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C++ has undefined behavior for identifiers starting with __ or with _ followed by an uppercase letter. We still have many more (in IrrCompileConfig.h and in all header-guards), will likely replace those later as well. As a workaround for users which might use irrlicht defines in their code, I've added the header irrLegacyDefines.h Including that allows to continue using old defines for a while - or make it easier to have code which compiles with old and new Irrlicht library versions. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6251 dfc29bdd-3216-0410-991c-e03cc46cb475
82 lines
2.5 KiB
C++
82 lines
2.5 KiB
C++
#ifndef IRR_C_MESH_TEXTURE_LOADER_H_INCLUDED
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#define IRR_C_MESH_TEXTURE_LOADER_H_INCLUDED
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#include "IMeshTextureLoader.h"
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namespace irr
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{
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namespace io
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{
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class IFileSystem;
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} // end namespace io
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namespace video
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{
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class IVideoDriver;
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}
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namespace scene
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{
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class CMeshTextureLoader : public IMeshTextureLoader
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{
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public:
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CMeshTextureLoader(irr::io::IFileSystem* fs, irr::video::IVideoDriver* driver);
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//! Set a custom texture path.
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/** This is the first path the texture-loader should search. */
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virtual void setTexturePath(const irr::io::path& path) IRR_OVERRIDE;
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//! Get the current custom texture path.
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virtual const irr::io::path& getTexturePath() const IRR_OVERRIDE;
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//! Get the texture by searching for it in all paths that makes sense for the given textureName.
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/** Usually you do not have to use this method, it is used internally by IMeshLoader's.
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\param textureName Texturename as used in the mesh-format
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\return Pointer to the texture. Returns 0 if loading failed.*/
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virtual irr::video::ITexture* getTexture(const irr::io::path& textureName) IRR_OVERRIDE;
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//! Meshloaders will search paths relative to the meshFile.
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/** Usually you do not have to use this method, it is used internally by IMeshLoader's.
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Any values you set here will likely be overwritten internally. */
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virtual void setMeshFile(const irr::io::IReadFile* meshFile) IRR_OVERRIDE;
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//! Meshloaders will try to look relative to the path of the materialFile
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/** Usually you do not have to use this method, it is used internally by IMeshLoader's.
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Any values you set here will likely be overwritten internally. */
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virtual void setMaterialFile(const irr::io::IReadFile* materialFile) IRR_OVERRIDE;
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protected:
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// make certain path's have a certain internal format
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void preparePath(irr::io::path& directory)
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{
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if (!directory.empty())
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{
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if (directory == IRR_TEXT("."))
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directory = IRR_TEXT("");
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directory.replace(IRR_TEXT('\\'),IRR_TEXT('/'));
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if (directory.lastChar() != IRR_TEXT('/'))
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directory.append(IRR_TEXT('/'));
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}
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}
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// Save the texturename when it's a an existing file
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bool checkTextureName( const irr::io::path& filename);
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private:
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irr::io::IFileSystem * FileSystem;
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irr::video::IVideoDriver* VideoDriver;
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irr::io::path TexturePath;
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const irr::io::IReadFile* MeshFile;
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irr::io::path MeshPath;
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const irr::io::IReadFile* MaterialFile;
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irr::io::path MaterialPath;
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irr::io::path TextureName;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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