : public IGUIElement //! GUI element displaying an image.
{ class IGUIImage : public IGUIElement
public: {
//! constructor public:
IGUIImage(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) :
IGUIElement(EGUIET_IMAGE, environment, parent, id, rectangle) {} //! constructor
IGUIImage(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
//! Sets an image texture : IGUIElement(EGUIET_IMAGE, environment, parent, id, rectangle) {}
virtual void setImage(video::ITexture *image) = 0;
//! Sets an image texture
//! Gets the image texture virtual void setImage(video::ITexture* image) = 0;
virtual video::ITexture *getImage() const = 0;
//! Gets the image texture
//! Sets the color of the image virtual video::ITexture* getImage() const = 0;
/** \param color Color with which the image is drawn. If the color
equals Color(255,255,255,255) it is ignored. */ //! Sets the color of the image
virtual void setColor(video::SColor color) = 0; /** \param color Color with which the image is drawn. If the color
equals Color(255,255,255,255) it is ignored. */
//! Sets if the image should scale to fit the element virtual void setColor(video::SColor color) = 0;
virtual void setScaleImage(bool scale) = 0;
//! Sets if the image should scale to fit the element
//! Sets if the image should use its alpha channel to draw itself virtual void setScaleImage(bool scale) = 0;
virtual void setUseAlphaChannel(bool use) = 0;
//! Sets if the image should use its alpha channel to draw itself
//! Gets the color of the image virtual void setUseAlphaChannel(bool use) = 0;
virtual video::SColor getColor() const = 0;
//! Gets the color of the image
//! Returns true if the image is scaled to fit, false if not virtual video::SColor getColor() const = 0;
virtual bool isImageScaled() const = 0;
//! Returns true if the image is scaled to fit, false if not
//! Returns true if the image is using the alpha channel, false if not virtual bool isImageScaled() const = 0;
virtual bool isAlphaChannelUsed() const = 0;
//! Returns true if the image is using the alpha channel, false if not
//! Sets the source rectangle of the image. By default the full image is used. virtual bool isAlphaChannelUsed() const = 0;
/** \param sourceRect coordinates inside the image or an area with size 0 for using the full image (default). */
virtual void setSourceRect(const core::rect<s32> &sourceRect) = 0; //! Sets the source rectangle of the image. By default the full image is used.
/** \param sourceRect coordinates inside the image or an area with size 0 for using the full image (default). */
//! Returns the customized source rectangle of the image to be used. virtual void setSourceRect(const core::rect<s32>& sourceRect) = 0;
/** By default an empty rectangle of width and height 0 is returned which means the full image is used. */
virtual core::rect<s32> getSourceRect() const = 0; //! Returns the customized source rectangle of the image to be used.
/** By default an empty rectangle of width and height 0 is returned which means the full image is used. */
//! Restrict drawing-area. virtual core::rect<s32> getSourceRect() const = 0;
/** This allows for example to use the image as a progress bar.
Base for area is the image, which means: //! Restrict drawing-area.
- The original clipping area when the texture is scaled or there is no texture. /** This allows for example to use the image as a progress bar.
- The source-rect for an unscaled texture (but still restricted afterward by the clipping area) Base for area is the image, which means:
Unlike normal clipping this does not affect the gui-children. - The original clipping area when the texture is scaled or there is no texture.
\param drawBoundUVs: Coordinates between 0 and 1 where 0 are for left+top and 1 for right+bottom - The source-rect for an unscaled texture (but still restricted afterward by the clipping area)
*/ Unlike normal clipping this does not affect the gui-children.
virtual void setDrawBounds(const core::rect<f32> &drawBoundUVs = core::rect<f32>(0.f, 0.f, 1.f, 1.f)) = 0; \param drawBoundUVs: Coordinates between 0 and 1 where 0 are for left+top and 1 for right+bottom
*/
//! Get drawing-area restrictions. virtual void setDrawBounds(const core::rect<f32>& drawBoundUVs = core::rect<f32>(0.f, 0.f, 1.f, 1.f)) = 0;
virtual core::rect<f32> getDrawBounds() const = 0;
//! Get drawing-area restrictions.
//! Sets whether to draw a background color (EGDC_3D_DARK_SHADOW) when no texture is set virtual core::rect<f32> getDrawBounds() const = 0;
/** By default it's enabled */
virtual void setDrawBackground(bool draw) = 0; //! Sets whether to draw a background color (EGDC_3D_DARK_SHADOW) when no texture is set
/** By default it's enabled */
//! Checks if a background is drawn when no texture is set virtual void setDrawBackground(bool draw) = 0;
/** \return true if background drawing is enabled, false otherwise */
virtual bool isDrawBackgroundEnabled() const = 0; //! Checks if a background is drawn when no texture is set
}; /** \return true if background drawing is enabled, false otherwise */
virtual bool isDrawBackgroundEnabled() const = 0;
} // end namespace gui };
} // end namespace irr
} // end namespace gui
} // end namespace irr
#endif

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// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// written by Reinhard Ostermeier, reinhard@nospam.r-ostermeier.de // written by Reinhard Ostermeier, reinhard@nospam.r-ostermeier.de
#pragma once #ifndef __I_GUI_IMAGE_LIST_H_INCLUDED__
#define __I_GUI_IMAGE_LIST_H_INCLUDED__
#include "IGUIElement.h"
#include "rect.h" #include "IGUIElement.h"
#include "irrTypes.h" #include "rect.h"
#include "irrTypes.h"
namespace irr
{ namespace irr
namespace gui {
{ namespace gui
{
//! Font interface.
class IGUIImageList : public virtual IReferenceCounted //! Font interface.
{ class IGUIImageList : public virtual IReferenceCounted
public: {
//! Destructor public:
virtual ~IGUIImageList(){};
//! Destructor
//! Draws an image and clips it to the specified rectangle if wanted virtual ~IGUIImageList() {};
//! \param index: Index of the image
//! \param destPos: Position of the image to draw //! Draws an image and clips it to the specified rectangle if wanted
//! \param clip: Optional pointer to a rectangle against which the text will be clipped. //! \param index: Index of the image
//! If the pointer is null, no clipping will be done. //! \param destPos: Position of the image to draw
virtual void draw(s32 index, const core::position2d<s32> &destPos, //! \param clip: Optional pointer to a rectangle against which the text will be clipped.
const core::rect<s32> *clip = 0) = 0; //! If the pointer is null, no clipping will be done.
virtual void draw(s32 index, const core::position2d<s32>& destPos,
//! Returns the count of Images in the list. const core::rect<s32>* clip = 0) = 0;
//! \return Returns the count of Images in the list.
virtual s32 getImageCount() const = 0; //! Returns the count of Images in the list.
//! \return Returns the count of Images in the list.
//! Returns the size of the images in the list. virtual s32 getImageCount() const = 0;
//! \return Returns the size of the images in the list.
virtual core::dimension2d<s32> getImageSize() const = 0; //! Returns the size of the images in the list.
}; //! \return Returns the size of the images in the list.
virtual core::dimension2d<s32> getImageSize() const = 0;
} // end namespace gui };
} // end namespace irr
} // end namespace gui
} // end namespace irr
#endif

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// 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

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_GUI_LIST_BOX_H_INCLUDED__
#define __I_GUI_LIST_BOX_H_INCLUDED__
#include "IGUIElement.h"
#include "SColor.h" #include "IGUIElement.h"
#include "SColor.h"
namespace irr
{ namespace irr
namespace gui {
{ 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, //! Color of text
//! Color of selected text EGUI_LBC_TEXT=0,
EGUI_LBC_TEXT_HIGHLIGHT, //! Color of selected text
//! Color of icon EGUI_LBC_TEXT_HIGHLIGHT,
EGUI_LBC_ICON, //! Color of icon
//! Color of selected icon EGUI_LBC_ICON,
EGUI_LBC_ICON_HIGHLIGHT, //! Color of selected icon
//! Not used, just counts the number of available colors EGUI_LBC_ICON_HIGHLIGHT,
EGUI_LBC_COUNT //! 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 //! Default list box GUI element.
\li EGET_LISTBOX_SELECTED_AGAIN /** \par This element can create the following events of type EGUI_EVENT_TYPE:
*/ \li EGET_LISTBOX_CHANGED
class IGUIListBox : public IGUIElement \li EGET_LISTBOX_SELECTED_AGAIN
{ */
public: class IGUIListBox : public IGUIElement
//! constructor {
IGUIListBox(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) : public:
IGUIElement(EGUIET_LIST_BOX, environment, parent, id, rectangle) {} //! constructor
IGUIListBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
//! returns amount of list items : IGUIElement(EGUIET_LIST_BOX, environment, parent, id, rectangle) {}
virtual u32 getItemCount() const = 0;
//! returns amount of list items
//! returns string of a list item. the may id be a value from 0 to itemCount-1 virtual u32 getItemCount() const = 0;
virtual const wchar_t *getListItem(u32 id) const = 0;
//! returns string of a list item. the may id be a value from 0 to itemCount-1
//! adds an list item, returns id of item virtual const wchar_t* getListItem(u32 id) const = 0;
virtual u32 addItem(const wchar_t *text) = 0;
//! adds an list item, returns id of item
//! adds an list item with an icon virtual u32 addItem(const wchar_t* text) = 0;
/** \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 //! adds an list item with an icon
\return The id of the new created item */ /** \param text Text of list entry
virtual u32 addItem(const wchar_t *text, s32 icon) = 0; \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 */
//! Removes an item from the list virtual u32 addItem(const wchar_t* text, s32 icon) = 0;
virtual void removeItem(u32 index) = 0;
//! Removes an item from the list
//! get the the id of the item at the given absolute coordinates virtual void removeItem(u32 index) = 0;
/** \return The id of the list item or -1 when no item is at those coordinates*/
virtual s32 getItemAt(s32 xpos, s32 ypos) const = 0; //! get the the id of the item at the given absolute coordinates
/** \return The id of the list item or -1 when no item is at those coordinates*/
//! Returns the icon of an item virtual s32 getItemAt(s32 xpos, s32 ypos) const = 0;
virtual s32 getIcon(u32 index) const = 0;
//! Returns the icon of an item
//! Sets the sprite bank which should be used to draw list icons. virtual s32 getIcon(u32 index) const = 0;
/** This font is set to the sprite bank of the built-in-font by
default. A sprite can be displayed in front of every list item. //! Sets the sprite bank which should be used to draw list icons.
An icon is an index within the icon sprite bank. Several /** This font is set to the sprite bank of the built-in-font by
default icons are available in the skin through getIcon. */ default. A sprite can be displayed in front of every list item.
virtual void setSpriteBank(IGUISpriteBank *bank) = 0; An icon is an index within the icon sprite bank. Several
default icons are available in the skin through getIcon. */
//! clears the list, deletes all items in the listbox virtual void setSpriteBank(IGUISpriteBank* bank) = 0;
virtual void clear() = 0;
//! clears the list, deletes all items in the listbox
//! returns id of selected item. returns -1 if no item is selected. virtual void clear() = 0;
virtual s32 getSelected() const = 0;
//! returns id of selected item. returns -1 if no item is selected.
//! sets the selected item. Set this to -1 if no item should be selected virtual s32 getSelected() const = 0;
virtual void setSelected(s32 index) = 0;
//! sets the selected item. Set this to -1 if no item should be selected
//! sets the selected item. Set this to 0 if no item should be selected virtual void setSelected(s32 index) = 0;
virtual void setSelected(const wchar_t *item) = 0;
//! sets the selected item. Set this to 0 if no item should be selected
//! set whether the listbox should scroll to newly selected items virtual void setSelected(const wchar_t *item) = 0;
virtual void setAutoScrollEnabled(bool scroll) = 0;
//! set whether the listbox should scroll to newly selected items
//! returns true if automatic scrolling is enabled, false if not. virtual void setAutoScrollEnabled(bool scroll) = 0;
virtual bool isAutoScrollEnabled() const = 0;
//! returns true if automatic scrolling is enabled, false if not.
//! set all item colors at given index to color virtual bool isAutoScrollEnabled() const = 0;
virtual void setItemOverrideColor(u32 index, video::SColor color) = 0;
//! set all item colors at given index to color
//! set all item colors of specified type at given index to color virtual void setItemOverrideColor(u32 index, video::SColor color) = 0;
virtual void setItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType, video::SColor color) = 0;
//! set all item colors of specified type at given index to color
//! clear all item colors at index virtual void setItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType, video::SColor color) = 0;
virtual void clearItemOverrideColor(u32 index) = 0;
//! clear all item colors at index
//! clear item color at index for given colortype virtual void clearItemOverrideColor(u32 index) = 0;
virtual void clearItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) = 0;
//! clear item color at index for given colortype
//! has the item at index its color overwritten? virtual void clearItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) = 0;
virtual bool hasItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) const = 0;
//! has the item at index its color overwritten?
//! return the overwrite color at given item index. virtual bool hasItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) const = 0;
virtual video::SColor getItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) const = 0;
//! return the overwrite color at given item index.
//! return the default color which is used for the given colorType virtual video::SColor getItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) const = 0;
virtual video::SColor getItemDefaultColor(EGUI_LISTBOX_COLOR colorType) const = 0;
//! return the default color which is used for the given colorType
//! set the item at the given index virtual video::SColor getItemDefaultColor(EGUI_LISTBOX_COLOR colorType) const = 0;
virtual void setItem(u32 index, const wchar_t *text, s32 icon) = 0;
//! set the item at the given index
//! Insert the item at the given index virtual void setItem(u32 index, const wchar_t* text, s32 icon) = 0;
/** \return The index on success or -1 on failure. */
virtual s32 insertItem(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. */
//! Swap the items at the given indices virtual s32 insertItem(u32 index, const wchar_t* text, s32 icon) = 0;
virtual void swapItems(u32 index1, u32 index2) = 0;
//! Swap the items at the given indices
//! set global itemHeight virtual void swapItems(u32 index1, u32 index2) = 0;
virtual void setItemHeight(s32 height) = 0;
//! set global itemHeight
//! Sets whether to draw the background virtual void setItemHeight( s32 height ) = 0;
virtual void setDrawBackground(bool draw) = 0;
//! Sets whether to draw the background
//! Access the vertical scrollbar virtual void setDrawBackground(bool draw) = 0;
virtual IGUIScrollBar *getVerticalScrollBar() const = 0;
}; //! Access the vertical scrollbar
virtual IGUIScrollBar* getVerticalScrollBar() const = 0;
} // end namespace gui };
} // end namespace irr
} // end namespace gui
} // end namespace irr
#endif

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// 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

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// 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

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_GUI_SCROLL_BAR_H_INCLUDED__
#define __I_GUI_SCROLL_BAR_H_INCLUDED__
#include "IGUIElement.h"
#include "IGUIElement.h"
namespace irr
{ namespace irr
namespace gui {
{ namespace gui
{
//! Default scroll bar GUI element.
/** \par This element can create the following events of type EGUI_EVENT_TYPE: //! Default scroll bar GUI element.
\li EGET_SCROLL_BAR_CHANGED /** \par This element can create the following events of type EGUI_EVENT_TYPE:
*/ \li EGET_SCROLL_BAR_CHANGED
class IGUIScrollBar : public IGUIElement */
{ class IGUIScrollBar : public IGUIElement
public: {
//! constructor public:
IGUIScrollBar(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) :
IGUIElement(EGUIET_SCROLL_BAR, environment, parent, id, rectangle) {} //! constructor
IGUIScrollBar(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
//! sets the maximum value of the scrollbar. : IGUIElement(EGUIET_SCROLL_BAR, environment, parent, id, rectangle) {}
virtual void setMax(s32 max) = 0;
//! gets the maximum value of the scrollbar. //! sets the maximum value of the scrollbar.
virtual s32 getMax() const = 0; virtual void setMax(s32 max) = 0;
//! gets the maximum value of the scrollbar.
//! sets the minimum value of the scrollbar. virtual s32 getMax() const = 0;
virtual void setMin(s32 min) = 0;
//! gets the minimum value of the scrollbar. //! sets the minimum value of the scrollbar.
virtual s32 getMin() const = 0; virtual void setMin(s32 min) = 0;
//! gets the minimum value of the scrollbar.
//! gets the small step value virtual s32 getMin() const = 0;
virtual s32 getSmallStep() const = 0;
//! gets the small step value
//! Sets the small step virtual s32 getSmallStep() const = 0;
/** That is the amount that the value changes by when clicking
on the buttons or using the cursor keys. */ //! Sets the small step
virtual void setSmallStep(s32 step) = 0; /** That is the amount that the value changes by when clicking
on the buttons or using the cursor keys. */
//! gets the large step value virtual void setSmallStep(s32 step) = 0;
virtual s32 getLargeStep() const = 0;
//! gets the large step value
//! Sets the large step virtual s32 getLargeStep() const = 0;
/** That is the amount that the value changes by when clicking
in the tray, or using the page up and page down keys. */ //! Sets the large step
virtual void setLargeStep(s32 step) = 0; /** That is the amount that the value changes by when clicking
in the tray, or using the page up and page down keys. */
//! gets the current position of the scrollbar virtual void setLargeStep(s32 step) = 0;
virtual s32 getPos() const = 0;
//! gets the current position of the scrollbar
//! sets the current position of the scrollbar virtual s32 getPos() const = 0;
virtual void setPos(s32 pos) = 0;
}; //! sets the current position of the scrollbar
virtual void setPos(s32 pos) = 0;
} // end namespace gui };
} // end namespace irr
} // end namespace gui
} // end namespace irr
#endif

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// 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__

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_GUI_SPRITE_BANK_H_INCLUDED__
#define __I_GUI_SPRITE_BANK_H_INCLUDED__
#include "IReferenceCounted.h"
#include "irrArray.h" #include "IReferenceCounted.h"
#include "SColor.h" #include "irrArray.h"
#include "rect.h" #include "SColor.h"
#include "rect.h"
namespace irr
{ namespace irr
{
namespace video
{ namespace video
class ITexture; {
} // end namespace video class ITexture;
} // end namespace video
namespace gui
{ namespace gui
{
//! A single sprite frame.
// Note for implementer: Can't fix variable names to uppercase as this is a public interface used since a while //! A single sprite frame.
struct SGUISpriteFrame // 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) : SGUISpriteFrame(u32 textureIndex, u32 positionIndex)
textureNumber(textureIndex), rectNumber(positionIndex) : textureNumber(textureIndex), rectNumber(positionIndex)
{ {
} }
//! Texture index in IGUISpriteBank //! Texture index in IGUISpriteBank
u32 textureNumber; u32 textureNumber;
//! Index in IGUISpriteBank::getPositions() //! Index in IGUISpriteBank::getPositions()
u32 rectNumber; u32 rectNumber;
}; };
//! A sprite composed of several frames. //! A sprite composed of several frames.
// Note for implementer: Can't fix variable names to uppercase as this is a public interface used since a while // Note for implementer: Can't fix variable names to uppercase as this is a public interface used since a while
struct SGUISprite struct SGUISprite
{ {
SGUISprite() : SGUISprite() : frameTime(0) {}
frameTime(0) {} SGUISprite(const SGUISpriteFrame& firstFrame) : frameTime(0)
SGUISprite(const SGUISpriteFrame &firstFrame) : {
frameTime(0) Frames.push_back(firstFrame);
{ }
Frames.push_back(firstFrame);
} core::array<SGUISpriteFrame> Frames;
u32 frameTime;
core::array<SGUISpriteFrame> Frames; };
u32 frameTime;
};
//! Sprite bank interface.
//! Sprite bank interface. /** See http://http://irrlicht.sourceforge.net/forum//viewtopic.php?f=9&t=25742
/** 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
class IGUISpriteBank : public virtual IReferenceCounted {
{ public:
public:
//! Returns the list of rectangles held by the sprite bank //! 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 //! 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 //! Returns the number of textures held by the sprite bank
virtual u32 getTextureCount() const = 0; virtual u32 getTextureCount() const = 0;
//! Gets the texture with the specified index //! 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 //! 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 //! 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. //! 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. /** 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 */ \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 //! Clears sprites, rectangles and textures
virtual void clear() = 0; virtual void clear() = 0;
//! Draws a sprite in 2d with position and color //! Draws a sprite in 2d with position and color
/** /**
\param index Index of SGUISprite to draw \param index Index of SGUISprite to draw
\param pos Target position - depending on center value either the left-top or the sprite center is used as pivot \param pos Target position - depending on center value either the left-top or the sprite center is used as pivot
\param clip Clipping rectangle, can be 0 when clipping is not wanted. \param clip Clipping rectangle, can be 0 when clipping is not wanted.
\param color Color with which the image is drawn. \param color Color with which the image is drawn.
Note that the alpha component is used. If alpha is other than Note that the alpha component is used. If alpha is other than
255, the image will be transparent. 255, the image will be transparent.
\param starttime Tick when the first frame was drawn (only difference currenttime-starttime matters). \param starttime Tick when the first frame was drawn (only difference currenttime-starttime matters).
\param currenttime To calculate the frame of animated sprites \param currenttime To calculate the frame of animated sprites
\param loop When true animations are looped \param loop When true animations are looped
\param center When true pivot is set to the sprite-center. So it affects pos. \param center When true pivot is set to the sprite-center. So it affects pos.
*/ */
virtual void draw2DSprite(u32 index, const core::position2di &pos, virtual void draw2DSprite(u32 index, const core::position2di& pos,
const core::rect<s32> *clip = 0, const core::rect<s32>* clip=0,
const video::SColor &color = video::SColor(255, 255, 255, 255), const video::SColor& color= video::SColor(255,255,255,255),
u32 starttime = 0, u32 currenttime = 0, u32 starttime=0, u32 currenttime=0,
bool loop = true, bool center = false) = 0; bool loop=true, bool center=false) = 0;
//! Draws a sprite in 2d with destination rectangle and colors //! Draws a sprite in 2d with destination rectangle and colors
/** /**
\param index Index of SGUISprite to draw \param index Index of SGUISprite to draw
\param destRect The sprite will be scaled to fit this target rectangle \param destRect The sprite will be scaled to fit this target rectangle
\param clip Clipping rectangle, can be 0 when clipping is not wanted. \param clip Clipping rectangle, can be 0 when clipping is not wanted.
\param colors Array of 4 colors denoting the color values of \param colors Array of 4 colors denoting the color values of
the corners of the destRect the corners of the destRect
\param timeTicks Current frame for animated sprites \param timeTicks Current frame for animated sprites
(same as currenttime-starttime in other draw2DSprite function) (same as currenttime-starttime in other draw2DSprite function)
\param loop When true animations are looped \param loop When true animations are looped
*/ */
virtual void draw2DSprite(u32 index, const core::rect<s32> &destRect, virtual void draw2DSprite(u32 index, const core::rect<s32>& destRect,
const core::rect<s32> *clip = 0, const core::rect<s32>* clip=0,
const video::SColor *const colors = 0, const video::SColor * const colors=0,
u32 timeTicks = 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 //! 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, virtual void draw2DSpriteBatch(const core::array<u32>& indices, const core::array<core::position2di>& pos,
const core::rect<s32> *clip = 0, const core::rect<s32>* clip=0,
const video::SColor &color = video::SColor(255, 255, 255, 255), const video::SColor& color= video::SColor(255,255,255,255),
u32 starttime = 0, u32 currenttime = 0, u32 starttime=0, u32 currenttime=0,
bool loop = true, bool center = false) = 0; bool loop=true, bool center=false) = 0;
}; };
} // end namespace gui
} // end namespace irr } // end namespace gui
} // end namespace irr
#endif // __I_GUI_SPRITE_BANK_H_INCLUDED__

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_GUI_STATIC_TEXT_H_INCLUDED__
#define __I_GUI_STATIC_TEXT_H_INCLUDED__
#include "IGUIElement.h"
#include "SColor.h" #include "IGUIElement.h"
#include "SColor.h"
namespace irr
{ namespace irr
namespace gui {
{ namespace gui
class IGUIFont; {
class IGUIFont;
//! Multi or single line text label.
class IGUIStaticText : public IGUIElement //! Multi or single line text label.
{ class IGUIStaticText : public IGUIElement
public: {
//! constructor public:
IGUIStaticText(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) :
IGUIElement(EGUIET_STATIC_TEXT, environment, parent, id, rectangle) {} //! constructor
IGUIStaticText(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
//! Sets another skin independent font. : IGUIElement(EGUIET_STATIC_TEXT, environment, parent, id, rectangle) {}
/** If this is set to zero, the button uses the font of the skin.
\param font: New font to set. */ //! Sets another skin independent font.
virtual void setOverrideFont(IGUIFont *font = 0) = 0; /** If this is set to zero, the button uses the font of the skin.
\param font: New font to set. */
//! Gets the override font (if any) virtual void setOverrideFont(IGUIFont* font=0) = 0;
/** \return The override font (may be 0) */
virtual IGUIFont *getOverrideFont(void) const = 0; //! Gets the override font (if any)
/** \return The override font (may be 0) */
//! Get the font which is used right now for drawing virtual IGUIFont* getOverrideFont(void) const = 0;
/** Currently this is the override font when one is set and the
font of the active skin otherwise */ //! Get the font which is used right now for drawing
virtual IGUIFont *getActiveFont() const = 0; /** Currently this is the override font when one is set and the
font of the active skin otherwise */
//! Sets another color for the text. virtual IGUIFont* getActiveFont() const = 0;
/** If set, the static text does not use the EGDC_BUTTON_TEXT color defined
in the skin, but the set color instead. You don't need to call //! Sets another color for the text.
IGUIStaticText::enableOverrrideColor(true) after this, this is done /** If set, the static text does not use the EGDC_BUTTON_TEXT color defined
by this function. in the skin, but the set color instead. You don't need to call
If you set a color, and you want the text displayed with the color IGUIStaticText::enableOverrrideColor(true) after this, this is done
of the skin again, call IGUIStaticText::enableOverrideColor(false); by this function.
\param color: New color of the text. */ If you set a color, and you want the text displayed with the color
virtual void setOverrideColor(video::SColor color) = 0; of the skin again, call IGUIStaticText::enableOverrideColor(false);
\param color: New color of the text. */
//! Gets the override color virtual void setOverrideColor(video::SColor color) = 0;
/** \return: The override color */
virtual video::SColor getOverrideColor(void) const = 0; //! Gets the override color
/** \return: The override color */
//! Gets the currently used text color virtual video::SColor getOverrideColor(void) const = 0;
/** Either a skin-color for the current state or the override color */
virtual video::SColor getActiveColor() const = 0; //! Gets the currently used text color
/** Either a skin-color for the current state or the override color */
//! Sets if the static text should use the override color or the color in the gui skin. virtual video::SColor getActiveColor() const = 0;
/** \param enable: If set to true, the override color, which can be set
with IGUIStaticText::setOverrideColor is used, otherwise the //! Sets if the static text should use the override color or the color in the gui skin.
EGDC_BUTTON_TEXT color of the skin. */ /** \param enable: If set to true, the override color, which can be set
virtual void enableOverrideColor(bool enable) = 0; with IGUIStaticText::setOverrideColor is used, otherwise the
EGDC_BUTTON_TEXT color of the skin. */
//! Checks if an override color is enabled virtual void enableOverrideColor(bool enable) = 0;
/** \return true if the override color is enabled, false otherwise */
virtual bool isOverrideColorEnabled(void) const = 0; //! Checks if an override color is enabled
/** \return true if the override color is enabled, false otherwise */
//! Sets another color for the background. virtual bool isOverrideColorEnabled(void) const = 0;
virtual void setBackgroundColor(video::SColor color) = 0;
//! Sets another color for the background.
//! Sets whether to draw the background virtual void setBackgroundColor(video::SColor color) = 0;
virtual void setDrawBackground(bool draw) = 0;
//! Sets whether to draw the background
//! Checks if background drawing is enabled virtual void setDrawBackground(bool draw) = 0;
/** \return true if background drawing is enabled, false otherwise */
virtual bool isDrawBackgroundEnabled() const = 0; //! Checks if background drawing is enabled
/** \return true if background drawing is enabled, false otherwise */
//! Gets the background color virtual bool isDrawBackgroundEnabled() const = 0;
/** \return: The background color */
virtual video::SColor getBackgroundColor() const = 0; //! Gets the background color
/** \return: The background color */
//! Sets whether to draw the border virtual video::SColor getBackgroundColor() const = 0;
virtual void setDrawBorder(bool draw) = 0;
//! Sets whether to draw the border
//! Checks if border drawing is enabled virtual void setDrawBorder(bool draw) = 0;
/** \return true if border drawing is enabled, false otherwise */
virtual bool isDrawBorderEnabled() const = 0; //! Checks if border drawing is enabled
/** \return true if border drawing is enabled, false otherwise */
//! Sets text justification mode virtual bool isDrawBorderEnabled() const = 0;
/** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
EGUIA_LOWERRIGHT for right justified, or EGUIA_CENTER for centered text. //! Sets text justification mode
\param vertical: EGUIA_UPPERLEFT to align with top edge (default), /** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
EGUIA_LOWERRIGHT for bottom edge, or EGUIA_CENTER for centered text. */ EGUIA_LOWEERRIGHT for right justified, or EGUIA_CENTER for centered text.
virtual void setTextAlignment(EGUI_ALIGNMENT horizontal, EGUI_ALIGNMENT vertical) = 0; \param vertical: EGUIA_UPPERLEFT to align with top edge (default),
EGUIA_LOWEERRIGHT for bottom edge, or EGUIA_CENTER for centered text. */
//! Enables or disables word wrap for using the static text as multiline text control. virtual void setTextAlignment(EGUI_ALIGNMENT horizontal, EGUI_ALIGNMENT vertical) = 0;
/** \param enable: If set to true, words going over one line are
broken on to the next line. */ //! Enables or disables word wrap for using the static text as multiline text control.
virtual void setWordWrap(bool enable) = 0; /** \param enable: If set to true, words going over one line are
broken on to the next line. */
//! Checks if word wrap is enabled virtual void setWordWrap(bool enable) = 0;
/** \return true if word wrap is enabled, false otherwise */
virtual bool isWordWrapEnabled(void) const = 0; //! Checks if word wrap is enabled
/** \return true if word wrap is enabled, false otherwise */
//! Returns the height of the text in pixels when it is drawn. virtual bool isWordWrapEnabled(void) const = 0;
/** This is useful for adjusting the layout of gui elements based on the height
of the multiline text in this element. //! Returns the height of the text in pixels when it is drawn.
\return Height of text in pixels. */ /** This is useful for adjusting the layout of gui elements based on the height
virtual s32 getTextHeight() const = 0; of the multiline text in this element.
\return Height of text in pixels. */
//! Returns the width of the current text, in the current font virtual s32 getTextHeight() const = 0;
/** If the text is broken, this returns the width of the widest line
\return The width of the text, or the widest broken line. */ //! Returns the width of the current text, in the current font
virtual s32 getTextWidth(void) const = 0; /** If the text is broken, this returns the width of the widest line
\return The width of the text, or the widest broken line. */
//! Set whether the text in this label should be clipped if it goes outside bounds virtual s32 getTextWidth(void) const = 0;
virtual void setTextRestrainedInside(bool restrainedInside) = 0;
//! Set whether the text in this label should be clipped if it goes outside bounds
//! Checks if the text in this label should be clipped if it goes outside bounds virtual void setTextRestrainedInside(bool restrainedInside) = 0;
virtual bool isTextRestrainedInside() const = 0;
//! Checks if the text in this label should be clipped if it goes outside bounds
//! Set whether the string should be interpreted as right-to-left (RTL) text virtual bool isTextRestrainedInside() const = 0;
/** \note This component does not implement the Unicode bidi standard, the
text of the component should be already RTL if you call this. The //! Set whether the string should be interpreted as right-to-left (RTL) text
main difference when RTL is enabled is that the linebreaks for multiline /** \note This component does not implement the Unicode bidi standard, the
elements are performed starting from the end. text of the component should be already RTL if you call this. The
*/ main difference when RTL is enabled is that the linebreaks for multiline
virtual void setRightToLeft(bool rtl) = 0; elements are performed starting from the end.
*/
//! Checks whether the text in this element should be interpreted as right-to-left virtual void setRightToLeft(bool rtl) = 0;
virtual bool isRightToLeft() const = 0;
}; //! Checks whether the text in this element should be interpreted as right-to-left
virtual bool isRightToLeft() const = 0;
} // end namespace gui };
} // end namespace irr
} // end namespace gui
} // end namespace irr
#endif

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_GUI_TAB_CONTROL_H_INCLUDED__
#define __I_GUI_TAB_CONTROL_H_INCLUDED__
#include "IGUIElement.h"
#include "SColor.h" #include "IGUIElement.h"
#include "IGUISkin.h" #include "SColor.h"
#include "IGUISkin.h"
namespace irr
{ namespace irr
namespace gui {
{ namespace gui
class IGUITab; {
class IGUITab;
//! A standard tab control
/** \par This element can create the following events of type EGUI_EVENT_TYPE: //! A standard tab control
\li EGET_TAB_CHANGED /** \par This element can create the following events of type EGUI_EVENT_TYPE:
*/ \li EGET_TAB_CHANGED
class IGUITabControl : public IGUIElement */
{ class IGUITabControl : public IGUIElement
public: {
//! constructor public:
IGUITabControl(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) :
IGUIElement(EGUIET_TAB_CONTROL, environment, parent, id, rectangle) {} //! constructor
IGUITabControl(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
//! Adds a tab : IGUIElement(EGUIET_TAB_CONTROL, environment, parent, id, rectangle) {}
virtual IGUITab *addTab(const wchar_t *caption, s32 id = -1) = 0;
//! Adds a tab
//! Adds an existing tab virtual IGUITab* addTab(const wchar_t* caption, s32 id=-1) = 0;
/** Note that it will also add the tab as a child of this TabControl.
\return Index of added tab or -1 for failure*/ //! Adds an existing tab
virtual s32 addTab(IGUITab *tab) = 0; /** Note that it will also add the tab as a child of this TabControl.
\return Index of added tab or -1 for failure*/
//! Insert the tab at the given index virtual s32 addTab(IGUITab* tab) = 0;
/** \return The tab on success or NULL on failure. */
virtual IGUITab *insertTab(s32 idx, const wchar_t *caption, s32 id = -1) = 0; //! Insert the tab at the given index
/** \return The tab on success or NULL on failure. */
//! Insert an existing tab virtual IGUITab* insertTab(s32 idx, const wchar_t* caption, s32 id=-1) = 0;
/** Note that it will also add the tab as a child of this TabControl.
\param idx Index at which tab will be inserted. Later tabs will be moved. //! Insert an existing tab
Previous active tab will stay active unless this is the first /** Note that it will also add the tab as a child of this TabControl.
element to be inserted in which case it becomes active. \param idx Index at which tab will be inserted. Later tabs will be moved.
\param tab New tab to insert. Previous active tab will stay active unless this is the first
\param serializationMode Internally used for serialization. You should not need this. element to be inserted in which case it becomes active.
When true it reserves space for the index, doesn't move but replaces tabs \param tab New tab to insert.
and it doesn't change the active tab. \param serializationMode Internally used for serialization. You should not need this.
\return Index of added tab (should be same as the one passed) or -1 for failure*/ When true it reserves space for the index, doesn't move but replaces tabs
virtual s32 insertTab(s32 idx, IGUITab *tab, bool serializationMode = false) = 0; and it doesn't change the active tab.
\return Index of added tab (should be same as the one passed) or -1 for failure*/
//! Removes a tab from the tabcontrol virtual s32 insertTab(s32 idx, IGUITab* tab, bool serializationMode=false) = 0;
virtual void removeTab(s32 idx) = 0;
//! Removes a tab from the tabcontrol
//! Clears the tabcontrol removing all tabs virtual void removeTab(s32 idx) = 0;
virtual void clear() = 0;
//! Clears the tabcontrol removing all tabs
//! Returns amount of tabs in the tabcontrol virtual void clear() = 0;
virtual s32 getTabCount() const = 0;
//! Returns amount of tabs in the tabcontrol
//! Returns a tab based on zero based index virtual s32 getTabCount() const = 0;
/** \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 //! Returns a tab based on zero based index
is corresponding to this tab. */ /** \param idx: zero based index of tab. Is a value between 0 and getTabcount()-1;
virtual IGUITab *getTab(s32 idx) const = 0; \return Returns pointer to the Tab. Returns 0 if no tab
is corresponding to this tab. */
//! For given element find if it's a tab and return it's zero-based index (or -1 for not found) virtual IGUITab* getTab(s32 idx) const = 0;
/** \param tab Tab for which we are looking (usually you will look for an IGUITab* type as only
those can be tabs, but we allow looking for any kind of IGUIElement* as there are some //! For given element find if it's a tab and return it's zero-based index (or -1 for not found)
use-cases for that even if it just returns 0. For example this way you can check for /** \param tab Tab for which we are looking (usually you will look for an IGUITab* type as only
all children of this gui-element if they are tabs or some non-tab children.*/ those can be tabs, but we allow looking for any kind of IGUIElement* as there are some
virtual s32 getTabIndex(const IGUIElement *tab) const = 0; use-cases for that even if it just returns 0. For example this way you can check for
all children of this gui-element if they are tabs or some non-tab children.*/
//! Brings a tab to front. virtual s32 getTabIndex(const IGUIElement *tab) const = 0;
/** \param idx: number of the tab.
\return Returns true if successful. */ //! Brings a tab to front.
virtual bool setActiveTab(s32 idx) = 0; /** \param idx: number of the tab.
\return Returns true if successful. */
//! Brings a tab to front. virtual bool setActiveTab(s32 idx) = 0;
/** \param tab: pointer to the tab.
\return Returns true if successful. */ //! Brings a tab to front.
virtual bool setActiveTab(IGUITab *tab) = 0; /** \param tab: pointer to the tab.
\return Returns true if successful. */
//! Returns which tab is currently active virtual bool setActiveTab(IGUITab *tab) = 0;
virtual s32 getActiveTab() const = 0;
//! Returns which tab is currently active
//! get the the id of the tab at the given absolute coordinates virtual s32 getActiveTab() const = 0;
/** \return The id of the tab or -1 when no tab is at those coordinates*/
virtual s32 getTabAt(s32 xpos, s32 ypos) const = 0; //! get the the id of the tab at the given absolute coordinates
/** \return The id of the tab or -1 when no tab is at those coordinates*/
//! Set the height of the tabs virtual s32 getTabAt(s32 xpos, s32 ypos) const = 0;
virtual void setTabHeight(s32 height) = 0;
//! Set the height of the tabs
//! Get the height of the tabs virtual void setTabHeight( s32 height ) = 0;
/** return Returns the height of the tabs */
virtual s32 getTabHeight() const = 0; //! Get the height of the tabs
/** return Returns the height of the tabs */
//! set the maximal width of a tab. Per default width is 0 which means "no width restriction". virtual s32 getTabHeight() const = 0;
virtual void setTabMaxWidth(s32 width) = 0;
//! set the maximal width of a tab. Per default width is 0 which means "no width restriction".
//! get the maximal width of a tab virtual void setTabMaxWidth(s32 width ) = 0;
virtual s32 getTabMaxWidth() const = 0;
//! get the maximal width of a tab
//! Set the alignment of the tabs virtual s32 getTabMaxWidth() const = 0;
/** Use EGUIA_UPPERLEFT or EGUIA_LOWERRIGHT */
virtual void setTabVerticalAlignment(gui::EGUI_ALIGNMENT alignment) = 0; //! Set the alignment of the tabs
/** Use EGUIA_UPPERLEFT or EGUIA_LOWERRIGHT */
//! Get the alignment of the tabs virtual void setTabVerticalAlignment( gui::EGUI_ALIGNMENT alignment ) = 0;
/** return Returns the alignment of the tabs */
virtual gui::EGUI_ALIGNMENT getTabVerticalAlignment() const = 0; //! Get the alignment of the tabs
/** return Returns the alignment of the tabs */
//! Set the extra width added to tabs on each side of the text virtual gui::EGUI_ALIGNMENT getTabVerticalAlignment() const = 0;
virtual void setTabExtraWidth(s32 extraWidth) = 0;
//! Set the extra width added to tabs on each side of the text
//! Get the extra width added to tabs on each side of the text virtual void setTabExtraWidth( s32 extraWidth ) = 0;
/** return Returns the extra width of the tabs */
virtual s32 getTabExtraWidth() const = 0; //! Get the extra width added to tabs on each side of the text
}; /** return Returns the extra width of the tabs */
virtual s32 getTabExtraWidth() const = 0;
//! A tab-page, onto which other gui elements could be added. };
/** IGUITab refers mostly to the page itself, but also carries some data about the tab in the tabbar of an IGUITabControl. */
class IGUITab : public IGUIElement //! 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. */
public: class IGUITab : public IGUIElement
//! constructor {
IGUITab(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) : public:
IGUIElement(EGUIET_TAB, environment, parent, id, rectangle) {}
//! constructor
//! sets if the tab should draw its background IGUITab(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
virtual void setDrawBackground(bool draw = true) = 0; : IGUIElement(EGUIET_TAB, environment, parent, id, rectangle) {}
//! sets the color of the background, if it should be drawn. //! Returns zero based index of tab if in tabcontrol.
virtual void setBackgroundColor(video::SColor c) = 0; /** \deprecated Deprecated in 1.9, use IGUITabControl::getTabIndex instead*/
_IRR_DEPRECATED_ virtual s32 getNumber() const
//! returns true if the tab is drawing its background, false if not {
virtual bool isDrawingBackground() const = 0; if (Parent && Parent->getType() == EGUIET_TAB_CONTROL)
return static_cast<IGUITabControl*>(Parent)->getTabIndex(this);
//! returns the color of the background return -1;
virtual video::SColor getBackgroundColor() const = 0; }
//! sets the color of it's text in the tab-bar //! sets if the tab should draw its background
virtual void setTextColor(video::SColor c) = 0; virtual void setDrawBackground(bool draw=true) = 0;
//! gets the color of the text //! sets the color of the background, if it should be drawn.
virtual video::SColor getTextColor() const = 0; virtual void setBackgroundColor(video::SColor c) = 0;
};
//! returns true if the tab is drawing its background, false if not
} // end namespace gui virtual bool isDrawingBackground() const = 0;
} // end namespace irr
//! returns the color of the background
virtual video::SColor getBackgroundColor() const = 0;
//! sets the color of it's text in the tab-bar
virtual void setTextColor(video::SColor c) = 0;
//! gets the color of the text
virtual video::SColor getTextColor() const = 0;
};
} // end namespace gui
} // end namespace irr
#endif

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// 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

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_GUI_TOOL_BAR_H_INCLUDED__
#define __I_GUI_TOOL_BAR_H_INCLUDED__
#include "IGUIElement.h"
#include "IGUIElement.h"
namespace irr
{ namespace irr
namespace video {
{ namespace video
class ITexture; {
} // end namespace video class ITexture;
namespace gui } // end namespace video
{ namespace gui
class IGUIButton; {
class IGUIButton;
//! Stays at the top of its parent like the menu bar and contains tool buttons
class IGUIToolBar : public IGUIElement //! Stays at the top of its parent like the menu bar and contains tool buttons
{ class IGUIToolBar : public IGUIElement
public: {
//! constructor public:
IGUIToolBar(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) :
IGUIElement(EGUIET_TOOL_BAR, environment, parent, id, rectangle) {} //! constructor
IGUIToolBar(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
//! Adds a button to the tool bar : IGUIElement(EGUIET_TOOL_BAR, environment, parent, id, rectangle) {}
virtual IGUIButton *addButton(s32 id = -1, const wchar_t *text = 0, const wchar_t *tooltiptext = 0,
video::ITexture *img = 0, video::ITexture *pressedimg = 0, //! Adds a button to the tool bar
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
} // end namespace gui
} // end namespace irr
#endif

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// 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

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// 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

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// Copyright (C) 2002-2012 Nikolaus Gebhardt // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once #ifndef __I_SURFACE_LOADER_H_INCLUDED__
#define __I_SURFACE_LOADER_H_INCLUDED__
#include "IReferenceCounted.h"
#include "IImage.h" #include "IReferenceCounted.h"
#include "ITexture.h" #include "IImage.h"
#include "path.h" #include "ITexture.h"
#include "irrArray.h" #include "path.h"
#include "irrArray.h"
namespace irr
{ namespace irr
namespace io {
{ namespace io
class IReadFile; {
} // end namespace io class IReadFile;
namespace video } // end namespace io
{ namespace video
{
//! Class which is able to create a image from a file.
/** If you want the Irrlicht Engine be able to load textures of //! Class which is able to create a image from a file.
currently unsupported file formats (e.g .gif), then implement /** If you want the Irrlicht Engine be able to load textures of
this and add your new Surface loader with currently unsupported file formats (e.g .gif), then implement
IVideoDriver::addExternalImageLoader() to the engine. */ this and add your new Surface loader with
class IImageLoader : public virtual IReferenceCounted IVideoDriver::addExternalImageLoader() to the engine. */
{ class IImageLoader : public virtual IReferenceCounted
public: {
//! Check if the file might be loaded by this class public:
/** Check is based on the file extension (e.g. ".tga")
\param filename Name of file to check. //! Check if the file might be loaded by this class
\return True if file seems to be loadable. */ /** Check is based on the file extension (e.g. ".tga")
virtual bool isALoadableFileExtension(const io::path &filename) const = 0; \param filename Name of file to check.
\return True if file seems to be loadable. */
//! Check if the file might be loaded by this class virtual bool isALoadableFileExtension(const io::path& filename) const = 0;
/** Check might look into the file.
\param file File handle to check. //! Check if the file might be loaded by this class
\return True if file seems to be loadable. */ /** Check might look into the file.
virtual bool isALoadableFileFormat(io::IReadFile *file) const = 0; \param file File handle to check.
\return True if file seems to be loadable. */
//! Creates a surface from the file virtual bool isALoadableFileFormat(io::IReadFile* file) const = 0;
/** \param file File handle to check.
\return Pointer to newly created image, or 0 upon error. */ //! Creates a surface from the file
virtual IImage *loadImage(io::IReadFile *file) const = 0; /** \param file File handle to check.
}; \return Pointer to newly created image, or 0 upon error. */
virtual IImage* loadImage(io::IReadFile* file) const = 0;
} // end namespace video
} // end namespace irr //! 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;
}
};
} // end namespace video
} // end namespace irr
#endif

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