irrlicht/source/Irrlicht/CMeshTextureLoader.h
cutealien ffd7b63af0 API BREAKER: Replacing defines in irrTypes.h which are conflicting with c++ reserved identifier rules.
C++ has undefined behavior for identifiers starting with __ or with _ followed by an uppercase letter.
We still have many more (in IrrCompileConfig.h and in all header-guards), will likely replace those later as well.
As a workaround for users which might use irrlicht defines in their code, I've added the header irrLegacyDefines.h
Including that allows to continue using old defines for a while - or make it easier to have code which compiles 
with old and new Irrlicht library versions.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6251 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-08-27 12:55:10 +00:00

82 lines
2.5 KiB
C++

#ifndef IRR_C_MESH_TEXTURE_LOADER_H_INCLUDED
#define IRR_C_MESH_TEXTURE_LOADER_H_INCLUDED
#include "IMeshTextureLoader.h"
namespace irr
{
namespace io
{
class IFileSystem;
} // end namespace io
namespace video
{
class IVideoDriver;
}
namespace scene
{
class CMeshTextureLoader : public IMeshTextureLoader
{
public:
CMeshTextureLoader(irr::io::IFileSystem* fs, irr::video::IVideoDriver* driver);
//! Set a custom texture path.
/** This is the first path the texture-loader should search. */
virtual void setTexturePath(const irr::io::path& path) IRR_OVERRIDE;
//! Get the current custom texture path.
virtual const irr::io::path& getTexturePath() const IRR_OVERRIDE;
//! Get the texture by searching for it in all paths that makes sense for the given textureName.
/** Usually you do not have to use this method, it is used internally by IMeshLoader's.
\param textureName Texturename as used in the mesh-format
\return Pointer to the texture. Returns 0 if loading failed.*/
virtual irr::video::ITexture* getTexture(const irr::io::path& textureName) IRR_OVERRIDE;
//! Meshloaders will search paths relative to the meshFile.
/** Usually you do not have to use this method, it is used internally by IMeshLoader's.
Any values you set here will likely be overwritten internally. */
virtual void setMeshFile(const irr::io::IReadFile* meshFile) IRR_OVERRIDE;
//! Meshloaders will try to look relative to the path of the materialFile
/** Usually you do not have to use this method, it is used internally by IMeshLoader's.
Any values you set here will likely be overwritten internally. */
virtual void setMaterialFile(const irr::io::IReadFile* materialFile) IRR_OVERRIDE;
protected:
// make certain path's have a certain internal format
void preparePath(irr::io::path& directory)
{
if (!directory.empty())
{
if (directory == IRR_TEXT("."))
directory = IRR_TEXT("");
directory.replace(IRR_TEXT('\\'),IRR_TEXT('/'));
if (directory.lastChar() != IRR_TEXT('/'))
directory.append(IRR_TEXT('/'));
}
}
// Save the texturename when it's a an existing file
bool checkTextureName( const irr::io::path& filename);
private:
irr::io::IFileSystem * FileSystem;
irr::video::IVideoDriver* VideoDriver;
irr::io::path TexturePath;
const irr::io::IReadFile* MeshFile;
irr::io::path MeshPath;
const irr::io::IReadFile* MaterialFile;
irr::io::path MaterialPath;
irr::io::path TextureName;
};
} // end namespace scene
} // end namespace irr
#endif