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Author SHA1 Message Date
sfan5
275e152523 v2 2023-09-18 21:47:45 +02:00
sfan5
4ca90e3dfd afl-fuzz 2023-09-18 15:48:40 +02:00
385 changed files with 107599 additions and 104563 deletions

@ -8,46 +8,47 @@ on:
jobs: jobs:
linux-gl: linux-gl:
runs-on: ubuntu-20.04 runs-on: ubuntu-latest
container:
image: ubuntu:bionic
env: { LANG: "C.UTF-8" }
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v3
- name: Install deps - name: Install deps
run: | run: |
sudo apt-get update apt-get update
sudo apt-get install g++ cmake libxi-dev libgl1-mesa-dev libpng-dev libjpeg-dev zlib1g-dev -qyy apt-get install g++ cmake libxi-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@v3
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-latest
runs-on: ubuntu-22.04 container:
image: ubuntu:bionic
env: { LANG: "C.UTF-8" }
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v3
- name: Install deps - name: Install deps
run: | run: |
sudo apt-get update apt-get update
sudo apt-get install g++ cmake libxi-dev libgles2-mesa-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy apt-get install g++ cmake libxi-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 cmake . -DBUILD_EXAMPLES=1 -DENABLE_OPENGL=OFF -DENABLE_GLES2=ON
make -j2 make -j2
- name: Test (headless) - name: Test (headless)
@ -61,18 +62,20 @@ jobs:
LIBGL_ALWAYS_SOFTWARE=true xvfb-run ./AutomatedTest ogles2 LIBGL_ALWAYS_SOFTWARE=true xvfb-run ./AutomatedTest ogles2
linux-sdl: linux-sdl:
# something is wrong with the SDL cmake files on 20.04 runs-on: ubuntu-latest
runs-on: ubuntu-22.04 container:
image: ubuntu:jammy
env: { LANG: "C.UTF-8" }
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v3
- name: Install deps - name: Install deps
run: | run: |
sudo apt-get update apt-get update
sudo apt-get install g++ cmake libsdl2-dev libpng-dev libjpeg-dev zlib1g-dev -qyy apt-get install g++ cmake libsdl2-dev libpng-dev libjpeg-dev zlib1g-dev -qyy
- name: Build - name: Build
run: | run: |
cmake . -DBUILD_EXAMPLES=1 -DUSE_SDL2=ON -DCMAKE_BUILD_TYPE=Debug cmake . -DBUILD_EXAMPLES=1 -DUSE_SDL2=ON
make -j2 make -j2
- name: Test (headless) - name: Test (headless)
@ -81,14 +84,16 @@ jobs:
./AutomatedTest null ./AutomatedTest null
linux-sdl-gl3: linux-sdl-gl3:
# Xvfb test is broken on 20.04 for unknown reasons (not our bug) runs-on: ubuntu-latest
runs-on: ubuntu-22.04 container:
image: ubuntu:jammy
env: { LANG: "C.UTF-8" }
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v3
- name: Install deps - name: Install deps
run: | run: |
sudo apt-get update apt-get update
sudo apt-get install g++ cmake libsdl2-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy apt-get install g++ cmake libsdl2-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy
- name: Build - name: Build
run: | run: |
@ -106,14 +111,16 @@ jobs:
LIBGL_ALWAYS_SOFTWARE=true xvfb-run ./AutomatedTest opengl3 LIBGL_ALWAYS_SOFTWARE=true xvfb-run ./AutomatedTest opengl3
linux-sdl-gles2: linux-sdl-gles2:
# something is wrong with the SDL cmake files on 20.04 runs-on: ubuntu-latest
runs-on: ubuntu-22.04 container:
image: ubuntu:jammy
env: { LANG: "C.UTF-8" }
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v3
- name: Install deps - name: Install deps
run: | run: |
sudo apt-get update apt-get update
sudo apt-get install g++ cmake libsdl2-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy apt-get install g++ cmake libsdl2-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy
- name: Build - name: Build
run: | run: |
@ -132,7 +139,7 @@ jobs:
mingw: mingw:
name: "MinGW ${{matrix.config.variant}}${{matrix.config.extras}}" name: "MinGW ${{matrix.config.variant}}${{matrix.config.extras}}"
runs-on: ubuntu-22.04 runs-on: ubuntu-20.04
strategy: strategy:
fail-fast: false fail-fast: false
matrix: matrix:
@ -142,21 +149,22 @@ jobs:
- {variant: win32, arch: i686, extras: "-sdl"} - {variant: win32, arch: i686, extras: "-sdl"}
- {variant: win64, arch: x86_64, extras: "-sdl"} - {variant: win64, arch: x86_64, extras: "-sdl"}
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v3
- name: Install compiler - name: Install compiler
run: | run: |
sudo apt-get update && sudo apt-get install cmake -qyy sudo apt-get update && sudo apt-get install cmake -qyy
./scripts/ci-get-mingw.sh wget http://minetest.kitsunemimi.pw/mingw-w64-${{matrix.config.arch}}_11.2.0_ubuntu20.04.tar.xz -O mingw.tar.xz
sudo tar -xaf mingw.tar.xz -C /usr
- name: Build - name: Build
run: | run: |
./scripts/ci-build-mingw.sh package ./scripts/ci-build-mingw.sh package
env: env:
CC: ${{matrix.config.arch}}-w64-mingw32-clang CC: ${{matrix.config.arch}}-w64-mingw32-gcc
CXX: ${{matrix.config.arch}}-w64-mingw32-clang++ CXX: ${{matrix.config.arch}}-w64-mingw32-g++
extras: ${{matrix.config.extras}} extras: ${{matrix.config.extras}}
- uses: actions/upload-artifact@v4 - uses: actions/upload-artifact@v3
with: with:
name: irrlicht-${{matrix.config.variant}}${{matrix.config.extras}} name: irrlicht-${{matrix.config.variant}}${{matrix.config.extras}}
path: ./irrlicht-${{matrix.config.variant}}${{matrix.config.extras}}.zip path: ./irrlicht-${{matrix.config.variant}}${{matrix.config.extras}}.zip
@ -164,7 +172,7 @@ jobs:
macos: macos:
runs-on: macos-latest runs-on: macos-latest
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v3
- name: Install deps - name: Install deps
run: | run: |
brew update brew update
@ -179,27 +187,13 @@ jobs:
run: | run: |
./bin/OSX/AutomatedTest null ./bin/OSX/AutomatedTest null
macos-sdl:
runs-on: macos-latest
steps:
- uses: actions/checkout@v4
- name: Install deps
run: |
brew update
brew install cmake libpng jpeg sdl2
- name: Build
run: |
cmake . -DCMAKE_FIND_FRAMEWORK=LAST -DBUILD_EXAMPLES=1 -DUSE_SDL2=1
make -j3
msvc: msvc:
name: VS 2019 ${{ matrix.config.arch }} ${{ matrix.sdl.label }} name: VS 2019 ${{ matrix.config.arch }} ${{ matrix.sdl.label }}
runs-on: windows-2019 runs-on: windows-2019
env: env:
VCPKG_VERSION: 8eb57355a4ffb410a2e94c07b4dca2dffbee8e50 VCPKG_VERSION: 14e7bb4ae24616ec54ff6b2f6ef4e8659434ea44
# 2023.10.19 # 2022.05.10
vcpkg_packages: zlib libpng libjpeg-turbo vcpkg_packages: zlib libpng libjpeg-turbo opengl-registry
strategy: strategy:
fail-fast: false fail-fast: false
matrix: matrix:
@ -216,7 +210,6 @@ jobs:
- -
use: FALSE use: FALSE
label: '(no SDL)' label: '(no SDL)'
vcpkg_packages: opengl-registry
- -
use: TRUE use: TRUE
label: '(with SDL)' label: '(with SDL)'
@ -224,7 +217,7 @@ jobs:
steps: steps:
- name: Checkout - name: Checkout
uses: actions/checkout@v4 uses: actions/checkout@v3
- name: Restore from cache and run vcpkg - name: Restore from cache and run vcpkg
uses: lukka/run-vcpkg@v7 uses: lukka/run-vcpkg@v7
@ -257,50 +250,7 @@ jobs:
run: move include artifact/ run: move include artifact/
- name: Upload Artifact - name: Upload Artifact
uses: actions/upload-artifact@v4 uses: actions/upload-artifact@v3
with: with:
name: msvc-${{ matrix.config.arch }}-${{matrix.sdl.use}} name: msvc-${{ matrix.config.arch }}
path: artifact/ 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 }}

3
.gitignore vendored

@ -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*
@ -22,4 +21,4 @@ scripts/glext.h
*visualstudio/ *visualstudio/
# vscode cmake plugin # vscode cmake plugin
build/* build/*

@ -1,6 +1,13 @@
cmake_minimum_required(VERSION 3.12) cmake_minimum_required(VERSION 3.5)
set(IRRLICHTMT_REVISION 15) # >=3.9 enables IPO; >=3.11 prefers GLVND
if(${CMAKE_VERSION} VERSION_LESS 3.11)
cmake_policy(VERSION ${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION})
else()
cmake_policy(VERSION 3.11)
endif()
set(IRRLICHTMT_REVISION 12)
project(Irrlicht project(Irrlicht
VERSION 1.9.0.${IRRLICHTMT_REVISION} VERSION 1.9.0.${IRRLICHTMT_REVISION}
@ -9,9 +16,6 @@ project(Irrlicht
message(STATUS "*** Building IrrlichtMt ${PROJECT_VERSION} ***") message(STATUS "*** Building IrrlichtMt ${PROJECT_VERSION} ***")
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
include(GNUInstallDirs) include(GNUInstallDirs)
if(ANDROID) if(ANDROID)
@ -34,9 +38,7 @@ if(NOT CMAKE_BUILD_TYPE)
endif() endif()
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake") list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
enable_testing()
add_subdirectory(source/Irrlicht) add_subdirectory(source/Irrlicht)
add_subdirectory(test)
option(BUILD_EXAMPLES "Build example applications" FALSE) option(BUILD_EXAMPLES "Build example applications" FALSE)
if(BUILD_EXAMPLES) if(BUILD_EXAMPLES)

@ -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()

26
LICENSE

@ -1,26 +0,0 @@
Copyright (C) 2002-2012 Nikolaus Gebhardt
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
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
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
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
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
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
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
recompiling the engine.

1
LICENSE Symbolic link

@ -0,0 +1 @@
doc/irrlicht-license.txt

@ -1,8 +1,9 @@
IrrlichtMt version 1.9 IrrlichtMt version 1.9
====================== ======================
IrrlichtMt is the 3D engine of [Minetest](https://github.com/minetest). The Irrlicht Engine is an open source realtime 3D engine written in C++.
It is based on the [Irrlicht Engine](https://irrlicht.sourceforge.io/) but is now developed independently.
This is a fork by the [Minetest](https://github.com/minetest) developers that was stripped-down and customized specifically for use in Minetest.
It is intentionally not compatible to upstream and is planned to be eventually absorbed into Minetest. It is intentionally not compatible to upstream and is planned to be eventually absorbed into Minetest.
Build Build
@ -15,7 +16,6 @@ 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
@ -24,7 +24,7 @@ Aside from standard search options (`ZLIB_INCLUDE_DIR`, `ZLIB_LIBRARY`, ...) the
* `ENABLE_OPENGL3` (default: `OFF`) - Enable OpenGL 3+ driver * `ENABLE_OPENGL3` (default: `OFF`) - Enable OpenGL 3+ driver
* `ENABLE_GLES1` - Enable OpenGL ES driver, legacy * `ENABLE_GLES1` - Enable OpenGL ES driver, legacy
* `ENABLE_GLES2` - Enable OpenGL ES 2+ driver * `ENABLE_GLES2` - Enable OpenGL ES 2+ driver
* `USE_SDL2` (default: platform-dependent, usually `ON`) - Use SDL2 instead of older native device code * `USE_SDL2` (default: `OFF`) - Use SDL2 instead of native platform device
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:
@ -41,7 +41,7 @@ It is highly recommended to use vcpkg as package manager.
After you successfully built vcpkg you can easily install the required libraries: After you successfully built vcpkg you can easily install the required libraries:
vcpkg install zlib libjpeg-turbo libpng sdl2 --triplet x64-windows vcpkg install zlib libjpeg-turbo libpng opengl-registry --triplet x64-windows
Run the following script in PowerShell: Run the following script in PowerShell:

4
bin/Linux/readme.txt Normal file

@ -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.

1
bin/OSX/readme.txt Normal file

@ -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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@ -0,0 +1,25 @@
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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16
bin/Win32-gcc/readme.txt Normal file

@ -0,0 +1,16 @@
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.

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

27
build.sh Executable file

@ -0,0 +1,27 @@
#!/bin/bash -e
args=(-DBUILD_EXAMPLES=ON -DENABLE_OPENGL=OFF -DBUILD_SHARED_LIBS=OFF)
export CC=afl-clang-fast
export CXX=afl-clang-fast++
export LD=$CXX
unset AFL_USE_ASAN
if ! grep -Fq '/afl-' build2/CMakeCache.txt; then
rm -rf build2
cmake -S . -B build2 "${args[@]}"
fi
nice make -C build2 clean
nice make -C build2 -j10
for f in build2/bin/Linux/*; do
ln -snfv "../../$f" "bin/Linux/${f##*/}_noasan"
done
export CC=afl-clang-lto
export CXX=afl-clang-lto++
export LD=$CXX
export AFL_USE_ASAN=1
if ! grep -Fq '/afl-' CMakeCache.txt; then
rm -f CMakeCache.txt
cmake . "${args[@]}"
fi
nice make clean
nice make -j10

26
doc/irrlicht-license.txt Normal file

@ -0,0 +1,26 @@
Copyright (C) 2002-2012 Nikolaus Gebhardt
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
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
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
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
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
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
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
recompiling the engine.

63
doc/release_checklist.txt Normal file

@ -0,0 +1,63 @@
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.

2891
doc/upgrade-guide.txt Normal file

File diff suppressed because it is too large Load Diff

@ -1,162 +1,162 @@
#include <iostream> #include <iostream>
#include <irrlicht.h> #include <irrlicht.h>
#include "exampleHelper.h" #include "exampleHelper.h"
using namespace irr; using namespace irr;
static IrrlichtDevice *device = nullptr; static IrrlichtDevice *device = nullptr;
static int test_fail = 0; static int test_fail = 0;
void test_irr_array(); void test_irr_array();
void test_irr_string(); void test_irr_string();
static video::E_DRIVER_TYPE chooseDriver(core::stringc arg_) static video::E_DRIVER_TYPE chooseDriver(core::stringc arg_)
{ {
if (arg_ == "null") if (arg_ == "null")
return video::EDT_NULL; return video::EDT_NULL;
if (arg_ == "ogles1") if (arg_ == "ogles1")
return video::EDT_OGLES1; return video::EDT_OGLES1;
if (arg_ == "ogles2") if (arg_ == "ogles2")
return video::EDT_OGLES2; return video::EDT_OGLES2;
if (arg_ == "opengl") if (arg_ == "opengl")
return video::EDT_OPENGL; return video::EDT_OPENGL;
if (arg_ == "opengl3") if (arg_ == "opengl3")
return video::EDT_OPENGL3; return video::EDT_OPENGL3;
std::cerr << "Unknown driver type: " << arg_.c_str() << ". Trying OpenGL." << std::endl; std::cerr << "Unknown driver type: " << arg_.c_str() << ". Trying OpenGL." << std::endl;
return video::EDT_OPENGL; return video::EDT_OPENGL;
} }
static inline void check(bool ok, const char *msg) static inline void check(bool ok, const char *msg)
{ {
if (!ok) if (!ok)
{ {
test_fail++; test_fail++;
device->getLogger()->log((core::stringc("FAILED TEST: ") + msg).c_str(), ELL_ERROR); device->getLogger()->log((core::stringc("FAILED TEST: ") + msg).c_str(), ELL_ERROR);
} }
} }
void run_unit_tests() { void run_unit_tests() {
std::cout << "Running unit tests:" << std::endl; std::cout << "Running unit tests:" << std::endl;
try { try {
test_irr_array(); test_irr_array();
test_irr_string(); test_irr_string();
} catch (const std::exception &e) { } catch (const std::exception &e) {
std::cerr << e.what() << std::endl; std::cerr << e.what() << std::endl;
test_fail++; test_fail++;
} }
std::cout << std::endl; std::cout << std::endl;
} }
int main(int argc, char *argv[]) int main(int argc, char *argv[])
{ {
run_unit_tests(); run_unit_tests();
SIrrlichtCreationParameters p; SIrrlichtCreationParameters p;
p.DriverType = chooseDriver(argc > 1 ? argv[1] : ""); p.DriverType = chooseDriver(argc > 1 ? argv[1] : "");
p.WindowSize = core::dimension2du(640, 480); p.WindowSize = core::dimension2du(640, 480);
p.Vsync = true; p.Vsync = true;
p.LoggingLevel = ELL_DEBUG; p.LoggingLevel = ELL_DEBUG;
device = createDeviceEx(p); device = createDeviceEx(p);
if (!device) if (!device)
return 1; return 1;
{ {
u32 total = 0; u32 total = 0;
device->getOSOperator()->getSystemMemory(&total, nullptr); device->getOSOperator()->getSystemMemory(&total, nullptr);
core::stringc message = core::stringc("Total RAM in MiB: ") + core::stringc(total >> 10); core::stringc message = core::stringc("Total RAM in MiB: ") + core::stringc(total >> 10);
device->getLogger()->log(message.c_str(), ELL_INFORMATION); device->getLogger()->log(message.c_str(), ELL_INFORMATION);
check(total > 130 * 1024, "RAM amount"); check(total > 130 * 1024, "RAM amount");
} }
device->setWindowCaption(L"Hello World!"); device->setWindowCaption(L"Hello World!");
device->setResizable(true); device->setResizable(true);
video::IVideoDriver* driver = device->getVideoDriver(); video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager(); scene::ISceneManager* smgr = device->getSceneManager();
gui::IGUIEnvironment* guienv = device->getGUIEnvironment(); gui::IGUIEnvironment* guienv = device->getGUIEnvironment();
guienv->addStaticText(L"sample text", core::rect<s32>(10,10,110,22), false); guienv->addStaticText(L"sample text", core::rect<s32>(10,10,110,22), false);
gui::IGUIButton* button = guienv->addButton( gui::IGUIButton* button = guienv->addButton(
core::rect<s32>(10,30,110,30 + 32), 0, -1, L"sample button", core::rect<s32>(10,30,110,30 + 32), 0, -1, L"sample button",
L"sample tooltip"); L"sample tooltip");
gui::IGUIEditBox* editbox = guienv->addEditBox(L"", gui::IGUIEditBox* editbox = guienv->addEditBox(L"",
core::rect<s32>(10,70,60,70 + 16)); core::rect<s32>(10,70,60,70 + 16));
const io::path mediaPath = getExampleMediaPath(); const io::path mediaPath = getExampleMediaPath();
auto mesh_file = device->getFileSystem()->createAndOpenFile(mediaPath + "coolguy_opt.x"); auto mesh_file = device->getFileSystem()->createAndOpenFile(mediaPath + "coolguy_opt.x");
check(mesh_file, "mesh file loading"); check(mesh_file, "mesh file loading");
scene::IAnimatedMesh* mesh = smgr->getMesh(mesh_file); scene::IAnimatedMesh* mesh = smgr->getMesh(mesh_file);
check(mesh, "mesh loading"); check(mesh, "mesh loading");
if (mesh_file) if (mesh_file)
mesh_file->drop(); mesh_file->drop();
if (mesh) if (mesh)
{ {
video::ITexture* tex = driver->getTexture(mediaPath + "cooltexture.png"); video::ITexture* tex = driver->getTexture(mediaPath + "cooltexture.png");
check(tex, "texture loading"); check(tex, "texture loading");
scene::IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(mesh); scene::IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(mesh);
if (node) if (node)
{ {
node->forEachMaterial([tex] (video::SMaterial &mat) { node->forEachMaterial([tex] (video::SMaterial &mat) {
mat.Lighting = false; mat.Lighting = false;
mat.setTexture(0, tex); mat.setTexture(0, tex);
}); });
node->setFrameLoop(0, 29); node->setFrameLoop(0, 29);
node->setAnimationSpeed(30); node->setAnimationSpeed(30);
} }
} }
smgr->addCameraSceneNode(0, core::vector3df(0,4,5), core::vector3df(0,2,0)); smgr->addCameraSceneNode(0, core::vector3df(0,4,5), core::vector3df(0,2,0));
s32 n = 0; s32 n = 0;
SEvent event; SEvent event;
device->getTimer()->start(); device->getTimer()->start();
while (device->run()) while (device->run())
{ {
if (device->getTimer()->getTime() >= 1000) if (device->getTimer()->getTime() >= 1000)
{ {
device->getTimer()->setTime(0); device->getTimer()->setTime(0);
++n; ++n;
if (n == 1) // Tooltip display if (n == 1) // Tooltip display
{ {
bzero(&event, sizeof(SEvent)); bzero(&event, sizeof(SEvent));
event.EventType = irr::EET_MOUSE_INPUT_EVENT; event.EventType = irr::EET_MOUSE_INPUT_EVENT;
event.MouseInput.Event = irr::EMIE_MOUSE_MOVED; event.MouseInput.Event = irr::EMIE_MOUSE_MOVED;
event.MouseInput.X = button->getAbsolutePosition().getCenter().X; event.MouseInput.X = button->getAbsolutePosition().getCenter().X;
event.MouseInput.Y = button->getAbsolutePosition().getCenter().Y; event.MouseInput.Y = button->getAbsolutePosition().getCenter().Y;
device->postEventFromUser(event); device->postEventFromUser(event);
} }
else if (n == 2) // Text input focus else if (n == 2) // Text input focus
guienv->setFocus(editbox); guienv->setFocus(editbox);
else if (n == 3) // Keypress for Text input else if (n == 3) // Keypress for Text input
{ {
bzero(&event, sizeof(SEvent)); bzero(&event, sizeof(SEvent));
event.EventType = irr::EET_KEY_INPUT_EVENT; event.EventType = irr::EET_KEY_INPUT_EVENT;
event.KeyInput.Char = L'a'; event.KeyInput.Char = L'a';
event.KeyInput.Key = KEY_KEY_A; event.KeyInput.Key = KEY_KEY_A;
event.KeyInput.PressedDown = true; event.KeyInput.PressedDown = true;
device->postEventFromUser(event); device->postEventFromUser(event);
event.KeyInput.PressedDown = false; event.KeyInput.PressedDown = false;
device->postEventFromUser(event); device->postEventFromUser(event);
} }
else else
device->closeDevice(); device->closeDevice();
} }
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH,
video::SColor(255,100,100,150)); video::SColor(255,100,100,150));
smgr->drawAll(); smgr->drawAll();
guienv->drawAll(); guienv->drawAll();
driver->endScene(); driver->endScene();
} }
check(core::stringw(L"a") == editbox->getText(), "EditBox text"); check(core::stringw(L"a") == editbox->getText(), "EditBox text");
device->getLogger()->log("Done.", ELL_INFORMATION); device->getLogger()->log("Done.", ELL_INFORMATION);
device->drop(); device->drop();
return test_fail > 0 ? 1 : 0; return test_fail > 0 ? 1 : 0;
} }

@ -168,32 +168,22 @@ static void test_methods()
static void test_conv() static void test_conv()
{ {
// locale-independent // assumes Unicode and UTF-8 locale
setlocale(LC_CTYPE, "");
stringw out; stringw out;
utf8ToWString(out, "†††"); multibyteToWString(out, "†††");
UASSERTEQ(out.size(), 3); UASSERTEQ(out.size(), 3);
for (int i = 0; i < 3; i++) for (int i = 0; i < 3; i++)
UASSERTEQ(static_cast<u16>(out[i]), 0x2020); UASSERTEQ(static_cast<u16>(out[i]), 0x2020);
stringc out2; stringc out2;
wStringToUTF8(out2, L"†††"); wStringToMultibyte(out2, L"†††");
UASSERTEQ(out2.size(), 9); UASSERTEQ(out2.size(), 9);
for (int i = 0; i < 3; i++) { for (int i = 0; i < 3; i++) {
UASSERTEQ(static_cast<u8>(out2[3*i]), 0xe2); UASSERTEQ(static_cast<u8>(out2[3*i]), 0xe2);
UASSERTEQ(static_cast<u8>(out2[3*i+1]), 0x80); UASSERTEQ(static_cast<u8>(out2[3*i+1]), 0x80);
UASSERTEQ(static_cast<u8>(out2[3*i+2]), 0xa0); 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() void test_irr_string()

@ -1,7 +1,11 @@
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(IRREXAMPLES set(IRREXAMPLES
# removed LoadTexture
LoadMesh
) )
if(UNIX) if(FALSE)
list(APPEND IRREXAMPLES AutomatedTest) list(APPEND IRREXAMPLES AutomatedTest)
endif() endif()

@ -0,0 +1,44 @@
#include <irrlicht.h>
#include <iostream>
using namespace irr;
int main(int argc, char *argv[])
{
if (argc < 2)
return 1;
SIrrlichtCreationParameters p;
p.DriverType = video::EDT_NULL;
p.WindowSize = core::dimension2du(640, 480);
p.LoggingLevel = ELL_DEBUG;
auto *device = createDeviceEx(p);
if (!device)
return 1;
auto *smgr = device->getSceneManager();
while (__AFL_LOOP(10000)) {
auto *mfile = device->getFileSystem()->createAndOpenFile(argv[1]);
if (!mfile)
continue;
scene::IAnimatedMesh *mesh;
// Irrlicht matches on file extension so we have to do this by hand
for (u32 i = 0; i < smgr->getMeshLoaderCount(); i++) {
mfile->seek(0);
mesh = smgr->getMeshLoader(i)->createMesh(mfile);
if (mesh) {
core::stringc msg("Loaded using loader #");
msg += core::stringc(i);
device->getLogger()->log(msg.c_str(), ELL_DEBUG);
break;
}
}
if (mesh)
mesh->drop();
mfile->drop();
}
device->drop();
return 0;
}

@ -0,0 +1,29 @@
#include <irrlicht.h>
#include <iostream>
using namespace irr;
int main(int argc, char *argv[])
{
if (argc < 2)
return 1;
SIrrlichtCreationParameters p;
p.DriverType = video::EDT_NULL;
p.WindowSize = core::dimension2du(640, 480);
p.LoggingLevel = ELL_DEBUG;
auto *device = createDeviceEx(p);
if (!device)
return 1;
auto *driver = device->getVideoDriver();
while (__AFL_LOOP(10000)) {
auto *tex = driver->getTexture(argv[1]);
if (tex)
driver->removeTexture(tex);
}
device->drop();
return 0;
}

226
include/CIndexBuffer.h Normal file

@ -0,0 +1,226 @@
// 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;
u32 stride() const override {return sizeof(T);}
u32 size() const override {return Indices.size();}
void push_back(const u32 &element) override
{
// push const ref due to compiler problem with gcc 4.6, big endian
Indices.push_back((const T&)element);
}
u32 operator [](u32 index) const override
{
return (u32)(Indices[index]);
}
u32 getLast() override {return (u32)Indices.getLast();}
void setValue(u32 index, u32 value) override
{
Indices[index]=(T)value;
}
void set_used(u32 usedNow) override
{
Indices.set_used(usedNow);
}
void reallocate(u32 new_size) override
{
Indices.reallocate(new_size);
}
u32 allocated_size() const override
{
return Indices.allocated_size();
}
void* pointer() override {return Indices.pointer();}
video::E_INDEX_TYPE getType() const 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);
void setType(video::E_INDEX_TYPE IndexType) 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;
}
void* getData() override {return Indices->pointer();}
video::E_INDEX_TYPE getType() const override {return Indices->getType();}
u32 stride() const override {return Indices->stride();}
u32 size() const override
{
return Indices->size();
}
void push_back(const u32 &element) override
{
Indices->push_back(element);
}
u32 operator [](u32 index) const override
{
return (*Indices)[index];
}
u32 getLast() override
{
return Indices->getLast();
}
void setValue(u32 index, u32 value) override
{
Indices->setValue(index, value);
}
void set_used(u32 usedNow) override
{
Indices->set_used(usedNow);
}
void reallocate(u32 new_size) override
{
Indices->reallocate(new_size);
}
u32 allocated_size() const override
{
return Indices->allocated_size();
}
void* pointer() override
{
return Indices->pointer();
}
//! get the current hardware mapping hint
E_HARDWARE_MAPPING getHardwareMappingHint() const override
{
return MappingHint;
}
//! set the hardware mapping hint, for driver
void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint ) override
{
MappingHint=NewMappingHint;
}
//! flags the mesh as changed, reloads hardware buffers
void setDirty() override
{
++ChangedID;
}
//! Get the currently used ID for identification of changes.
/** This shouldn't be used for anything outside the VideoDriver. */
u32 getChangedID() const override {return ChangedID;}
E_HARDWARE_MAPPING MappingHint;
u32 ChangedID;
};
} // end namespace scene
} // end namespace irr
#endif

@ -1,294 +1,330 @@
// 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) CMeshBuffer()
, MappingHint_Vertex(EHM_NEVER), MappingHint_Index(EHM_NEVER) : ChangedID_Vertex(1), ChangedID_Index(1)
, HWBuffer(NULL) , MappingHint_Vertex(EHM_NEVER), MappingHint_Index(EHM_NEVER)
, PrimitiveType(EPT_TRIANGLES) , HWBuffer(NULL)
{ , PrimitiveType(EPT_TRIANGLES)
#ifdef _DEBUG {
setDebugName("CMeshBuffer"); #ifdef _DEBUG
#endif setDebugName("CMeshBuffer");
} #endif
}
//! Get material of this meshbuffer
/** \return Material of this buffer */ //! Get material of this meshbuffer
const video::SMaterial& getMaterial() const override /** \return Material of this buffer */
{ const video::SMaterial& getMaterial() const override
return Material; {
} return Material;
}
//! Get material of this meshbuffer
/** \return Material of this buffer */ //! Get material of this meshbuffer
video::SMaterial& getMaterial() override /** \return Material of this buffer */
{ video::SMaterial& getMaterial() override
return Material; {
} return Material;
}
//! Get pointer to vertices
/** \return Pointer to vertices. */ //! Get pointer to vertices
const void* getVertices() const override /** \return Pointer to vertices. */
{ const void* getVertices() const override
return Vertices.const_pointer(); {
} return Vertices.const_pointer();
}
//! Get pointer to vertices
/** \return Pointer to vertices. */ //! Get pointer to vertices
void* getVertices() override /** \return Pointer to vertices. */
{ void* getVertices() override
return Vertices.pointer(); {
} return Vertices.pointer();
}
//! Get number of vertices
/** \return Number of vertices. */ //! Get number of vertices
u32 getVertexCount() const override /** \return Number of vertices. */
{ u32 getVertexCount() const override
return Vertices.size(); {
} return Vertices.size();
}
//! Get type of index data which is stored in this meshbuffer.
/** \return Index type of this buffer. */ //! Get type of index data which is stored in this meshbuffer.
video::E_INDEX_TYPE getIndexType() const override /** \return Index type of this buffer. */
{ video::E_INDEX_TYPE getIndexType() const override
return video::EIT_16BIT; {
} return video::EIT_16BIT;
}
//! Get pointer to indices
/** \return Pointer to indices. */ //! Get pointer to indices
const u16* getIndices() const override /** \return Pointer to indices. */
{ const u16* getIndices() const override
return Indices.const_pointer(); {
} return Indices.const_pointer();
}
//! Get pointer to indices
/** \return Pointer to indices. */ //! Get pointer to indices
u16* getIndices() override /** \return Pointer to indices. */
{ u16* getIndices() override
return Indices.pointer(); {
} return Indices.pointer();
}
//! Get number of indices
/** \return Number of indices. */ //! Get number of indices
u32 getIndexCount() const override /** \return Number of indices. */
{ u32 getIndexCount() const override
return Indices.size(); {
} return Indices.size();
}
//! Get the axis aligned bounding box
/** \return Axis aligned bounding box of this buffer. */ //! Get the axis aligned bounding box
const core::aabbox3d<f32>& getBoundingBox() const override /** \return Axis aligned bounding box of this buffer. */
{ const core::aabbox3d<f32>& getBoundingBox() const override
return BoundingBox; {
} return BoundingBox;
}
//! Set the axis aligned bounding box
/** \param box New axis aligned bounding box for this buffer. */ //! Set the axis aligned bounding box
//! set user axis aligned bounding box /** \param box New axis aligned bounding box for this buffer. */
void setBoundingBox(const core::aabbox3df& box) override //! set user axis aligned bounding box
{ void setBoundingBox(const core::aabbox3df& box) override
BoundingBox = box; {
} BoundingBox = box;
}
//! Recalculate the bounding box.
/** should be called if the mesh changed. */ //! Recalculate the bounding box.
void recalculateBoundingBox() override /** should be called if the mesh changed. */
{ void recalculateBoundingBox() override
if (!Vertices.empty()) {
{ if (!Vertices.empty())
BoundingBox.reset(Vertices[0].Pos); {
const irr::u32 vsize = Vertices.size(); BoundingBox.reset(Vertices[0].Pos);
for (u32 i=1; i<vsize; ++i) const irr::u32 vsize = Vertices.size();
BoundingBox.addInternalPoint(Vertices[i].Pos); for (u32 i=1; i<vsize; ++i)
} BoundingBox.addInternalPoint(Vertices[i].Pos);
else }
BoundingBox.reset(0,0,0); else
BoundingBox.reset(0,0,0);
}
}
//! Get type of vertex data stored in this buffer.
/** \return Type of vertex data. */ //! Get type of vertex data stored in this buffer.
video::E_VERTEX_TYPE getVertexType() const override /** \return Type of vertex data. */
{ video::E_VERTEX_TYPE getVertexType() const override
return T::getType(); {
} return T::getType();
}
//! returns position of vertex i
const core::vector3df& getPosition(u32 i) const override //! returns position of vertex i
{ const core::vector3df& getPosition(u32 i) const override
return Vertices[i].Pos; {
} return Vertices[i].Pos;
}
//! returns position of vertex i
core::vector3df& getPosition(u32 i) override //! returns position of vertex i
{ core::vector3df& getPosition(u32 i) override
return Vertices[i].Pos; {
} return Vertices[i].Pos;
}
//! returns normal of vertex i
const core::vector3df& getNormal(u32 i) const override //! returns normal of vertex i
{ const core::vector3df& getNormal(u32 i) const override
return Vertices[i].Normal; {
} return Vertices[i].Normal;
}
//! returns normal of vertex i
core::vector3df& getNormal(u32 i) override //! returns normal of vertex i
{ core::vector3df& getNormal(u32 i) override
return Vertices[i].Normal; {
} return Vertices[i].Normal;
}
//! returns texture coord of vertex i
const core::vector2df& getTCoords(u32 i) const override //! returns texture coord of vertex i
{ const core::vector2df& getTCoords(u32 i) const override
return Vertices[i].TCoords; {
} return Vertices[i].TCoords;
}
//! returns texture coord of vertex i
core::vector2df& getTCoords(u32 i) override //! returns texture coord of vertex i
{ core::vector2df& getTCoords(u32 i) override
return Vertices[i].TCoords; {
} return Vertices[i].TCoords;
}
//! Append the vertices and indices to the current buffer
/** Only works for compatible types, i.e. either the same type //! Append the vertices and indices to the current buffer
or the main buffer is of standard type. Otherwise, behavior is /** Only works for compatible types, i.e. either the same type
undefined. or the main buffer is of standard type. Otherwise, behavior is
*/ undefined.
void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) override */
{ void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) override
if (vertices == getVertices()) {
return; if (vertices == getVertices())
return;
const u32 vertexCount = getVertexCount();
u32 i; const u32 vertexCount = getVertexCount();
u32 i;
Vertices.reallocate(vertexCount+numVertices);
for (i=0; i<numVertices; ++i) Vertices.reallocate(vertexCount+numVertices);
{ for (i=0; i<numVertices; ++i)
Vertices.push_back(static_cast<const T*>(vertices)[i]); {
BoundingBox.addInternalPoint(static_cast<const T*>(vertices)[i].Pos); Vertices.push_back(static_cast<const T*>(vertices)[i]);
} BoundingBox.addInternalPoint(static_cast<const T*>(vertices)[i].Pos);
}
Indices.reallocate(getIndexCount()+numIndices);
for (i=0; i<numIndices; ++i) Indices.reallocate(getIndexCount()+numIndices);
{ for (i=0; i<numIndices; ++i)
Indices.push_back(indices[i]+vertexCount); {
} Indices.push_back(indices[i]+vertexCount);
} }
}
//! get the current hardware mapping hint
E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const override //! Append the meshbuffer to the current buffer
{ /** Only works for compatible types, i.e. either the same type
return MappingHint_Vertex; or the main buffer is of standard type. Otherwise, behavior is
} undefined.
\param other Meshbuffer to be appended to this one.
//! get the current hardware mapping hint */
E_HARDWARE_MAPPING getHardwareMappingHint_Index() const override void append(const IMeshBuffer* const other) override
{ {
return MappingHint_Index; /*
} if (this==other)
return;
//! set the hardware mapping hint, for driver
void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint, E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX ) override const u32 vertexCount = getVertexCount();
{ u32 i;
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_VERTEX)
MappingHint_Vertex=NewMappingHint; Vertices.reallocate(vertexCount+other->getVertexCount());
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_INDEX) for (i=0; i<other->getVertexCount(); ++i)
MappingHint_Index=NewMappingHint; {
} Vertices.push_back(reinterpret_cast<const T*>(other->getVertices())[i]);
}
//! Describe what kind of primitive geometry is used by the meshbuffer
void setPrimitiveType(E_PRIMITIVE_TYPE type) override Indices.reallocate(getIndexCount()+other->getIndexCount());
{ for (i=0; i<other->getIndexCount(); ++i)
PrimitiveType = type; {
} Indices.push_back(other->getIndices()[i]+vertexCount);
}
//! Get the kind of primitive geometry which is used by the meshbuffer BoundingBox.addInternalBox(other->getBoundingBox());
E_PRIMITIVE_TYPE getPrimitiveType() const override */
{ }
return PrimitiveType;
}
//! get the current hardware mapping hint
//! flags the mesh as changed, reloads hardware buffers E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const override
void setDirty(E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX) override {
{ return MappingHint_Vertex;
if (Buffer==EBT_VERTEX_AND_INDEX ||Buffer==EBT_VERTEX) }
++ChangedID_Vertex;
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_INDEX) //! get the current hardware mapping hint
++ChangedID_Index; E_HARDWARE_MAPPING getHardwareMappingHint_Index() const override
} {
return MappingHint_Index;
//! Get the currently used ID for identification of changes. }
/** This shouldn't be used for anything outside the VideoDriver. */
u32 getChangedID_Vertex() const override {return ChangedID_Vertex;} //! set the hardware mapping hint, for driver
void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint, E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX ) override
//! Get the currently used ID for identification of changes. {
/** This shouldn't be used for anything outside the VideoDriver. */ if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_VERTEX)
u32 getChangedID_Index() const override {return ChangedID_Index;} MappingHint_Vertex=NewMappingHint;
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_INDEX)
void setHWBuffer(void *ptr) const override { MappingHint_Index=NewMappingHint;
HWBuffer = ptr; }
}
//! Describe what kind of primitive geometry is used by the meshbuffer
void *getHWBuffer() const override { void setPrimitiveType(E_PRIMITIVE_TYPE type) override
return HWBuffer; {
} PrimitiveType = type;
}
u32 ChangedID_Vertex; //! Get the kind of primitive geometry which is used by the meshbuffer
u32 ChangedID_Index; E_PRIMITIVE_TYPE getPrimitiveType() const override
{
//! hardware mapping hint return PrimitiveType;
E_HARDWARE_MAPPING MappingHint_Vertex; }
E_HARDWARE_MAPPING MappingHint_Index;
mutable void *HWBuffer; //! flags the mesh as changed, reloads hardware buffers
void setDirty(E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX) override
//! Material for this meshbuffer. {
video::SMaterial Material; if (Buffer==EBT_VERTEX_AND_INDEX ||Buffer==EBT_VERTEX)
//! Vertices of this buffer ++ChangedID_Vertex;
core::array<T> Vertices; if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_INDEX)
//! Indices into the vertices of this buffer. ++ChangedID_Index;
core::array<u16> Indices; }
//! Bounding box of this meshbuffer.
core::aabbox3d<f32> BoundingBox; //! Get the currently used ID for identification of changes.
//! Primitive type used for rendering (triangles, lines, ...) /** This shouldn't be used for anything outside the VideoDriver. */
E_PRIMITIVE_TYPE PrimitiveType; u32 getChangedID_Vertex() const override {return ChangedID_Vertex;}
};
//! Get the currently used ID for identification of changes.
//! Standard meshbuffer /** This shouldn't be used for anything outside the VideoDriver. */
typedef CMeshBuffer<video::S3DVertex> SMeshBuffer; u32 getChangedID_Index() const override {return ChangedID_Index;}
//! Meshbuffer with two texture coords per vertex, e.g. for lightmaps
typedef CMeshBuffer<video::S3DVertex2TCoords> SMeshBufferLightMap; void setHWBuffer(void *ptr) const override {
//! Meshbuffer with vertices having tangents stored, e.g. for normal mapping HWBuffer = ptr;
typedef CMeshBuffer<video::S3DVertexTangents> SMeshBufferTangents; }
} // end namespace scene
} // end namespace irr void *getHWBuffer() const override {
return HWBuffer;
}
u32 ChangedID_Vertex;
u32 ChangedID_Index;
//! hardware mapping hint
E_HARDWARE_MAPPING MappingHint_Vertex;
E_HARDWARE_MAPPING MappingHint_Index;
mutable void *HWBuffer;
//! 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

213
include/CVertexBuffer.h Normal file

@ -0,0 +1,213 @@
// 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;
u32 stride() const override {return sizeof(T);}
u32 size() const override {return Vertices.size();}
void push_back (const video::S3DVertex &element) override
{Vertices.push_back((T&)element);}
video::S3DVertex& operator [](const u32 index) const override
{return (video::S3DVertex&)Vertices[index];}
video::S3DVertex& getLast() override
{return (video::S3DVertex&)Vertices.getLast();}
void set_used(u32 usedNow) override
{Vertices.set_used(usedNow);}
void reallocate(u32 new_size) override
{Vertices.reallocate(new_size);}
u32 allocated_size() const override
{
return Vertices.allocated_size();
}
video::S3DVertex* pointer() override {return Vertices.pointer();}
video::E_VERTEX_TYPE getType() const override {return T::getType();}
};
public:
IVertexList *Vertices;
CVertexBuffer(video::E_VERTEX_TYPE vertexType) : Vertices(0),
MappingHint(EHM_NEVER), ChangedID(1)
{
CVertexBuffer::setType(vertexType);
}
CVertexBuffer(const IVertexBuffer &VertexBufferCopy) :
Vertices(0), MappingHint(EHM_NEVER),
ChangedID(1)
{
CVertexBuffer::setType(VertexBufferCopy.getType());
CVertexBuffer::reallocate(VertexBufferCopy.size());
for (u32 n=0;n<VertexBufferCopy.size();++n)
CVertexBuffer::push_back(VertexBufferCopy[n]);
}
virtual ~CVertexBuffer()
{
delete Vertices;
}
void setType(video::E_VERTEX_TYPE vertexType) override
{
if ( Vertices && Vertices->getType() == vertexType )
return;
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;
}
void* getData() override {return Vertices->pointer();}
video::E_VERTEX_TYPE getType() const override {return Vertices->getType();}
u32 stride() const override {return Vertices->stride();}
u32 size() const override
{
return Vertices->size();
}
void push_back (const video::S3DVertex &element) override
{
Vertices->push_back(element);
}
video::S3DVertex& operator [](const u32 index) const override
{
return (*Vertices)[index];
}
video::S3DVertex& getLast() override
{
return Vertices->getLast();
}
void set_used(u32 usedNow) override
{
Vertices->set_used(usedNow);
}
void reallocate(u32 new_size) override
{
Vertices->reallocate(new_size);
}
u32 allocated_size() const override
{
return Vertices->allocated_size();
}
video::S3DVertex* pointer() override
{
return Vertices->pointer();
}
//! get the current hardware mapping hint
E_HARDWARE_MAPPING getHardwareMappingHint() const override
{
return MappingHint;
}
//! set the hardware mapping hint, for driver
void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint ) override
{
MappingHint=NewMappingHint;
}
//! flags the mesh as changed, reloads hardware buffers
void setDirty() override
{
++ChangedID;
}
//! Get the currently used ID for identification of changes.
/** This shouldn't be used for anything outside the VideoDriver. */
u32 getChangedID() const override {return ChangedID;}
E_HARDWARE_MAPPING MappingHint;
u32 ChangedID;
};
} // end namespace scene
} // end namespace irr
#endif

@ -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

@ -1,36 +1,41 @@
// 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
{ const c8* const AutomaticCullingNames[] =
"false", {
"box", // camera box against node box "false",
"frustum_box", // camera frustum against node box "box", // camera box against node box
"frustum_sphere", // camera frustum against node sphere "frustum_box", // camera frustum against node box
"occ_query", // occlusion query "frustum_sphere", // camera frustum against node sphere
0 "occ_query", // occlusion query
}; 0
};
} // end namespace scene
} // end namespace irr } // end namespace scene
} // end namespace irr
#endif // __E_CULLING_TYPES_H_INCLUDED__

@ -1,42 +1,47 @@
// 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, //! Show Bounding Boxes of all MeshBuffers
EDS_BBOX_BUFFERS = 32,
//! EDS_BBOX | EDS_BBOX_BUFFERS
EDS_BBOX_ALL = EDS_BBOX | EDS_BBOX_BUFFERS, //! EDS_BBOX | EDS_BBOX_BUFFERS
EDS_BBOX_ALL = EDS_BBOX | EDS_BBOX_BUFFERS,
//! Show all debug infos
EDS_FULL = 0xffffffff //! Show all debug infos
}; EDS_FULL = 0xffffffff
};
} // end namespace scene
} // end namespace irr } // end namespace scene
} // end namespace irr
#endif // __E_DEBUG_SCENE_TYPES_H_INCLUDED__

@ -1,46 +1,50 @@
// 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 Unix style operating systems.
other operating systems which support X11. */ /** This device uses the X11 windowing system and works in Linux, Solaris, FreeBSD, OSX and
EIDT_X11, other operating systems which support X11. */
EIDT_X11,
//! A device native to Mac OSX
/** This device uses Apple's Cocoa API and works in Mac OSX 10.2 and above. */ //! A device native to Mac OSX
EIDT_OSX, /** This device uses Apple's Cocoa API and works in Mac OSX 10.2 and above. */
EIDT_OSX,
//! A device which uses Simple DirectMedia Layer
/** The SDL device works under all platforms supported by SDL but first must be compiled //! A device which uses Simple DirectMedia Layer
in by setting the USE_SDL2 CMake option to ON */ /** The SDL device works under all platforms supported by SDL but first must be compiled
EIDT_SDL, in by setting the USE_SDL2 CMake option to ON */
EIDT_SDL,
//! 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 //! This selection allows Irrlicht to choose the best device from the ones available.
to your operating system. If this is unavailable then the X11, SDL and then console device /** If this selection is chosen then Irrlicht will try to use the IrrlichtDevice native
will be tried. This ensures that Irrlicht will run even if your platform is unsupported, to your operating system. If this is unavailable then the X11, SDL and then console device
although it may not be able to render anything. */ will be tried. This ensures that Irrlicht will run even if your platform is unsupported,
EIDT_BEST, although it may not be able to render anything. */
EIDT_BEST,
//! A device for Android platforms
/** Best used with embedded devices and mobile systems. //! A device for Android platforms
Does not need X11 or other graphical subsystems. /** Best used with embedded devices and mobile systems.
May support hw-acceleration via OpenGL-ES */ Does not need X11 or other graphical subsystems.
EIDT_ANDROID, May support hw-acceleration via OpenGL-ES */
}; EIDT_ANDROID,
};
} // end namespace irr
} // end namespace irr
#endif // __E_DEVICE_TYPES_H_INCLUDED__

@ -1,137 +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 __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

@ -1,44 +1,48 @@
// 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 //! OpenGL device, available on most platforms.
primitives. */ /** Performs hardware accelerated rendering of 3D and 2D
EDT_OPENGL, primitives. */
EDT_OPENGL,
//! OpenGL-ES 1.x driver, for embedded and mobile systems
EDT_OGLES1, //! 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. */ //! OpenGL-ES 2.x driver, for embedded and mobile systems
EDT_OGLES2, /** Supports shaders etc. */
EDT_OGLES2,
//! WebGL1 friendly subset of OpenGL-ES 2.x driver for Emscripten
EDT_WEBGL1, //! WebGL1 friendly subset of OpenGL-ES 2.x driver for Emscripten
EDT_WEBGL1,
EDT_OPENGL3,
EDT_OPENGL3,
//! No driver, just for counting the elements
EDT_COUNT //! No driver, just for counting the elements
}; EDT_COUNT
};
} // end namespace video
} // end namespace irr } // end namespace video
} // end namespace irr
#endif

@ -1,34 +1,38 @@
// 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

@ -1,36 +1,39 @@
// 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
{ const c8* const GUIAlignmentNames[] =
"upperLeft", {
"lowerRight", "upperLeft",
"center", "lowerRight",
"scale", "center",
0 "scale",
}; 0
};
} // namespace gui
} // namespace irr } // namespace gui
} // namespace irr
#endif // __E_GUI_ALIGNMENT_H_INCLUDED__

@ -1,134 +1,141 @@
// 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, //! 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.
EGUIET_FORCE_32_BIT = 0x7fffffff //! This enum is never used, it only forces the compiler to compile this enumeration to 32 bit.
EGUIET_FORCE_32_BIT = 0x7fffffff
};
};
//! Names for built-in element types
const c8* const GUIElementTypeNames[] = //! Names for built-in element types
{ const c8* const GUIElementTypeNames[] =
"button", {
"checkBox", "button",
"comboBox", "checkBox",
"contextMenu", "comboBox",
"menu", "contextMenu",
"editBox", "menu",
"fileOpenDialog", "editBox",
"colorSelectDialog", "fileOpenDialog",
"inOutFader", "colorSelectDialog",
"image", "inOutFader",
"listBox", "image",
"meshViewer", "listBox",
"messageBox", "meshViewer",
"modalScreen", "messageBox",
"scrollBar", "modalScreen",
"spinBox", "scrollBar",
"staticText", "spinBox",
"tab", "staticText",
"tabControl", "tab",
"table", "tabControl",
"toolBar", "table",
"treeview", "toolBar",
"window", "treeview",
"element", "window",
"root", "element",
"profiler", "root",
0 "profiler",
}; 0
};
} // end namespace gui
} // end namespace irr } // end namespace gui
} // end namespace irr
#endif

@ -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

@ -1,82 +1,87 @@
// 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_PROPS_H_INCLUDED__
#define __E_MATERIAL_PROPS_H_INCLUDED__
namespace irr
{ namespace irr
namespace video {
{ namespace video
{
//! Material properties
enum E_MATERIAL_PROP //! Material properties
{ enum E_MATERIAL_PROP
//! Corresponds to SMaterial::Wireframe. {
EMP_WIREFRAME = 0x1, //! Corresponds to SMaterial::Wireframe.
EMP_WIREFRAME = 0x1,
//! Corresponds to SMaterial::PointCloud.
EMP_POINTCLOUD = 0x2, //! Corresponds to SMaterial::PointCloud.
EMP_POINTCLOUD = 0x2,
//! Corresponds to SMaterial::GouraudShading.
EMP_GOURAUD_SHADING = 0x4, //! Corresponds to SMaterial::GouraudShading.
EMP_GOURAUD_SHADING = 0x4,
//! Corresponds to SMaterial::Lighting.
EMP_LIGHTING = 0x8, //! Corresponds to SMaterial::Lighting.
EMP_LIGHTING = 0x8,
//! Corresponds to SMaterial::ZBuffer.
EMP_ZBUFFER = 0x10, //! Corresponds to SMaterial::ZBuffer.
EMP_ZBUFFER = 0x10,
//! Corresponds to SMaterial::ZWriteEnable.
EMP_ZWRITE_ENABLE = 0x20, //! Corresponds to SMaterial::ZWriteEnable.
EMP_ZWRITE_ENABLE = 0x20,
//! Corresponds to SMaterial::BackfaceCulling.
EMP_BACK_FACE_CULLING = 0x40, //! Corresponds to SMaterial::BackfaceCulling.
EMP_BACK_FACE_CULLING = 0x40,
//! Corresponds to SMaterial::FrontfaceCulling.
EMP_FRONT_FACE_CULLING = 0x80, //! Corresponds to SMaterial::FrontfaceCulling.
EMP_FRONT_FACE_CULLING = 0x80,
//! Corresponds to SMaterialLayer::MinFilter.
EMP_MIN_FILTER = 0x100, //! Corresponds to SMaterialLayer::MinFilter.
EMP_MIN_FILTER = 0x100,
//! Corresponds to SMaterialLayer::MagFilter.
EMP_MAG_FILTER = 0x200, //! Corresponds to SMaterialLayer::MagFilter.
EMP_MAG_FILTER = 0x200,
//! Corresponds to SMaterialLayer::AnisotropicFilter.
EMP_ANISOTROPIC_FILTER = 0x400, //! Corresponds to SMaterialLayer::AnisotropicFilter.
EMP_ANISOTROPIC_FILTER = 0x400,
//! Corresponds to SMaterial::FogEnable.
EMP_FOG_ENABLE = 0x800, //! Corresponds to SMaterial::FogEnable.
EMP_FOG_ENABLE = 0x800,
//! Corresponds to SMaterial::NormalizeNormals.
EMP_NORMALIZE_NORMALS = 0x1000, //! Corresponds to SMaterial::NormalizeNormals.
EMP_NORMALIZE_NORMALS = 0x1000,
//! Corresponds to SMaterialLayer::TextureWrapU, TextureWrapV and
//! TextureWrapW. //! Corresponds to SMaterialLayer::TextureWrapU, TextureWrapV and
EMP_TEXTURE_WRAP = 0x2000, //! TextureWrapW.
EMP_TEXTURE_WRAP = 0x2000,
//! Corresponds to SMaterial::AntiAliasing.
EMP_ANTI_ALIASING = 0x4000, //! Corresponds to SMaterial::AntiAliasing.
EMP_ANTI_ALIASING = 0x4000,
//! Corresponds to SMaterial::ColorMask.
EMP_COLOR_MASK = 0x8000, //! Corresponds to SMaterial::ColorMask.
EMP_COLOR_MASK = 0x8000,
//! Corresponds to SMaterial::ColorMaterial.
EMP_COLOR_MATERIAL = 0x10000, //! Corresponds to SMaterial::ColorMaterial.
EMP_COLOR_MATERIAL = 0x10000,
//! Corresponds to SMaterial::UseMipMaps.
EMP_USE_MIP_MAPS = 0x20000, //! Corresponds to SMaterial::UseMipMaps.
EMP_USE_MIP_MAPS = 0x20000,
//! Corresponds to SMaterial::BlendOperation.
EMP_BLEND_OPERATION = 0x40000, //! Corresponds to SMaterial::BlendOperation.
EMP_BLEND_OPERATION = 0x40000,
//! Corresponds to SMaterial::PolygonOffsetFactor, PolygonOffsetDirection,
//! PolygonOffsetDepthBias and PolygonOffsetSlopeScale. //! Corresponds to SMaterial::PolygonOffsetFactor, PolygonOffsetDirection,
EMP_POLYGON_OFFSET = 0x80000, //! PolygonOffsetDepthBias and PolygonOffsetSlopeScale.
EMP_POLYGON_OFFSET = 0x80000,
//! Corresponds to SMaterial::BlendFactor.
EMP_BLEND_FACTOR = 0x100000, //! Corresponds to SMaterial::BlendFactor.
}; EMP_BLEND_FACTOR = 0x100000,
};
} // end namespace video
} // end namespace irr } // end namespace video
} // end namespace irr
#endif // __E_MATERIAL_PROPS_H_INCLUDED__

@ -1,75 +1,75 @@
// 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,
//! Makes the material transparent based on the texture alpha channel.
//! Makes the material transparent based on the texture alpha channel. /** The final color is blended together from the destination
/** The final color is blended together from the destination color and the texture color, using the alpha channel value as
color and the texture color, using the alpha channel value as blend factor. Only first texture is used. If you are using
blend factor. Only first texture is used. If you are using this material with small textures, it is a good idea to load
this material with small textures, it is a good idea to load the texture in 32 bit mode
the texture in 32 bit mode (video::IVideoDriver::setTextureCreationFlag()). Also, an alpha
(video::IVideoDriver::setTextureCreationFlag()). Also, an alpha ref is used, which can be manipulated using
ref is used, which can be manipulated using SMaterial::MaterialTypeParam. This value controls how sharp the
SMaterial::MaterialTypeParam. This value controls how sharp the edges become when going from a transparent to a solid spot on
edges become when going from a transparent to a solid spot on the texture. */
the texture. */ EMT_TRANSPARENT_ALPHA_CHANNEL,
EMT_TRANSPARENT_ALPHA_CHANNEL,
//! Makes the material transparent based on the texture alpha channel.
//! Makes the material transparent based on the texture alpha channel. /** If the alpha channel value is greater than 127, a
/** If the alpha channel value is greater than 127, a pixel is written to the target, otherwise not. This
pixel is written to the target, otherwise not. This material does not use alpha blending and is a lot faster
material does not use alpha blending and is a lot faster than EMT_TRANSPARENT_ALPHA_CHANNEL. It is ideal for drawing
than EMT_TRANSPARENT_ALPHA_CHANNEL. It is ideal for drawing stuff like leaves of plants, because the borders are not
stuff like leaves of plants, because the borders are not blurry but sharp. Only first texture is used. If you are
blurry but sharp. Only first texture is used. If you are using this material with small textures and 3d object, it
using this material with small textures and 3d object, it is a good idea to load the texture in 32 bit mode
is a good idea to load the texture in 32 bit mode (video::IVideoDriver::setTextureCreationFlag()). */
(video::IVideoDriver::setTextureCreationFlag()). */ EMT_TRANSPARENT_ALPHA_CHANNEL_REF,
EMT_TRANSPARENT_ALPHA_CHANNEL_REF,
//! Makes the material transparent based on the vertex alpha value.
//! Makes the material transparent based on the vertex alpha value. EMT_TRANSPARENT_VERTEX_ALPHA,
EMT_TRANSPARENT_VERTEX_ALPHA,
//! BlendFunc = source * sourceFactor + dest * destFactor ( E_BLEND_FUNC )
//! BlendFunc = source * sourceFactor + dest * destFactor ( E_BLEND_FUNC ) /** Using only first texture. Generic blending method.
/** Using only first texture. Generic blending method. The blend function is set to SMaterial::MaterialTypeParam with
The blend function is set to SMaterial::MaterialTypeParam with pack_textureBlendFunc (for 2D) or pack_textureBlendFuncSeparate (for 3D). */
pack_textureBlendFunc (for 2D) or pack_textureBlendFuncSeparate (for 3D). */ EMT_ONETEXTURE_BLEND,
EMT_ONETEXTURE_BLEND,
//! This value is not used. It only forces this enumeration to compile to 32 bit.
//! This value is not used. It only forces this enumeration to compile to 32 bit. EMT_FORCE_32BIT = 0x7fffffff
EMT_FORCE_32BIT = 0x7fffffff };
};
//! Array holding the built in material type names
//! Array holding the built in material type names const char* const sBuiltInMaterialTypeNames[] =
const char* const sBuiltInMaterialTypeNames[] = {
{ "solid",
"solid", "trans_alphach",
"trans_alphach", "trans_alphach_ref",
"trans_alphach_ref", "trans_vertex_alpha",
"trans_vertex_alpha", "onetexture_blend",
"onetexture_blend", 0
0 };
};
} // end namespace video
constexpr u32 numBuiltInMaterials = } // end namespace irr
sizeof(sBuiltInMaterialTypeNames) / sizeof(char*) - 1;
} // end namespace video #endif // __E_MATERIAL_TYPES_H_INCLUDED__
} // end namespace irr

@ -1,60 +1,65 @@
// 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_MESH_WRITER_ENUMS_H_INCLUDED__
#define __E_MESH_WRITER_ENUMS_H_INCLUDED__
#include "irrTypes.h"
#include "irrTypes.h"
namespace irr
{ namespace irr
namespace scene {
{ namespace scene
{
//! An enumeration for all supported types of built-in mesh writers
/** A scene mesh writers is represented by a four character code //! An enumeration for all supported types of built-in mesh writers
such as 'irrm' or 'coll' instead of simple numbers, to avoid /** A scene mesh writers is represented by a four character code
name clashes with external mesh writers.*/ such as 'irrm' or 'coll' instead of simple numbers, to avoid
enum EMESH_WRITER_TYPE 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'), //! 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'), //! 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), //! 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), //! 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), //! 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) //! 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 //! flags configuring mesh writing
{ enum E_MESH_WRITER_FLAGS
//! no writer flags {
EMWF_NONE = 0, //! no writer flags
EMWF_NONE = 0,
//! write lightmap textures out if possible
//! Currently not used by any Irrlicht mesh-writer //! write lightmap textures out if possible
// (Note: User meshwriters can still use it) //! Currently not used by any Irrlicht mesh-writer
EMWF_WRITE_LIGHTMAPS = 0x1, // (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) //! write in a way that consumes less disk space
EMWF_WRITE_COMPRESSED = 0x2, // (Note: Mainly there for user meshwriters)
EMWF_WRITE_COMPRESSED = 0x2,
//! write in binary format rather than text
EMWF_WRITE_BINARY = 0x4 //! write in binary format rather than text
}; EMWF_WRITE_BINARY = 0x4
};
} // end namespace scene
} // end namespace irr } // end namespace scene
} // end namespace irr
#endif // __E_MESH_WRITER_ENUMS_H_INCLUDED__

@ -1,43 +1,47 @@
// 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 //! The single vertices are expanded to quad billboards on the GPU.
}; EPT_POINT_SPRITES
};
} // end namespace scene
} // end namespace irr } // end namespace scene
} // end namespace irr
#endif

@ -1,30 +1,34 @@
// 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

@ -1,51 +1,56 @@
// 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

@ -1,86 +1,90 @@
#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__

@ -1,35 +1,38 @@
#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
{ const char* const sBuiltInVertexAttributeNames[] =
"inVertexPosition", {
"inVertexNormal", "inVertexPosition",
"inVertexColor", "inVertexNormal",
"inTexCoord0", "inVertexColor",
"inTexCoord1", "inTexCoord0",
"inVertexTangent", "inTexCoord1",
"inVertexBinormal", "inVertexTangent",
0 "inVertexBinormal",
}; 0
};
} // end namespace video
} // end namespace irr } // end namespace video
} // end namespace irr
#endif //__E_VERTEX_ATTRIBUTES_H_INCLUDED__

@ -1,70 +1,74 @@
// 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: {
public:
//! Gets the frame count of the animated mesh.
/** Note that the play-time is usually getFrameCount()-1 as it stops as soon as the last frame-key is reached. //! Gets the frame count of the animated mesh.
\return The amount of frames. If the amount is 1, /** Note that the play-time is usually getFrameCount()-1 as it stops as soon as the last frame-key is reached.
it is a static, non animated mesh. */ \return The amount of frames. If the amount is 1,
virtual u32 getFrameCount() const = 0; it is a static, non animated mesh. */
virtual u32 getFrameCount() const = 0;
//! Gets the animation speed of the animated mesh.
/** \return The number of frames per second to play the //! Gets the animation speed of the animated mesh.
animation with by default. If the amount is 0, /** \return The number of frames per second to play the
it is a static, non animated mesh. */ animation with by default. If the amount is 0,
virtual f32 getAnimationSpeed() const = 0; it is a static, non animated mesh. */
virtual f32 getAnimationSpeed() const = 0;
//! Sets the animation speed of the animated mesh.
/** \param fps Number of frames per second to play the //! Sets the animation speed of the animated mesh.
animation with by default. If the amount is 0, /** \param fps Number of frames per second to play the
it is not animated. The actual speed is set in the animation with by default. If the amount is 0,
scene node the mesh is instantiated in.*/ it is not animated. The actual speed is set in the
virtual void setAnimationSpeed(f32 fps) =0; scene node the mesh is instantiated in.*/
virtual void setAnimationSpeed(f32 fps) =0;
//! Returns the IMesh interface for a frame.
/** \param frame: Frame number as zero based index. The maximum //! Returns the IMesh interface for a frame.
frame number is getFrameCount() - 1; /** \param frame: Frame number as zero based index. The maximum
\param detailLevel: Level of detail. 0 is the lowest, 255 the frame number is getFrameCount() - 1;
highest level of detail. Most meshes will ignore the detail level. \param detailLevel: Level of detail. 0 is the lowest, 255 the
\param startFrameLoop: Because some animated meshes (.MD2) are highest level of detail. Most meshes will ignore the detail level.
blended between 2 static frames, and maybe animated in a loop, \param startFrameLoop: Because some animated meshes (.MD2) are
the startFrameLoop and the endFrameLoop have to be defined, to blended between 2 static frames, and maybe animated in a loop,
prevent the animation to be blended between frames which are the startFrameLoop and the endFrameLoop have to be defined, to
outside of this loop. prevent the animation to be blended between frames which are
If startFrameLoop and endFrameLoop are both -1, they are ignored. outside of this loop.
\param endFrameLoop: see startFrameLoop. If startFrameLoop and endFrameLoop are both -1, they are ignored.
\return Returns the animated mesh based on a detail level. */ \param endFrameLoop: see startFrameLoop.
virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) = 0; \return Returns the animated mesh based on a detail level. */
virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) = 0;
//! Returns the type of the animated mesh.
/** In most cases it is not necessary to use this method. //! Returns the type of the animated mesh.
This is useful for making a safe downcast. For example, /** In most cases it is not necessary to use this method.
if getMeshType() returns EAMT_MD2 it's safe to cast the This is useful for making a safe downcast. For example,
IAnimatedMesh to IAnimatedMeshMD2. if getMeshType() returns EAMT_MD2 it's safe to cast the
\returns Type of the mesh. */ IAnimatedMesh to IAnimatedMeshMD2.
E_ANIMATED_MESH_TYPE getMeshType() const override \returns Type of the mesh. */
{ E_ANIMATED_MESH_TYPE getMeshType() const override
return EAMT_UNKNOWN; {
} return EAMT_UNKNOWN;
}; }
};
} // end namespace scene
} // end namespace irr } // end namespace scene
} // end namespace irr
#endif

@ -1,173 +1,177 @@
// 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;
class IAnimatedMeshSceneNode;
//! Callback interface for catching events of ended animations.
/** Implement this interface and use //! Callback interface for catching events of ended animations.
IAnimatedMeshSceneNode::setAnimationEndCallback to be able to /** Implement this interface and use
be notified if an animation playback has ended. IAnimatedMeshSceneNode::setAnimationEndCallback to be able to
**/ be notified if an animation playback has ended.
class IAnimationEndCallBack : public virtual IReferenceCounted **/
{ class IAnimationEndCallBack : public virtual IReferenceCounted
public: {
public:
//! Will be called when the animation playback has ended.
/** See IAnimatedMeshSceneNode::setAnimationEndCallback for //! Will be called when the animation playback has ended.
more information. /** See IAnimatedMeshSceneNode::setAnimationEndCallback for
\param node: Node of which the animation has ended. */ more information.
virtual void OnAnimationEnd(IAnimatedMeshSceneNode* node) = 0; \param node: Node of which the animation has ended. */
}; virtual void OnAnimationEnd(IAnimatedMeshSceneNode* node) = 0;
};
//! Scene node capable of displaying an animated mesh.
class IAnimatedMeshSceneNode : public ISceneNode //! Scene node capable of displaying an animated mesh.
{ class IAnimatedMeshSceneNode : public ISceneNode
public: {
public:
//! Constructor
IAnimatedMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id, //! Constructor
const core::vector3df& position = core::vector3df(0,0,0), IAnimatedMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
const core::vector3df& rotation = core::vector3df(0,0,0), const core::vector3df& position = core::vector3df(0,0,0),
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) const core::vector3df& rotation = core::vector3df(0,0,0),
: ISceneNode(parent, mgr, id, position, rotation, scale) {} const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f))
: ISceneNode(parent, mgr, id, position, rotation, scale) {}
//! Destructor
virtual ~IAnimatedMeshSceneNode() {} //! Destructor
virtual ~IAnimatedMeshSceneNode() {}
//! Sets the current frame number.
/** From now on the animation is played from this frame. //! Sets the current frame number.
\param frame: Number of the frame to let the animation be started from. /** From now on the animation is played from this frame.
The frame number must be a valid frame number of the IMesh used by this \param frame: Number of the frame to let the animation be started from.
scene node. Set IAnimatedMesh::getMesh() for details. */ The frame number must be a valid frame number of the IMesh used by this
virtual void setCurrentFrame(f32 frame) = 0; scene node. Set IAnimatedMesh::getMesh() for details. */
virtual void setCurrentFrame(f32 frame) = 0;
//! Sets the frame numbers between the animation is looped.
/** The default is 0 to getFrameCount()-1 of the mesh. //! Sets the frame numbers between the animation is looped.
Number of played frames is end-start. /** The default is 0 to getFrameCount()-1 of the mesh.
It interpolates toward the last frame but stops when it is reached. Number of played frames is end-start.
It does not interpolate back to start even when looping. It interpolates toward the last frame but stops when it is reached.
Looping animations should ensure last and first frame-key are identical. It does not interpolate back to start even when looping.
\param begin: Start frame number of the loop. Looping animations should ensure last and first frame-key are identical.
\param end: End frame number of the loop. \param begin: Start frame number of the loop.
\return True if successful, false if not. */ \param end: End frame number of the loop.
virtual bool setFrameLoop(s32 begin, s32 end) = 0; \return True if successful, false if not. */
virtual bool setFrameLoop(s32 begin, s32 end) = 0;
//! Sets the speed with which the animation is played.
/** \param framesPerSecond: Frames per second played. */ //! Sets the speed with which the animation is played.
virtual void setAnimationSpeed(f32 framesPerSecond) = 0; /** \param framesPerSecond: Frames per second played. */
virtual void setAnimationSpeed(f32 framesPerSecond) = 0;
//! Gets the speed with which the animation is played.
/** \return Frames per second played. */ //! Gets the speed with which the animation is played.
virtual f32 getAnimationSpeed() const =0; /** \return Frames per second played. */
virtual f32 getAnimationSpeed() const =0;
//! Get a pointer to a joint in the mesh (if the mesh is a bone based mesh).
/** With this method it is possible to attach scene nodes to //! Get a pointer to a joint in the mesh (if the mesh is a bone based mesh).
joints for example possible to attach a weapon to the left hand /** With this method it is possible to attach scene nodes to
of an animated model. This example shows how: joints for example possible to attach a weapon to the left hand
\code of an animated model. This example shows how:
ISceneNode* hand = \code
yourAnimatedMeshSceneNode->getJointNode("LeftHand"); ISceneNode* hand =
hand->addChild(weaponSceneNode); yourAnimatedMeshSceneNode->getJointNode("LeftHand");
\endcode hand->addChild(weaponSceneNode);
Please note that the joint returned by this method may not exist \endcode
before this call and the joints in the node were created by it. Please note that the joint returned by this method may not exist
\param jointName: Name of the joint. before this call and the joints in the node were created by it.
\return Pointer to the scene node which represents the joint \param jointName: Name of the joint.
with the specified name. Returns 0 if the contained mesh is not \return Pointer to the scene node which represents the joint
an skinned mesh or the name of the joint could not be found. */ with the specified name. Returns 0 if the contained mesh is not
virtual IBoneSceneNode* getJointNode(const c8* jointName)=0; an skinned mesh or the name of the joint could not be found. */
virtual IBoneSceneNode* getJointNode(const c8* jointName)=0;
//! same as getJointNode(const c8* jointName), but based on id
virtual IBoneSceneNode* getJointNode(u32 jointID) = 0; //! same as getJointNode(const c8* jointName), but based on id
virtual IBoneSceneNode* getJointNode(u32 jointID) = 0;
//! Gets joint count.
/** \return Amount of joints in the mesh. */ //! Gets joint count.
virtual u32 getJointCount() const = 0; /** \return Amount of joints in the mesh. */
virtual u32 getJointCount() const = 0;
//! Returns the currently displayed frame number.
virtual f32 getFrameNr() const = 0; //! Returns the currently displayed frame number.
//! Returns the current start frame number. virtual f32 getFrameNr() const = 0;
virtual s32 getStartFrame() const = 0; //! Returns the current start frame number.
//! Returns the current end frame number. virtual s32 getStartFrame() const = 0;
virtual s32 getEndFrame() const = 0; //! Returns the current end frame number.
virtual s32 getEndFrame() const = 0;
//! Sets looping mode which is on by default.
/** If set to false, animations will not be played looped. */ //! Sets looping mode which is on by default.
virtual void setLoopMode(bool playAnimationLooped) = 0; /** If set to false, animations will not be played looped. */
virtual void setLoopMode(bool playAnimationLooped) = 0;
//! returns the current loop mode
/** When true the animations are played looped */ //! returns the current loop mode
virtual bool getLoopMode() const = 0; /** When true the animations are played looped */
virtual bool getLoopMode() const = 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 a callback interface which will be called if an animation playback has ended.
Please note that this will only be called when in non looped /** Set this to 0 to disable the callback again.
mode, see IAnimatedMeshSceneNode::setLoopMode(). */ Please note that this will only be called when in non looped
virtual void setAnimationEndCallback(IAnimationEndCallBack* callback=0) = 0; mode, see IAnimatedMeshSceneNode::setLoopMode(). */
virtual void setAnimationEndCallback(IAnimationEndCallBack* callback=0) = 0;
//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
/** In this way it is possible to change the materials a mesh //! Sets 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 /** In this way it is possible to change the materials a mesh
too. */ causing all mesh scene nodes referencing this mesh to change
virtual void setReadOnlyMaterials(bool readonly) = 0; too. */
virtual void setReadOnlyMaterials(bool readonly) = 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 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;
//! Sets a new mesh
virtual void setMesh(IAnimatedMesh* mesh) = 0; //! Sets a new mesh
virtual void setMesh(IAnimatedMesh* mesh) = 0;
//! Returns the current mesh
virtual IAnimatedMesh* getMesh(void) = 0; //! Returns the current mesh
virtual IAnimatedMesh* getMesh(void) = 0;
//! Set how the joints should be updated on render
virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode)=0; //! Set how the joints should be updated on render
virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode)=0;
//! Sets the transition time in seconds
/** Note: This needs to enable joints, and setJointmode set to //! Sets the transition time in seconds
EJUOR_CONTROL. You must call animateJoints(), or the mesh will /** Note: This needs to enable joints, and setJointmode set to
not animate. */ EJUOR_CONTROL. You must call animateJoints(), or the mesh will
virtual void setTransitionTime(f32 Time) =0; not animate. */
virtual void setTransitionTime(f32 Time) =0;
//! animates the joints in the mesh based on the current frame.
/** Also takes in to account transitions. */ //! animates the joints in the mesh based on the current frame.
virtual void animateJoints(bool CalculateAbsolutePositions=true) = 0; /** Also takes in to account transitions. */
virtual void animateJoints(bool CalculateAbsolutePositions=true) = 0;
//! render mesh ignoring its transformation.
/** Culling is unaffected. */ //! render mesh ignoring its transformation.
virtual void setRenderFromIdentity( bool On )=0; /** Culling is unaffected. */
virtual void setRenderFromIdentity( bool On )=0;
//! Creates a clone of this scene node and its children.
/** \param newParent An optional new parent. //! Creates a clone of this scene node and its children.
\param newManager An optional new scene manager. /** \param newParent An optional new parent.
\return The newly created clone of this node. */ \param newManager An optional new scene manager.
virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) = 0; \return The newly created clone of this node. */
virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) = 0;
};
};
} // end namespace scene
} // end namespace irr } // end namespace scene
} // end namespace irr
#endif

@ -1,129 +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_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"
#include "EAttributes.h"
//! Returns amount of attributes in this collection of attributes. #include "path.h"
virtual u32 getAttributeCount() const = 0;
namespace irr
//! Returns attribute name by index. {
//! \param index: Index value, must be between 0 and getAttributeCount()-1. namespace video
virtual const c8* getAttributeName(s32 index) const = 0; {
class ITexture;
//! Returns the type of an attribute } // end namespace video
//! \param attributeName: Name for the attribute namespace io
virtual E_ATTRIBUTE_TYPE getAttributeType(const c8* attributeName) const = 0; {
//! Returns attribute type by index. //! Provides a generic interface for attributes and their values and the possibility to serialize them
//! \param index: Index value, must be between 0 and getAttributeCount()-1. class IAttributes : public virtual IReferenceCounted
virtual E_ATTRIBUTE_TYPE getAttributeType(s32 index) const = 0; {
public:
//! Returns if an attribute with a name exists
virtual bool existsAttribute(const c8* attributeName) const = 0; //! Returns amount of attributes in this collection of attributes.
virtual u32 getAttributeCount() const = 0;
//! Returns attribute index from name, -1 if not found
virtual s32 findAttribute(const c8* attributeName) const = 0; //! Returns attribute name by index.
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
//! Removes all attributes virtual const c8* getAttributeName(s32 index) const = 0;
virtual void clear() = 0;
//! Returns the type of an attribute
//! \param attributeName: Name for the attribute
/* virtual E_ATTRIBUTE_TYPE getAttributeType(const c8* attributeName) const = 0;
Integer Attribute //! Returns attribute type by index.
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
*/ virtual E_ATTRIBUTE_TYPE getAttributeType(s32 index) const = 0;
//! Adds an attribute as integer //! Returns the type string of the attribute
virtual void addInt(const c8* attributeName, s32 value) = 0; //! \param attributeName: String for the attribute type
//! \param defaultNotFound Value returned when attributeName was not found
//! Sets an attribute as integer value virtual const wchar_t* getAttributeTypeString(const c8* attributeName, const wchar_t* defaultNotFound = L"unknown") const = 0;
virtual void setAttribute(const c8* attributeName, s32 value) = 0;
//! Returns the type string of the attribute by index.
//! Gets an attribute as integer value //! \param index: Index value, must be between 0 and getAttributeCount()-1.
//! \param attributeName: Name of the attribute to get. //! \param defaultNotFound Value returned for an invalid index
//! \param defaultNotFound Value returned when attributeName was not found virtual const wchar_t* getAttributeTypeString(s32 index, const wchar_t* defaultNotFound = L"unknown") const = 0;
//! \return Returns value of the attribute previously set by setAttribute()
virtual s32 getAttributeAsInt(const c8* attributeName, irr::s32 defaultNotFound=0) const = 0; //! Returns if an attribute with a name exists
virtual bool existsAttribute(const c8* attributeName) const = 0;
//! Gets an attribute as integer value
//! \param index: Index value, must be between 0 and getAttributeCount()-1. //! Returns attribute index from name, -1 if not found
virtual s32 getAttributeAsInt(s32 index) const = 0; virtual s32 findAttribute(const c8* attributeName) const = 0;
//! Sets an attribute as integer value //! Removes all attributes
virtual void setAttribute(s32 index, s32 value) = 0; virtual void clear() = 0;
/*
/*
Float Attribute
Integer Attribute
*/
*/
//! Adds an attribute as float
virtual void addFloat(const c8* attributeName, f32 value) = 0; //! Adds an attribute as integer
virtual void addInt(const c8* attributeName, s32 value) = 0;
//! Sets a attribute as float value
virtual void setAttribute(const c8* attributeName, f32 value) = 0; //! Sets an attribute as integer value
virtual void setAttribute(const c8* attributeName, s32 value) = 0;
//! Gets an attribute as float value
//! \param attributeName: Name of the attribute to get. //! Gets an attribute as integer value
//! \param defaultNotFound Value returned when attributeName was not found //! \param attributeName: Name of the attribute to get.
//! \return Returns value of the attribute previously set by setAttribute() //! \param defaultNotFound Value returned when attributeName was not found
virtual f32 getAttributeAsFloat(const c8* attributeName, irr::f32 defaultNotFound=0.f) const = 0; //! \return Returns value of the attribute previously set by setAttribute()
virtual s32 getAttributeAsInt(const c8* attributeName, irr::s32 defaultNotFound=0) const = 0;
//! Gets an attribute as float value
//! \param index: Index value, must be between 0 and getAttributeCount()-1. //! Gets an attribute as integer value
virtual f32 getAttributeAsFloat(s32 index) const = 0; //! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual s32 getAttributeAsInt(s32 index) const = 0;
//! Sets an attribute as float value
virtual void setAttribute(s32 index, f32 value) = 0; //! Sets an attribute as integer value
virtual void setAttribute(s32 index, s32 value) = 0;
/* /*
Bool Attribute
*/ Float Attribute
//! Adds an attribute as bool */
virtual void addBool(const c8* attributeName, bool value) = 0;
//! Adds an attribute as float
//! Sets an attribute as boolean value virtual void addFloat(const c8* attributeName, f32 value) = 0;
virtual void setAttribute(const c8* attributeName, bool value) = 0;
//! Sets a attribute as float value
//! Gets an attribute as boolean value virtual void setAttribute(const c8* attributeName, f32 value) = 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 attributeName: Name of the attribute to get.
virtual bool getAttributeAsBool(const c8* attributeName, bool defaultNotFound=false) const = 0; //! \param defaultNotFound Value returned when attributeName was not found
//! \return Returns value of the attribute previously set by setAttribute()
//! Gets an attribute as boolean value virtual f32 getAttributeAsFloat(const c8* attributeName, irr::f32 defaultNotFound=0.f) const = 0;
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
virtual bool getAttributeAsBool(s32 index) const = 0; //! Gets an attribute as float value
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
//! Sets an attribute as boolean value virtual f32 getAttributeAsFloat(s32 index) const = 0;
virtual void setAttribute(s32 index, bool value) = 0;
//! Sets an attribute as float value
}; virtual void setAttribute(s32 index, f32 value) = 0;
} // end namespace io
} // end namespace irr /*
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;
};
} // end namespace io
} // end namespace irr
#endif

@ -1,91 +1,96 @@
// 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;
class IMeshBuffer;
//! A billboard scene node.
/** A billboard is like a 3d sprite: A 2d element, //! A billboard scene node.
which always looks to the camera. It is usually used for explosions, fire, /** A billboard is like a 3d sprite: A 2d element,
lensflares, particles and things like that. which always looks to the camera. It is usually used for explosions, fire,
*/ 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. */ //! Get the amount of mesh buffers.
virtual u32 getMeshBufferCount() const = 0; /** \return Amount of mesh buffers (IMeshBuffer) in this mesh. */
virtual u32 getMeshBufferCount() const = 0;
//! Get pointer to a mesh buffer.
/** NOTE: Positions and normals of this meshbuffers are re-calculated before rendering. //! Get pointer to a mesh buffer.
So this is mainly useful to access/modify the uv-coordinates. /** NOTE: Positions and normals of this meshbuffers are re-calculated before rendering.
\param nr: Zero based index of the mesh buffer. So this is mainly useful to access/modify the uv-coordinates.
\return Pointer to the mesh buffer or 0 if there is no such mesh buffer. */ \param nr: Zero based index of the mesh buffer.
virtual IMeshBuffer* getMeshBuffer(u32 nr) const = 0; \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 } // end namespace scene
} // end namespace irr
#endif

@ -1,100 +1,104 @@
// 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
{ const c8* const BoneAnimationModeNames[] =
"automatic", {
"animated", "automatic",
"unanimated", "animated",
0, "unanimated",
}; 0,
};
//! Interface for bones used for skeletal animation.
/** Used with ISkinnedMesh and IAnimatedMeshSceneNode. */ //! Interface for bones used for skeletal animation.
class IBoneSceneNode : public ISceneNode /** Used with ISkinnedMesh and IAnimatedMeshSceneNode. */
{ class IBoneSceneNode : public ISceneNode
public: {
public:
IBoneSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id=-1) :
ISceneNode(parent, mgr, id),positionHint(-1),scaleHint(-1),rotationHint(-1) { } IBoneSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id=-1) :
ISceneNode(parent, mgr, id),positionHint(-1),scaleHint(-1),rotationHint(-1) { }
//! Get the index of the bone
virtual u32 getBoneIndex() const = 0; //! Get the index of the bone
virtual u32 getBoneIndex() const = 0;
//! Sets the animation mode of the bone.
/** \return True if successful. (Unused) */ //! Sets the animation mode of the bone.
virtual bool setAnimationMode(E_BONE_ANIMATION_MODE mode) = 0; /** \return True if successful. (Unused) */
virtual bool setAnimationMode(E_BONE_ANIMATION_MODE mode) = 0;
//! Gets the current animation mode of the bone
virtual E_BONE_ANIMATION_MODE getAnimationMode() const = 0; //! Gets the current animation mode of the bone
virtual E_BONE_ANIMATION_MODE getAnimationMode() const = 0;
//! Get the axis aligned bounding box of this node
const core::aabbox3d<f32>& getBoundingBox() const override = 0; //! Get the axis aligned bounding box of this node
const core::aabbox3d<f32>& getBoundingBox() const override = 0;
//! Returns the relative transformation of the scene node.
//virtual core::matrix4 getRelativeTransformation() const = 0; //! Returns the relative transformation of the scene node.
//virtual core::matrix4 getRelativeTransformation() const = 0;
//! The animation method.
void OnAnimate(u32 timeMs) override =0; //! The animation method.
void OnAnimate(u32 timeMs) override =0;
//! The render method.
/** Does nothing as bones are not visible. */ //! The render method.
void render() override { } /** Does nothing as bones are not visible. */
void render() override { }
//! How the relative transformation of the bone is used
virtual void setSkinningSpace( E_BONE_SKINNING_SPACE space ) =0; //! How the relative transformation of the bone is used
virtual void setSkinningSpace( E_BONE_SKINNING_SPACE space ) =0;
//! How the relative transformation of the bone is used
virtual E_BONE_SKINNING_SPACE getSkinningSpace() const =0; //! How the relative transformation of the bone is used
virtual E_BONE_SKINNING_SPACE getSkinningSpace() const =0;
//! Updates the absolute position based on the relative and the parents position
virtual void updateAbsolutePositionOfAllChildren()=0; //! Updates the absolute position based on the relative and the parents position
virtual void updateAbsolutePositionOfAllChildren()=0;
s32 positionHint;
s32 scaleHint; s32 positionHint;
s32 rotationHint; s32 scaleHint;
}; s32 rotationHint;
};
} // end namespace scene
} // end namespace irr } // end namespace scene
} // end namespace irr
#endif

@ -1,185 +1,189 @@
// 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: {
public:
//! Constructor
ICameraSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id, //! Constructor
const core::vector3df& position = core::vector3df(0,0,0), ICameraSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
const core::vector3df& rotation = core::vector3df(0,0,0), const core::vector3df& position = core::vector3df(0,0,0),
const core::vector3df& scale = core::vector3df(1.0f,1.0f,1.0f)) const core::vector3df& rotation = core::vector3df(0,0,0),
: ISceneNode(parent, mgr, id, position, rotation, scale), 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. */
bool OnEvent(const SEvent& event) override =0;
//! Sets the look at target of the camera
/** If the camera's target and rotation are bound ( @see //! 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. */
void setRotation(const core::vector3df& rotation) override =0;
//! Gets the current look at target of the camera
/** \return The current look at target of the camera, in world co-ordinates */ //! 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:
protected:
void cloneMembers(const ICameraSceneNode* toCopyFrom)
{ void cloneMembers(const ICameraSceneNode* toCopyFrom)
IsOrthogonal = toCopyFrom->IsOrthogonal; {
} IsOrthogonal = toCopyFrom->IsOrthogonal;
}
bool IsOrthogonal;
}; bool IsOrthogonal;
};
} // end namespace scene
} // end namespace irr } // end namespace scene
} // end namespace irr
#endif

@ -1,61 +1,63 @@
// 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

@ -1,198 +1,202 @@
// 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
{ const c8* const GUICursorIconNames[ECI_COUNT+1] =
"normal", {
"cross", "normal",
"hand", "cross",
"help", "hand",
"ibeam", "help",
"no", "ibeam",
"wait", "no",
"sizeall", "wait",
"sizenesw", "sizeall",
"sizenwse", "sizenesw",
"sizens", "sizenwse",
"sizewe", "sizens",
"sizeup", "sizewe",
0 "sizeup",
}; 0
};
//! structure used to set sprites as cursors.
struct SCursorSprite //! structure used to set sprites as cursors.
{ struct SCursorSprite
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; IGUISpriteBank * SpriteBank;
core::position2d<s32> HotSpot; s32 SpriteId;
}; core::position2d<s32> HotSpot;
};
//! platform specific behavior flags for the cursor
enum ECURSOR_PLATFORM_BEHAVIOR //! platform specific behavior flags for the cursor
{ enum ECURSOR_PLATFORM_BEHAVIOR
//! default - no platform specific behavior {
ECPB_NONE = 0, //! default - no platform specific behavior
ECPB_NONE = 0,
//! On X11 try caching cursor updates as XQueryPointer calls can be expensive.
/** Update cursor positions only when the irrlicht timer has been updated or the timer is stopped. //! On X11 try caching cursor updates as XQueryPointer calls can be expensive.
This means you usually get one cursor update per device->run() which will be fine in most cases. /** Update cursor positions only when the irrlicht timer has been updated or the timer is stopped.
See this forum-thread for a more detailed explanation: This means you usually get one cursor update per device->run() which will be fine in most cases.
http://irrlicht.sourceforge.net/forum/viewtopic.php?f=7&t=45525 See this forum-thread for a more detailed explanation:
*/ http://irrlicht.sourceforge.net/forum/viewtopic.php?f=7&t=45525
ECPB_X11_CACHE_UPDATES = 1 */
}; ECPB_X11_CACHE_UPDATES = 1
};
//! Interface to manipulate the mouse cursor.
class ICursorControl : public virtual IReferenceCounted //! Interface to manipulate the mouse cursor.
{ class ICursorControl : public virtual IReferenceCounted
public: {
public:
//! Changes the visible state of the mouse cursor.
/** \param visible: The new visible state. If true, the cursor will be visible, //! Changes the visible state of the mouse cursor.
if false, it will be invisible. */ /** \param visible: The new visible state. If true, the cursor will be visible,
virtual void setVisible(bool visible) = 0; if false, it will be invisible. */
virtual void setVisible(bool visible) = 0;
//! Returns if the cursor is currently visible.
/** \return True if the cursor flag is set to visible, false if not. */ //! Returns if the cursor is currently visible.
virtual bool isVisible() const = 0; /** \return True if the cursor flag is set to visible, false if not. */
virtual bool isVisible() const = 0;
//! Sets the new position of the cursor.
/** The position must be //! Sets the new position of the cursor.
between (0.0f, 0.0f) and (1.0f, 1.0f), where (0.0f, 0.0f) is /** The position must be
the top left corner and (1.0f, 1.0f) is the bottom right corner of the between (0.0f, 0.0f) and (1.0f, 1.0f), where (0.0f, 0.0f) is
render window. the top left corner and (1.0f, 1.0f) is the bottom right corner of the
\param pos New position of the cursor. */ render window.
virtual void setPosition(const core::position2d<f32> &pos) = 0; \param pos New position of the cursor. */
virtual void setPosition(const core::position2d<f32> &pos) = 0;
//! Sets the new position of the cursor.
/** The position must be //! Sets the new position of the cursor.
between (0.0f, 0.0f) and (1.0f, 1.0f), where (0.0f, 0.0f) is /** The position must be
the top left corner and (1.0f, 1.0f) is the bottom right corner of the between (0.0f, 0.0f) and (1.0f, 1.0f), where (0.0f, 0.0f) is
render window. the top left corner and (1.0f, 1.0f) is the bottom right corner of the
\param x New x-coord of the cursor. render window.
\param y New x-coord of the cursor. */ \param x New x-coord of the cursor.
virtual void setPosition(f32 x, f32 y) = 0; \param y New x-coord of the cursor. */
virtual void setPosition(f32 x, f32 y) = 0;
//! Sets the new position of the cursor.
/** \param pos: New position of the cursor. The coordinates are pixel units. */ //! Sets the new position of the cursor.
virtual void setPosition(const core::position2d<s32> &pos) = 0; /** \param pos: New position of the cursor. The coordinates are pixel units. */
virtual void setPosition(const core::position2d<s32> &pos) = 0;
//! Sets the new position of the cursor.
/** \param x New x-coord of the cursor. The coordinates are pixel units. //! Sets the new position of the cursor.
\param y New y-coord of the cursor. The coordinates are pixel units. */ /** \param x New x-coord of the cursor. The coordinates are pixel units.
virtual void setPosition(s32 x, s32 y) = 0; \param y New y-coord of the cursor. The coordinates are pixel units. */
virtual void setPosition(s32 x, s32 y) = 0;
//! Returns the current position of the mouse cursor.
/** \param updateCursor When true ask system/OS for current cursor position. //! Returns the current position of the mouse cursor.
When false return the last known (buffered) position ( this is useful to /** \param updateCursor When true ask system/OS for current cursor position.
check what has become of a setPosition call with float numbers). When false return the last known (buffered) position ( this is useful to
\return Returns the current position of the cursor. The returned position check what has become of a setPosition call with float numbers).
is the position of the mouse cursor in pixel units. */ \return Returns the current position of the cursor. The returned position
virtual const core::position2d<s32>& getPosition(bool updateCursor=true) = 0; is the position of the mouse cursor in pixel units. */
virtual const core::position2d<s32>& getPosition(bool updateCursor=true) = 0;
//! Returns the current position of the mouse cursor.
/** \param updateCursor When true ask system/OS for current cursor position. //! Returns the current position of the mouse cursor.
When false return the last known (buffered) position (this is /** \param updateCursor When true ask system/OS for current cursor position.
useful to check what has become of a setPosition call with float numbers When false return the last known (buffered) position (this is
and is often different from the values you passed in setPosition). useful to check what has become of a setPosition call with float numbers
\return Returns the current position of the cursor. The returned position and is often different from the values you passed in setPosition).
is a value between (0.0f, 0.0f) and (1.0f, 1.0f), where (0.0f, 0.0f) is \return Returns the current position of the cursor. The returned position
the top left corner and (1.0f, 1.0f) is the bottom right corner of the is a value between (0.0f, 0.0f) and (1.0f, 1.0f), where (0.0f, 0.0f) is
render window. */ the top left corner and (1.0f, 1.0f) is the bottom right corner of the
virtual core::position2d<f32> getRelativePosition(bool updateCursor=true) = 0; render window. */
virtual core::position2d<f32> getRelativePosition(bool updateCursor=true) = 0;
//! Sets an absolute reference rect for setting and retrieving the cursor position.
/** If this rect is set, the cursor position is not being calculated relative to //! Sets an absolute reference rect for setting and retrieving the cursor position.
the rendering window but to this rect. You can set the rect pointer to 0 to disable /** If this rect is set, the cursor position is not being calculated relative to
this feature again. This feature is useful when rendering into parts of foreign windows the rendering window but to this rect. You can set the rect pointer to 0 to disable
for example in an editor. this feature again. This feature is useful when rendering into parts of foreign windows
\param rect: A pointer to an reference rectangle or 0 to disable the reference rectangle.*/ for example in an editor.
virtual void setReferenceRect(core::rect<s32>* rect=0) = 0; \param rect: A pointer to an reference rectangle or 0 to disable the reference rectangle.*/
virtual void setReferenceRect(core::rect<s32>* rect=0) = 0;
//! Internally fixes the mouse position, and reports relative mouse movement compared to the old position
/** Specific to SDL */ //! Internally fixes the mouse position, and reports relative mouse movement compared to the old position
virtual void setRelativeMode(bool relative) {}; /** Specific to SDL */
virtual void setRelativeMode(bool relative) {};
//! Sets the active cursor icon
/** Setting cursor icons is so far only supported on Win32 and Linux */ //! Sets the active cursor icon
virtual void setActiveIcon(ECURSOR_ICON iconId) {} /** Setting cursor icons is so far only supported on Win32 and Linux */
virtual void setActiveIcon(ECURSOR_ICON iconId) {}
//! Gets the currently active icon
virtual ECURSOR_ICON getActiveIcon() const { return gui::ECI_NORMAL; } //! Gets the currently active icon
virtual ECURSOR_ICON getActiveIcon() const { return gui::ECI_NORMAL; }
//! Add a custom sprite as cursor icon.
/** \return Identification for the icon */ //! Add a custom sprite as cursor icon.
virtual ECURSOR_ICON addIcon(const gui::SCursorSprite& icon) { return gui::ECI_NORMAL; } /** \return Identification for the icon */
virtual ECURSOR_ICON addIcon(const gui::SCursorSprite& icon) { return gui::ECI_NORMAL; }
//! replace a cursor icon.
/** Changing cursor icons is so far only supported on Win32 and Linux //! replace a cursor icon.
Note that this only changes the icons within your application, system cursors outside your /** Changing cursor icons is so far only supported on Win32 and Linux
application will not be affected. Note that this only changes the icons within your application, system cursors outside your
*/ application will not be affected.
virtual void changeIcon(ECURSOR_ICON iconId, const gui::SCursorSprite& sprite) {} */
virtual void changeIcon(ECURSOR_ICON iconId, const gui::SCursorSprite& sprite) {}
//! Return a system-specific size which is supported for cursors. Larger icons will fail, smaller icons might work.
virtual core::dimension2di getSupportedIconSize() const { return core::dimension2di(0,0); } //! 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); }
//! Set platform specific behavior flags.
virtual void setPlatformBehavior(ECURSOR_PLATFORM_BEHAVIOR behavior) {} //! Set platform specific behavior flags.
virtual void setPlatformBehavior(ECURSOR_PLATFORM_BEHAVIOR behavior) {}
//! Return platform specific behavior.
/** \return Behavior set by setPlatformBehavior or ECPB_NONE for platforms not implementing specific behaviors. //! Return platform specific behavior.
*/ /** \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

@ -1,37 +1,42 @@
// 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: {
public:
//! Constructor
IDummyTransformationSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id) //! Constructor
: ISceneNode(parent, mgr, id) {} IDummyTransformationSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id)
: ISceneNode(parent, mgr, id) {}
//! Returns a reference to the current relative transformation matrix.
/** This is the matrix, this scene node uses instead of scale, translation //! Returns a reference to the current relative transformation matrix.
and rotation. */ /** This is the matrix, this scene node uses instead of scale, translation
virtual core::matrix4& getRelativeTransformationMatrix() = 0; and rotation. */
}; virtual core::matrix4& getRelativeTransformationMatrix() = 0;
};
} // end namespace scene
} // end namespace irr } // end namespace scene
} // end namespace irr
#endif

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@ -1,144 +1,148 @@
// 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'),
//! A virtual directory
EFAT_FOLDER = MAKE_IRR_ID('f','l','d','r'), //! A virtual directory
EFAT_FOLDER = MAKE_IRR_ID('f','l','d','r'),
//! An ID Software PAK archive
EFAT_PAK = MAKE_IRR_ID('P','A','K', 0), //! An ID Software PAK archive
EFAT_PAK = MAKE_IRR_ID('P','A','K', 0),
//! A Nebula Device archive
EFAT_NPK = MAKE_IRR_ID('N','P','K', 0), //! A Nebula Device archive
EFAT_NPK = MAKE_IRR_ID('N','P','K', 0),
//! A Tape ARchive
EFAT_TAR = MAKE_IRR_ID('T','A','R', 0), //! A Tape ARchive
EFAT_TAR = MAKE_IRR_ID('T','A','R', 0),
//! A wad Archive, Quake2, Halflife
EFAT_WAD = MAKE_IRR_ID('W','A','D', 0), //! A wad Archive, Quake2, Halflife
EFAT_WAD = MAKE_IRR_ID('W','A','D', 0),
//! An Android asset file archive
EFAT_ANDROID_ASSET = MAKE_IRR_ID('A','S','S','E'), //! An Android asset file archive
EFAT_ANDROID_ASSET = MAKE_IRR_ID('A','S','S','E'),
//! The type of this archive is unknown
EFAT_UNKNOWN = MAKE_IRR_ID('u','n','k','n') //! The type of this archive is unknown
}; EFAT_UNKNOWN = MAKE_IRR_ID('u','n','k','n')
};
//! The FileArchive manages archives and provides access to files inside them.
class IFileArchive : public virtual IReferenceCounted //! The FileArchive manages archives and provides access to files inside them.
{ class IFileArchive : public virtual IReferenceCounted
public: {
public:
//! Opens a file based on its name
/** Creates and returns a new IReadFile for a file in the archive. //! Opens a file based on its name
\param filename The file to open /** Creates and returns a new IReadFile for a file in the archive.
\return Returns A pointer to the created file on success, \param filename The file to open
or 0 on failure. */ \return Returns A pointer to the created file on success,
virtual IReadFile* createAndOpenFile(const path& filename) =0; or 0 on failure. */
virtual IReadFile* createAndOpenFile(const path& filename) =0;
//! Opens a file based on its position in the file list.
/** Creates and returns //! Opens a file based on its position in the file list.
\param index The zero based index of the file. /** Creates and returns
\return Returns a pointer to the created file on success, or 0 on failure. */ \param index The zero based index of the file.
virtual IReadFile* createAndOpenFile(u32 index) =0; \return Returns a pointer to the created file on success, or 0 on failure. */
virtual IReadFile* createAndOpenFile(u32 index) =0;
//! Returns the complete file tree
/** \return Returns the complete directory tree for the archive, //! Returns the complete file tree
including all files and folders */ /** \return Returns the complete directory tree for the archive,
virtual const IFileList* getFileList() const =0; including all files and folders */
virtual const IFileList* getFileList() const =0;
//! get the archive type
virtual E_FILE_ARCHIVE_TYPE getType() const { return EFAT_UNKNOWN; } //! get the archive type
virtual E_FILE_ARCHIVE_TYPE getType() const { return EFAT_UNKNOWN; }
//! return the name (id) of the file Archive
virtual const io::path& getArchiveName() const =0; //! return the name (id) of the file Archive
virtual const io::path& getArchiveName() const =0;
//! Add a directory in the archive and all it's files to the FileList
/** Only needed for file-archives which have no information about their own //! Add a directory in the archive and all it's files to the FileList
directory structure. In that case the user must add directories manually. /** Only needed for file-archives which have no information about their own
Currently this is necessary for archives of type EFAT_ANDROID_ASSET. directory structure. In that case the user must add directories manually.
The root-path itself is already set by the engine. Currently this is necessary for archives of type EFAT_ANDROID_ASSET.
If directories are not added manually opening files might still work, The root-path itself is already set by the engine.
but checks if file exists will fail. If directories are not added manually opening files might still work,
*/ but checks if file exists will fail.
virtual void addDirectoryToFileList(const io::path &filename) {} */
virtual void addDirectoryToFileList(const io::path &filename) {}
//! An optionally used password string
/** This variable is publicly accessible from the interface in order to //! An optionally used password string
avoid single access patterns to this place, and hence allow some more /** This variable is publicly accessible from the interface in order to
obscurity. avoid single access patterns to this place, and hence allow some more
*/ obscurity.
core::stringc Password; */
}; core::stringc Password;
};
//! Class which is able to create an archive from a file.
/** If you want the Irrlicht Engine be able to load archives of //! Class which is able to create an archive from a file.
currently unsupported file formats (e.g .wad), then implement /** If you want the Irrlicht Engine be able to load archives of
this and add your new Archive loader with currently unsupported file formats (e.g .wad), then implement
IFileSystem::addArchiveLoader() to the engine. */ this and add your new Archive loader with
class IArchiveLoader : public virtual IReferenceCounted IFileSystem::addArchiveLoader() to the engine. */
{ class IArchiveLoader : public virtual IReferenceCounted
public: {
//! Check if the file might be loaded by this class public:
/** Check based on the file extension (e.g. ".zip") //! Check if the file might be loaded by this class
\param filename Name of file to check. /** Check based on the file extension (e.g. ".zip")
\return True if file seems to be loadable. */ \param filename Name of file to check.
virtual bool isALoadableFileFormat(const path& filename) const =0; \return True if file seems to be loadable. */
virtual bool isALoadableFileFormat(const path& filename) const =0;
//! Check if the file might be loaded by this class
/** This check may look into the file. //! Check if the file might be loaded by this class
\param file File handle to check. /** This check may look into the file.
\return True if file seems to be loadable. */ \param file File handle to check.
virtual bool isALoadableFileFormat(io::IReadFile* file) const =0; \return True if file seems to be loadable. */
virtual bool isALoadableFileFormat(io::IReadFile* file) const =0;
//! Check to see if the loader can create archives of this type.
/** Check based on the archive type. //! Check to see if the loader can create archives of this type.
\param fileType The archive type to check. /** Check based on the archive type.
\return True if the archive loader supports this type, false if not */ \param fileType The archive type to check.
virtual bool isALoadableFileFormat(E_FILE_ARCHIVE_TYPE fileType) const =0; \return True if the archive loader supports this type, false if not */
virtual bool isALoadableFileFormat(E_FILE_ARCHIVE_TYPE fileType) const =0;
//! Creates an archive from the filename
/** \param filename File to use. //! Creates an archive from the filename
\param ignoreCase Searching is performed without regarding the case /** \param filename File to use.
\param ignorePaths Files are searched for without checking for the directories \param ignoreCase Searching is performed without regarding the case
\return Pointer to newly created archive, or 0 upon error. */ \param ignorePaths Files are searched for without checking for the directories
virtual IFileArchive* createArchive(const path& filename, bool ignoreCase, bool ignorePaths) const =0; \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. //! Creates an archive from the file
\param ignoreCase Searching is performed without regarding the case /** \param file File handle to use.
\param ignorePaths Files are searched for without checking for the directories \param ignoreCase Searching is performed without regarding the case
\return Pointer to newly created archive, or 0 upon error. */ \param ignorePaths Files are searched for without checking for the directories
virtual IFileArchive* createArchive(io::IReadFile* file, bool ignoreCase, bool ignorePaths) const =0; \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 } // end namespace io
} // end namespace irr
#endif

@ -1,89 +1,94 @@
// 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

@ -1,269 +1,273 @@
// 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 //! The FileSystem manages files and archives and provides access to them.
need to know where every file is located. A file could be in a .zip-Archive or /** It manages where files are, so that modules which use the the IO do not
as file on disk, using the IFileSystem makes no difference to this. */ need to know where every file is located. A file could be in a .zip-Archive or
class IFileSystem : public virtual IReferenceCounted as file on disk, using the IFileSystem makes no difference to this. */
{ class IFileSystem : public virtual IReferenceCounted
public: {
public:
//! Opens a file for read access.
/** \param filename: Name of file to open. //! Opens a file for read access.
\return Pointer to the created file interface. /** \param filename: Name of file to open.
The returned pointer should be dropped when no longer needed. \return Pointer to the created file interface.
See IReferenceCounted::drop() for more information. */ The returned pointer should be dropped when no longer needed.
virtual IReadFile* createAndOpenFile(const path& filename) =0; See IReferenceCounted::drop() for more information. */
virtual IReadFile* createAndOpenFile(const path& filename) =0;
//! Creates an IReadFile interface for accessing memory like a file.
/** This allows you to use a pointer to memory where an IReadFile is requested. //! Creates an IReadFile interface for accessing memory like a file.
\param memory: A pointer to the start of the file in memory /** This allows you to use a pointer to memory where an IReadFile is requested.
\param len: The length of the memory in bytes \param memory: A pointer to the start of the file in memory
\param fileName: The name given to this file \param len: The length of the memory in bytes
\param deleteMemoryWhenDropped: True if the memory should be deleted \param fileName: The name given to this file
along with the IReadFile when it is dropped. \param deleteMemoryWhenDropped: True if the memory should be deleted
\return Pointer to the created file interface. along with the IReadFile when it is dropped.
The returned pointer should be dropped when no longer needed. \return Pointer to the created file interface.
See IReferenceCounted::drop() for more information. The returned pointer should be dropped when no longer needed.
*/ See IReferenceCounted::drop() for more information.
virtual IReadFile* createMemoryReadFile(const void* memory, s32 len, const path& fileName, bool deleteMemoryWhenDropped=false) =0; */
virtual IReadFile* createMemoryReadFile(const void* memory, s32 len, const path& fileName, bool deleteMemoryWhenDropped=false) =0;
//! Creates an IReadFile interface for accessing files inside files.
/** This is useful e.g. for archives. //! Creates an IReadFile interface for accessing files inside files.
\param fileName: The name given to this file /** This is useful e.g. for archives.
\param alreadyOpenedFile: Pointer to the enclosing file \param fileName: The name given to this file
\param pos: Start of the file inside alreadyOpenedFile \param alreadyOpenedFile: Pointer to the enclosing file
\param areaSize: The length of the file \param pos: Start of the file inside alreadyOpenedFile
\return A pointer to the created file interface. \param areaSize: The length of the file
The returned pointer should be dropped when no longer needed. \return A pointer to the created file interface.
See IReferenceCounted::drop() for more information. The returned pointer should be dropped when no longer needed.
*/ See IReferenceCounted::drop() for more information.
virtual IReadFile* createLimitReadFile(const path& fileName, */
IReadFile* alreadyOpenedFile, long pos, long areaSize) =0; virtual IReadFile* createLimitReadFile(const path& fileName,
IReadFile* alreadyOpenedFile, long pos, long areaSize) =0;
//! Creates an IWriteFile interface for accessing memory like a file.
/** This allows you to use a pointer to memory where an IWriteFile is requested. //! Creates an IWriteFile interface for accessing memory like a file.
You are responsible for allocating enough memory. /** This allows you to use a pointer to memory where an IWriteFile is requested.
\param memory: A pointer to the start of the file in memory (allocated by you) You are responsible for allocating enough memory.
\param len: The length of the memory in bytes \param memory: A pointer to the start of the file in memory (allocated by you)
\param fileName: The name given to this file \param len: The length of the memory in bytes
\param deleteMemoryWhenDropped: True if the memory should be deleted \param fileName: The name given to this file
along with the IWriteFile when it is dropped. \param deleteMemoryWhenDropped: True if the memory should be deleted
\return Pointer to the created file interface. along with the IWriteFile when it is dropped.
The returned pointer should be dropped when no longer needed. \return Pointer to the created file interface.
See IReferenceCounted::drop() for more information. The returned pointer should be dropped when no longer needed.
*/ See IReferenceCounted::drop() for more information.
virtual IWriteFile* createMemoryWriteFile(void* memory, s32 len, const path& fileName, bool deleteMemoryWhenDropped=false) =0; */
virtual IWriteFile* createMemoryWriteFile(void* memory, s32 len, const path& fileName, bool deleteMemoryWhenDropped=false) =0;
//! Opens a file for write access.
/** \param filename: Name of file to open. //! Opens a file for write access.
\param append: If the file already exist, all write operations are /** \param filename: Name of file to open.
appended to the file. \param append: If the file already exist, all write operations are
\return Pointer to the created file interface. 0 is returned, if the appended to the file.
file could not created or opened for writing. \return Pointer to the created file interface. 0 is returned, if the
The returned pointer should be dropped when no longer needed. file could not created or opened for writing.
See IReferenceCounted::drop() for more information. */ The returned pointer should be dropped when no longer needed.
virtual IWriteFile* createAndWriteFile(const path& filename, bool append=false) =0; See IReferenceCounted::drop() for more information. */
virtual IWriteFile* createAndWriteFile(const path& filename, bool append=false) =0;
//! Adds an archive to the file system.
/** After calling this, the Irrlicht Engine will also search and open //! Adds an archive to the file system.
files directly from this archive. This is useful for hiding data from /** After calling this, the Irrlicht Engine will also search and open
the end user, speeding up file access and making it possible to access files directly from this archive. This is useful for hiding data from
for example Quake3 .pk3 files, which are just renamed .zip files. By the end user, speeding up file access and making it possible to access
default Irrlicht supports ZIP, PAK, TAR, PNK, and directories as for example Quake3 .pk3 files, which are just renamed .zip files. By
archives. You can provide your own archive types by implementing default Irrlicht supports ZIP, PAK, TAR, PNK, and directories as
IArchiveLoader and passing an instance to addArchiveLoader. archives. You can provide your own archive types by implementing
Irrlicht supports AES-encrypted zip files, and the advanced compression IArchiveLoader and passing an instance to addArchiveLoader.
techniques lzma and bzip2. Irrlicht supports AES-encrypted zip files, and the advanced compression
\param filename: Filename of the archive to add to the file system. techniques lzma and bzip2.
\param ignoreCase: If set to true, files in the archive can be accessed without \param filename: Filename of the archive to add to the file system.
writing all letters in the right case. \param ignoreCase: If set to true, files in the archive can be accessed without
\param ignorePaths: If set to true, files in the added archive can be accessed writing all letters in the right case.
without its complete path. \param ignorePaths: If set to true, files in the added archive can be accessed
\param archiveType: If no specific E_FILE_ARCHIVE_TYPE is selected then without its complete path.
the type of archive will depend on the extension of the file name. If \param archiveType: If no specific E_FILE_ARCHIVE_TYPE is selected then
you use a different extension then you can use this parameter to force the type of archive will depend on the extension of the file name. If
a specific type of archive. you use a different extension then you can use this parameter to force
\param password An optional password, which is used in case of encrypted archives. a specific type of archive.
\param retArchive A pointer that will be set to the archive that is added. \param password An optional password, which is used in case of encrypted archives.
\return True if the archive was added successfully, false if not. */ \param retArchive A pointer that will be set to the archive that is added.
virtual bool addFileArchive(const path& filename, bool ignoreCase=true, \return True if the archive was added successfully, false if not. */
bool ignorePaths=true, virtual bool addFileArchive(const path& filename, bool ignoreCase=true,
E_FILE_ARCHIVE_TYPE archiveType=EFAT_UNKNOWN, bool ignorePaths=true,
const core::stringc& password="", E_FILE_ARCHIVE_TYPE archiveType=EFAT_UNKNOWN,
IFileArchive** retArchive=0) =0; const core::stringc& password="",
IFileArchive** retArchive=0) =0;
//! Adds an archive to the file system.
/** After calling this, the Irrlicht Engine will also search and open //! Adds an archive to the file system.
files directly from this archive. This is useful for hiding data from /** After calling this, the Irrlicht Engine will also search and open
the end user, speeding up file access and making it possible to access files directly from this archive. This is useful for hiding data from
for example Quake3 .pk3 files, which are just renamed .zip files. By the end user, speeding up file access and making it possible to access
default Irrlicht supports ZIP, PAK, TAR, PNK, and directories as for example Quake3 .pk3 files, which are just renamed .zip files. By
archives. You can provide your own archive types by implementing default Irrlicht supports ZIP, PAK, TAR, PNK, and directories as
IArchiveLoader and passing an instance to addArchiveLoader. archives. You can provide your own archive types by implementing
Irrlicht supports AES-encrypted zip files, and the advanced compression IArchiveLoader and passing an instance to addArchiveLoader.
techniques lzma and bzip2. Irrlicht supports AES-encrypted zip files, and the advanced compression
If you want to add a directory as an archive, prefix its name with a techniques lzma and bzip2.
slash in order to let Irrlicht recognize it as a folder mount (mypath/). If you want to add a directory as an archive, prefix its name with a
Using this technique one can build up a search order, because archives slash in order to let Irrlicht recognize it as a folder mount (mypath/).
are read first, and can be used more easily with relative filenames. Using this technique one can build up a search order, because archives
\param file: Archive to add to the file system. are read first, and can be used more easily with relative filenames.
\param ignoreCase: If set to true, files in the archive can be accessed without \param file: Archive to add to the file system.
writing all letters in the right case. \param ignoreCase: If set to true, files in the archive can be accessed without
\param ignorePaths: If set to true, files in the added archive can be accessed writing all letters in the right case.
without its complete path. \param ignorePaths: If set to true, files in the added archive can be accessed
\param archiveType: If no specific E_FILE_ARCHIVE_TYPE is selected then without its complete path.
the type of archive will depend on the extension of the file name. If \param archiveType: If no specific E_FILE_ARCHIVE_TYPE is selected then
you use a different extension then you can use this parameter to force the type of archive will depend on the extension of the file name. If
a specific type of archive. you use a different extension then you can use this parameter to force
\param password An optional password, which is used in case of encrypted archives. a specific type of archive.
\param retArchive A pointer that will be set to the archive that is added. \param password An optional password, which is used in case of encrypted archives.
\return True if the archive was added successfully, false if not. */ \param retArchive A pointer that will be set to the archive that is added.
virtual bool addFileArchive(IReadFile* file, bool ignoreCase=true, \return True if the archive was added successfully, false if not. */
bool ignorePaths=true, virtual bool addFileArchive(IReadFile* file, bool ignoreCase=true,
E_FILE_ARCHIVE_TYPE archiveType=EFAT_UNKNOWN, bool ignorePaths=true,
const core::stringc& password="", E_FILE_ARCHIVE_TYPE archiveType=EFAT_UNKNOWN,
IFileArchive** retArchive=0) =0; const core::stringc& password="",
IFileArchive** retArchive=0) =0;
//! Adds an archive to the file system.
/** \param archive: The archive to add to the file system. //! Adds an archive to the file system.
\return True if the archive was added successfully, false if not. */ /** \param archive: The archive to add to the file system.
virtual bool addFileArchive(IFileArchive* archive) =0; \return True if the archive was added successfully, false if not. */
virtual bool addFileArchive(IFileArchive* archive) =0;
//! Get the number of archives currently attached to the file system
virtual u32 getFileArchiveCount() const =0; //! Get the number of archives currently attached to the file system
virtual u32 getFileArchiveCount() const =0;
//! Removes an archive from the file system.
/** This will close the archive and free any file handles, but will not //! Removes an archive from the file system.
close resources which have already been loaded and are now cached, for /** This will close the archive and free any file handles, but will not
example textures and meshes. close resources which have already been loaded and are now cached, for
\param index: The index of the archive to remove example textures and meshes.
\return True on success, false on failure */ \param index: The index of the archive to remove
virtual bool removeFileArchive(u32 index) =0; \return True on success, false on failure */
virtual bool removeFileArchive(u32 index) =0;
//! Removes an archive from the file system.
/** This will close the archive and free any file handles, but will not //! Removes an archive from the file system.
close resources which have already been loaded and are now cached, for /** This will close the archive and free any file handles, but will not
example textures and meshes. Note that a relative filename might be close resources which have already been loaded and are now cached, for
interpreted differently on each call, depending on the current working example textures and meshes. Note that a relative filename might be
directory. In case you want to remove an archive that was added using interpreted differently on each call, depending on the current working
a relative path name, you have to change to the same working directory directory. In case you want to remove an archive that was added using
again. This means, that the filename given on creation is not an a relative path name, you have to change to the same working directory
identifier for the archive, but just a usual filename that is used for again. This means, that the filename given on creation is not an
locating the archive to work with. identifier for the archive, but just a usual filename that is used for
\param filename The archive pointed to by the name will be removed locating the archive to work with.
\return True on success, false on failure */ \param filename The archive pointed to by the name will be removed
virtual bool removeFileArchive(const path& filename) =0; \return True on success, false on failure */
virtual bool removeFileArchive(const path& filename) =0;
//! Removes an archive from the file system.
/** This will close the archive and free any file handles, but will not //! Removes an archive from the file system.
close resources which have already been loaded and are now cached, for /** This will close the archive and free any file handles, but will not
example textures and meshes. close resources which have already been loaded and are now cached, for
\param archive The archive to remove. example textures and meshes.
\return True on success, false on failure */ \param archive The archive to remove.
virtual bool removeFileArchive(const IFileArchive* archive) =0; \return True on success, false on failure */
virtual bool removeFileArchive(const IFileArchive* archive) =0;
//! Changes the search order of attached archives.
/** //! Changes the search order of attached archives.
\param sourceIndex: The index of the archive to change /**
\param relative: The relative change in position, archives with a lower index are searched first */ \param sourceIndex: The index of the archive to change
virtual bool moveFileArchive(u32 sourceIndex, s32 relative) =0; \param relative: The relative change in position, archives with a lower index are searched first */
virtual bool moveFileArchive(u32 sourceIndex, s32 relative) =0;
//! Get the archive at a given index.
virtual IFileArchive* getFileArchive(u32 index) =0; //! Get the archive at a given index.
virtual IFileArchive* getFileArchive(u32 index) =0;
//! Adds an external archive loader to the engine.
/** Use this function to add support for new archive types to the //! Adds an external archive loader to the engine.
engine, for example proprietary or encrypted file storage. */ /** Use this function to add support for new archive types to the
virtual void addArchiveLoader(IArchiveLoader* loader) =0; engine, for example proprietary or encrypted file storage. */
virtual void addArchiveLoader(IArchiveLoader* loader) =0;
//! Gets the number of archive loaders currently added
virtual u32 getArchiveLoaderCount() const = 0; //! Gets the number of archive loaders currently added
virtual u32 getArchiveLoaderCount() const = 0;
//! Retrieve the given archive loader
/** \param index The index of the loader to retrieve. This parameter is an 0-based //! Retrieve the given archive loader
array index. /** \param index The index of the loader to retrieve. This parameter is an 0-based
\return A pointer to the specified loader, 0 if the index is incorrect. */ array index.
virtual IArchiveLoader* getArchiveLoader(u32 index) const = 0; \return A pointer to the specified loader, 0 if the index is incorrect. */
virtual IArchiveLoader* getArchiveLoader(u32 index) const = 0;
//! Get the current working directory.
/** \return Current working directory as a string. */ //! Get the current working directory.
virtual const path& getWorkingDirectory() =0; /** \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. //! Changes the current working directory.
The string is operating system dependent. Under Windows it has /** \param newDirectory: A string specifying the new working directory.
the form "<drive>:\<directory>\<sudirectory>\<..>". An example would be: "C:\Windows\" The string is operating system dependent. Under Windows it has
\return True if successful, otherwise false. */ the form "<drive>:\<directory>\<sudirectory>\<..>". An example would be: "C:\Windows\"
virtual bool changeWorkingDirectoryTo(const path& newDirectory) =0; \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. //! Converts a relative path to an absolute (unique) path, resolving symbolic links if required
\result Absolute filename which points to the same file. */ /** \param filename Possibly relative file or directory name to query.
virtual path getAbsolutePath(const path& filename) const =0; \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. //! Get the directory a file is located in.
\return String containing the directory of the file. */ /** \param filename: The file to get the directory from.
virtual path getFileDir(const path& filename) const =0; \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. //! Get the base part of a filename, i.e. the name without the directory part.
\param filename: The file to get the basename from /** If no directory is prefixed, the full name is returned.
\param keepExtension True if filename with extension is returned otherwise everything \param filename: The file to get the basename from
after the final '.' is removed as well. */ \param keepExtension True if filename with extension is returned otherwise everything
virtual path getFileBasename(const path& filename, bool keepExtension=true) const =0; 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; //! 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; //! 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 //! Creates a list of files and directories in the current working directory and returns it.
it has to be deleted using its IFileList::drop() method. /** \return a Pointer to the created IFileList is returned. After the list has been used
See IReferenceCounted::drop() for more information. */ it has to be deleted using its IFileList::drop() method.
virtual IFileList* createFileList() =0; 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 //! Creates an empty filelist
it has to be deleted using its IFileList::drop() method. /** \return a Pointer to the created IFileList is returned. After the list has been used
See IReferenceCounted::drop() for more information. */ it has to be deleted using its IFileList::drop() method.
virtual IFileList* createEmptyFileList(const io::path& path, bool ignoreCase, bool ignorePaths) =0; 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; //! 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. //! Determines if a file exists and could be opened.
\return True if file exists, and false if it does not exist or an error occurred. */ /** \param filename is the string identifying the file which should be tested for existence.
virtual bool existFile(const path& filename) const =0; \return True if file exists, and false if it does not exist or an error occurred. */
}; virtual bool existFile(const path& filename) const =0;
};
} // end namespace io
} // end namespace irr } // end namespace io
} // end namespace irr
#endif

@ -1,371 +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: {
public:
//! Destructor
virtual ~IGPUProgrammingServices() {} //! Destructor
virtual ~IGPUProgrammingServices() {}
//! Adds a new high-level shading material renderer to the VideoDriver.
/** Currently only HLSL/D3D9 and GLSL/OpenGL are supported. //! Adds a new high-level shading material renderer to the VideoDriver.
\param vertexShaderProgram String containing the source of the vertex /** Currently only HLSL/D3D9 and GLSL/OpenGL are supported.
shader program. This can be 0 if no vertex program shall be used. \param vertexShaderProgram String containing the source of the vertex
\param vertexShaderEntryPointName Name of the entry function of the shader program. This can be 0 if no vertex program shall be used.
vertexShaderProgram (p.e. "main") \param vertexShaderEntryPointName Name of the entry function of the
\param vsCompileTarget Vertex shader version the high level shader vertexShaderProgram (p.e. "main")
shall be compiled to. \param vsCompileTarget Vertex shader version the high level shader
\param pixelShaderProgram String containing the source of the pixel shall be compiled to.
shader program. This can be 0 if no pixel shader shall be used. \param pixelShaderProgram String containing the source of the pixel
\param pixelShaderEntryPointName Entry name of the function of the shader program. This can be 0 if no pixel shader shall be used.
pixelShaderProgram (p.e. "main") \param pixelShaderEntryPointName Entry name of the function of the
\param psCompileTarget Pixel shader version the high level shader pixelShaderProgram (p.e. "main")
shall be compiled to. \param psCompileTarget Pixel shader version the high level shader
\param geometryShaderProgram String containing the source of the shall be compiled to.
geometry shader program. This can be 0 if no geometry shader shall be \param geometryShaderProgram String containing the source of the
used. geometry shader program. This can be 0 if no geometry shader shall be
\param geometryShaderEntryPointName Entry name of the function of the used.
geometryShaderProgram (p.e. "main") \param geometryShaderEntryPointName Entry name of the function of the
\param gsCompileTarget Geometry shader version the high level shader geometryShaderProgram (p.e. "main")
shall be compiled to. \param gsCompileTarget Geometry shader version the high level shader
\param inType Type of vertices passed to geometry shader shall be compiled to.
\param outType Type of vertices created by geometry shader \param inType Type of vertices passed to geometry shader
\param verticesOut Maximal number of vertices created by geometry \param outType Type of vertices created by geometry shader
shader. If 0, maximal number supported is assumed. \param verticesOut Maximal number of vertices created by geometry
\param callback Pointer to an implementation of shader. If 0, maximal number supported is assumed.
IShaderConstantSetCallBack in which you can set the needed vertex, \param callback Pointer to an implementation of
pixel, and geometry shader program constants. Set this to 0 if you IShaderConstantSetCallBack in which you can set the needed vertex,
don't need this. pixel, and geometry shader program constants. Set this to 0 if you
\param baseMaterial Base material which renderstates will be used to don't need this.
shade the material. \param baseMaterial Base material which renderstates will be used to
\param userData a user data int. This int can be set to any value and shade the material.
will be set as parameter in the callback method when calling \param userData a user data int. This int can be set to any value and
OnSetConstants(). In this way it is easily possible to use the same will be set as parameter in the callback method when calling
callback method for multiple materials and distinguish between them OnSetConstants(). In this way it is easily possible to use the same
during the call. callback method for multiple materials and distinguish between them
\return Number of the material type which can be set in during the call.
SMaterial::MaterialType to use the renderer. -1 is returned if an error \return Number of the material type which can be set in
occurred, e.g. if a shader program could not be compiled or a compile SMaterial::MaterialType to use the renderer. -1 is returned if an error
target is not reachable. The error strings are then printed to the occurred, e.g. if a shader program could not be compiled or a compile
error log and can be caught with a custom event receiver. */ target is not reachable. The error strings are then printed to the
virtual s32 addHighLevelShaderMaterial( error log and can be caught with a custom event receiver. */
const c8* vertexShaderProgram, virtual s32 addHighLevelShaderMaterial(
const c8* vertexShaderEntryPointName, const c8* vertexShaderProgram,
E_VERTEX_SHADER_TYPE vsCompileTarget, const c8* vertexShaderEntryPointName,
const c8* pixelShaderProgram, E_VERTEX_SHADER_TYPE vsCompileTarget,
const c8* pixelShaderEntryPointName, const c8* pixelShaderProgram,
E_PIXEL_SHADER_TYPE psCompileTarget, const c8* pixelShaderEntryPointName,
const c8* geometryShaderProgram, E_PIXEL_SHADER_TYPE psCompileTarget,
const c8* geometryShaderEntryPointName = "main", const c8* geometryShaderProgram,
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0, const c8* geometryShaderEntryPointName = "main",
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES, E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP, scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
u32 verticesOut = 0, scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
IShaderConstantSetCallBack* callback = 0, u32 verticesOut = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, IShaderConstantSetCallBack* callback = 0,
s32 userData = 0) = 0; E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0) = 0;
//! convenience function for use without geometry shaders
s32 addHighLevelShaderMaterial( //! convenience function for use without geometry shaders
const c8* vertexShaderProgram, s32 addHighLevelShaderMaterial(
const c8* vertexShaderEntryPointName="main", const c8* vertexShaderProgram,
E_VERTEX_SHADER_TYPE vsCompileTarget=EVST_VS_1_1, const c8* vertexShaderEntryPointName="main",
const c8* pixelShaderProgram=0, E_VERTEX_SHADER_TYPE vsCompileTarget=EVST_VS_1_1,
const c8* pixelShaderEntryPointName="main", const c8* pixelShaderProgram=0,
E_PIXEL_SHADER_TYPE psCompileTarget=EPST_PS_1_1, const c8* pixelShaderEntryPointName="main",
IShaderConstantSetCallBack* callback=0, E_PIXEL_SHADER_TYPE psCompileTarget=EPST_PS_1_1,
E_MATERIAL_TYPE baseMaterial=video::EMT_SOLID, IShaderConstantSetCallBack* callback=0,
s32 userData=0) E_MATERIAL_TYPE baseMaterial=video::EMT_SOLID,
{ s32 userData=0)
return addHighLevelShaderMaterial( {
vertexShaderProgram, vertexShaderEntryPointName, return addHighLevelShaderMaterial(
vsCompileTarget, pixelShaderProgram, vertexShaderProgram, vertexShaderEntryPointName,
pixelShaderEntryPointName, psCompileTarget, vsCompileTarget, pixelShaderProgram,
0, "main", EGST_GS_4_0, pixelShaderEntryPointName, psCompileTarget,
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, 0, "main", EGST_GS_4_0,
callback, baseMaterial, userData); 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 //! convenience function for use with many defaults, without geometry shader
type 1.1. /** All shader names are set to "main" and compile targets are shader
*/ type 1.1.
s32 addHighLevelShaderMaterial( */
const c8* vertexShaderProgram, s32 addHighLevelShaderMaterial(
const c8* pixelShaderProgram=0, const c8* vertexShaderProgram,
IShaderConstantSetCallBack* callback=0, const c8* pixelShaderProgram=0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, IShaderConstantSetCallBack* callback=0,
s32 userData=0) E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
{ s32 userData=0)
return addHighLevelShaderMaterial( {
vertexShaderProgram, "main", return addHighLevelShaderMaterial(
EVST_VS_1_1, pixelShaderProgram, vertexShaderProgram, "main",
"main", EPST_PS_1_1, EVST_VS_1_1, pixelShaderProgram,
0, "main", EGST_GS_4_0, "main", EPST_PS_1_1,
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, 0, "main", EGST_GS_4_0,
callback, baseMaterial, userData); 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 //! convenience function for use with many defaults, with geometry shader
type 1.1 and geometry shader 4.0. /** All shader names are set to "main" and compile targets are shader
*/ type 1.1 and geometry shader 4.0.
s32 addHighLevelShaderMaterial( */
const c8* vertexShaderProgram, s32 addHighLevelShaderMaterial(
const c8* pixelShaderProgram = 0, const c8* vertexShaderProgram,
const c8* geometryShaderProgram = 0, const c8* pixelShaderProgram = 0,
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES, const c8* geometryShaderProgram = 0,
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP, scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
u32 verticesOut = 0, scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
IShaderConstantSetCallBack* callback = 0, u32 verticesOut = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, IShaderConstantSetCallBack* callback = 0,
s32 userData = 0 ) E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
{ s32 userData = 0 )
return addHighLevelShaderMaterial( {
vertexShaderProgram, "main", return addHighLevelShaderMaterial(
EVST_VS_1_1, pixelShaderProgram, vertexShaderProgram, "main",
"main", EPST_PS_1_1, EVST_VS_1_1, pixelShaderProgram,
geometryShaderProgram, "main", EGST_GS_4_0, "main", EPST_PS_1_1,
inType, outType, verticesOut, geometryShaderProgram, "main", EGST_GS_4_0,
callback, baseMaterial, userData); inType, outType, verticesOut,
} callback, baseMaterial, userData);
}
//! Like addHighLevelShaderMaterial(), but loads from files.
/** \param vertexShaderProgramFileName Text file containing the source //! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
of the vertex shader program. Set to empty string if no vertex shader /** \param vertexShaderProgramFileName Text file containing the source
shall be created. of the vertex shader program. Set to empty string if no vertex shader
\param vertexShaderEntryPointName Name of the entry function of the shall be created.
vertexShaderProgram (p.e. "main") \param vertexShaderEntryPointName Name of the entry function of the
\param vsCompileTarget Vertex shader version the high level shader vertexShaderProgram (p.e. "main")
shall be compiled to. \param vsCompileTarget Vertex shader version the high level shader
\param pixelShaderProgramFileName Text file containing the source of shall be compiled to.
the pixel shader program. Set to empty string if no pixel shader shall \param pixelShaderProgramFileName Text file containing the source of
be created. the pixel shader program. Set to empty string if no pixel shader shall
\param pixelShaderEntryPointName Entry name of the function of the be created.
pixelShaderProgram (p.e. "main") \param pixelShaderEntryPointName Entry name of the function of the
\param psCompileTarget Pixel shader version the high level shader pixelShaderProgram (p.e. "main")
shall be compiled to. \param psCompileTarget Pixel shader version the high level shader
\param geometryShaderProgramFileName Name of the source of shall be compiled to.
the geometry shader program. Set to empty string if no geometry shader \param geometryShaderProgramFileName Name of the source of
shall be created. the geometry shader program. Set to empty string if no geometry shader
\param geometryShaderEntryPointName Entry name of the function of the shall be created.
geometryShaderProgram (p.e. "main") \param geometryShaderEntryPointName Entry name of the function of the
\param gsCompileTarget Geometry shader version the high level shader geometryShaderProgram (p.e. "main")
shall be compiled to. \param gsCompileTarget Geometry shader version the high level shader
\param inType Type of vertices passed to geometry shader shall be compiled to.
\param outType Type of vertices created by geometry shader \param inType Type of vertices passed to geometry shader
\param verticesOut Maximal number of vertices created by geometry \param outType Type of vertices created by geometry shader
shader. If 0, maximal number supported is assumed. \param verticesOut Maximal number of vertices created by geometry
\param callback Pointer to an implementation of shader. If 0, maximal number supported is assumed.
IShaderConstantSetCallBack in which you can set the needed vertex, \param callback Pointer to an implementation of
pixel, and geometry shader program constants. Set this to 0 if you IShaderConstantSetCallBack in which you can set the needed vertex,
don't need this. pixel, and geometry shader program constants. Set this to 0 if you
\param baseMaterial Base material which renderstates will be used to don't need this.
shade the material. \param baseMaterial Base material which renderstates will be used to
\param userData a user data int. This int can be set to any value and shade the material.
will be set as parameter in the callback method when calling \param userData a user data int. This int can be set to any value and
OnSetConstants(). In this way it is easily possible to use the same will be set as parameter in the callback method when calling
callback method for multiple materials and distinguish between them OnSetConstants(). In this way it is easily possible to use the same
during the call. callback method for multiple materials and distinguish between them
\return Number of the material type which can be set in during the call.
SMaterial::MaterialType to use the renderer. -1 is returned if an error \return Number of the material type which can be set in
occurred, e.g. if a shader program could not be compiled or a compile SMaterial::MaterialType to use the renderer. -1 is returned if an error
target is not reachable. The error strings are then printed to the occurred, e.g. if a shader program could not be compiled or a compile
error log and can be caught with a custom event receiver. */ target is not reachable. The error strings are then printed to the
virtual s32 addHighLevelShaderMaterialFromFiles( error log and can be caught with a custom event receiver. */
const io::path& vertexShaderProgramFileName, virtual s32 addHighLevelShaderMaterialFromFiles(
const c8* vertexShaderEntryPointName, const io::path& vertexShaderProgramFileName,
E_VERTEX_SHADER_TYPE vsCompileTarget, const c8* vertexShaderEntryPointName,
const io::path& pixelShaderProgramFileName, E_VERTEX_SHADER_TYPE vsCompileTarget,
const c8* pixelShaderEntryPointName, const io::path& pixelShaderProgramFileName,
E_PIXEL_SHADER_TYPE psCompileTarget, const c8* pixelShaderEntryPointName,
const io::path& geometryShaderProgramFileName, E_PIXEL_SHADER_TYPE psCompileTarget,
const c8* geometryShaderEntryPointName = "main", const io::path& geometryShaderProgramFileName,
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0, const c8* geometryShaderEntryPointName = "main",
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES, E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP, scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
u32 verticesOut = 0, scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
IShaderConstantSetCallBack* callback = 0, u32 verticesOut = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, IShaderConstantSetCallBack* callback = 0,
s32 userData = 0) = 0; E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0) = 0;
//! convenience function for use without geometry shaders
s32 addHighLevelShaderMaterialFromFiles( //! convenience function for use without geometry shaders
const io::path& vertexShaderProgramFileName, s32 addHighLevelShaderMaterialFromFiles(
const c8* vertexShaderEntryPointName = "main", const io::path& vertexShaderProgramFileName,
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1, const c8* vertexShaderEntryPointName = "main",
const io::path& pixelShaderProgramFileName = "", E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
const c8* pixelShaderEntryPointName = "main", const io::path& pixelShaderProgramFileName = "",
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1, const c8* pixelShaderEntryPointName = "main",
IShaderConstantSetCallBack* callback = 0, E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, IShaderConstantSetCallBack* callback = 0,
s32 userData = 0) E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
{ s32 userData = 0)
return addHighLevelShaderMaterialFromFiles( {
vertexShaderProgramFileName, vertexShaderEntryPointName, return addHighLevelShaderMaterialFromFiles(
vsCompileTarget, pixelShaderProgramFileName, vertexShaderProgramFileName, vertexShaderEntryPointName,
pixelShaderEntryPointName, psCompileTarget, vsCompileTarget, pixelShaderProgramFileName,
"", "main", EGST_GS_4_0, pixelShaderEntryPointName, psCompileTarget,
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, "", "main", EGST_GS_4_0,
callback, baseMaterial, userData); 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 //! convenience function for use with many defaults, without geometry shader
type 1.1. /** All shader names are set to "main" and compile targets are shader
*/ type 1.1.
s32 addHighLevelShaderMaterialFromFiles( */
const io::path& vertexShaderProgramFileName, s32 addHighLevelShaderMaterialFromFiles(
const io::path& pixelShaderProgramFileName = "", const io::path& vertexShaderProgramFileName,
IShaderConstantSetCallBack* callback = 0, const io::path& pixelShaderProgramFileName = "",
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, IShaderConstantSetCallBack* callback = 0,
s32 userData = 0 ) E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
{ s32 userData = 0 )
return addHighLevelShaderMaterialFromFiles( {
vertexShaderProgramFileName, "main", return addHighLevelShaderMaterialFromFiles(
EVST_VS_1_1, pixelShaderProgramFileName, vertexShaderProgramFileName, "main",
"main", EPST_PS_1_1, EVST_VS_1_1, pixelShaderProgramFileName,
"", "main", EGST_GS_4_0, "main", EPST_PS_1_1,
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, "", "main", EGST_GS_4_0,
callback, baseMaterial, userData); 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 //! convenience function for use with many defaults, with geometry shader
type 1.1 and geometry shader 4.0. /** All shader names are set to "main" and compile targets are shader
*/ type 1.1 and geometry shader 4.0.
s32 addHighLevelShaderMaterialFromFiles( */
const io::path& vertexShaderProgramFileName, s32 addHighLevelShaderMaterialFromFiles(
const io::path& pixelShaderProgramFileName = "", const io::path& vertexShaderProgramFileName,
const io::path& geometryShaderProgramFileName = "", const io::path& pixelShaderProgramFileName = "",
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES, const io::path& geometryShaderProgramFileName = "",
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP, scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
u32 verticesOut = 0, scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
IShaderConstantSetCallBack* callback = 0, u32 verticesOut = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, IShaderConstantSetCallBack* callback = 0,
s32 userData = 0 ) E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
{ s32 userData = 0 )
return addHighLevelShaderMaterialFromFiles( {
vertexShaderProgramFileName, "main", return addHighLevelShaderMaterialFromFiles(
EVST_VS_1_1, pixelShaderProgramFileName, vertexShaderProgramFileName, "main",
"main", EPST_PS_1_1, EVST_VS_1_1, pixelShaderProgramFileName,
geometryShaderProgramFileName, "main", EGST_GS_4_0, "main", EPST_PS_1_1,
inType, outType, verticesOut, geometryShaderProgramFileName, "main", EGST_GS_4_0,
callback, baseMaterial, userData); inType, outType, verticesOut,
} callback, baseMaterial, userData);
}
//! Like addHighLevelShaderMaterial(), but loads from files.
/** \param vertexShaderProgram Text file handle containing the source //! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
of the vertex shader program. Set to 0 if no vertex shader shall be /** \param vertexShaderProgram Text file handle containing the source
created. of the vertex shader program. Set to 0 if no vertex shader shall be
\param vertexShaderEntryPointName Name of the entry function of the created.
vertexShaderProgram \param vertexShaderEntryPointName Name of the entry function of the
\param vsCompileTarget Vertex shader version the high level shader vertexShaderProgram
shall be compiled to. \param vsCompileTarget Vertex shader version the high level shader
\param pixelShaderProgram Text file handle containing the source of shall be compiled to.
the pixel shader program. Set to 0 if no pixel shader shall be created. \param pixelShaderProgram Text file handle containing the source of
\param pixelShaderEntryPointName Entry name of the function of the the pixel shader program. Set to 0 if no pixel shader shall be created.
pixelShaderProgram (p.e. "main") \param pixelShaderEntryPointName Entry name of the function of the
\param psCompileTarget Pixel shader version the high level shader pixelShaderProgram (p.e. "main")
shall be compiled to. \param psCompileTarget Pixel shader version the high level shader
\param geometryShaderProgram Text file handle containing the source of shall be compiled to.
the geometry shader program. Set to 0 if no geometry shader shall be \param geometryShaderProgram Text file handle containing the source of
created. the geometry shader program. Set to 0 if no geometry shader shall be
\param geometryShaderEntryPointName Entry name of the function of the created.
geometryShaderProgram (p.e. "main") \param geometryShaderEntryPointName Entry name of the function of the
\param gsCompileTarget Geometry shader version the high level shader geometryShaderProgram (p.e. "main")
shall be compiled to. \param gsCompileTarget Geometry shader version the high level shader
\param inType Type of vertices passed to geometry shader shall be compiled to.
\param outType Type of vertices created by geometry shader \param inType Type of vertices passed to geometry shader
\param verticesOut Maximal number of vertices created by geometry \param outType Type of vertices created by geometry shader
shader. If 0, maximal number supported is assumed. \param verticesOut Maximal number of vertices created by geometry
\param callback Pointer to an implementation of shader. If 0, maximal number supported is assumed.
IShaderConstantSetCallBack in which you can set the needed vertex and \param callback Pointer to an implementation of
pixel shader program constants. Set this to 0 if you don't need this. IShaderConstantSetCallBack in which you can set the needed vertex and
\param baseMaterial Base material which renderstates will be used to pixel shader program constants. Set this to 0 if you don't need this.
shade the material. \param baseMaterial Base material which renderstates will be used to
\param userData a user data int. This int can be set to any value and shade the material.
will be set as parameter in the callback method when calling \param userData a user data int. This int can be set to any value and
OnSetConstants(). In this way it is easily possible to use the same will be set as parameter in the callback method when calling
callback method for multiple materials and distinguish between them OnSetConstants(). In this way it is easily possible to use the same
during the call. callback method for multiple materials and distinguish between them
\return Number of the material type which can be set in during the call.
SMaterial::MaterialType to use the renderer. -1 is returned if an \return Number of the material type which can be set in
error occurred, e.g. if a shader program could not be compiled or a SMaterial::MaterialType to use the renderer. -1 is returned if an
compile target is not reachable. The error strings are then printed to error occurred, e.g. if a shader program could not be compiled or a
the error log and can be caught with a custom event receiver. */ compile target is not reachable. The error strings are then printed to
virtual s32 addHighLevelShaderMaterialFromFiles( the error log and can be caught with a custom event receiver. */
io::IReadFile* vertexShaderProgram, virtual s32 addHighLevelShaderMaterialFromFiles(
const c8* vertexShaderEntryPointName, io::IReadFile* vertexShaderProgram,
E_VERTEX_SHADER_TYPE vsCompileTarget, const c8* vertexShaderEntryPointName,
io::IReadFile* pixelShaderProgram, E_VERTEX_SHADER_TYPE vsCompileTarget,
const c8* pixelShaderEntryPointName, io::IReadFile* pixelShaderProgram,
E_PIXEL_SHADER_TYPE psCompileTarget, const c8* pixelShaderEntryPointName,
io::IReadFile* geometryShaderProgram, E_PIXEL_SHADER_TYPE psCompileTarget,
const c8* geometryShaderEntryPointName = "main", io::IReadFile* geometryShaderProgram,
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0, const c8* geometryShaderEntryPointName = "main",
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES, E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP, scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
u32 verticesOut = 0, scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
IShaderConstantSetCallBack* callback = 0, u32 verticesOut = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, IShaderConstantSetCallBack* callback = 0,
s32 userData = 0) = 0; E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0) = 0;
//! convenience function for use without geometry shaders
s32 addHighLevelShaderMaterialFromFiles( //! convenience function for use without geometry shaders
io::IReadFile* vertexShaderProgram, s32 addHighLevelShaderMaterialFromFiles(
const c8* vertexShaderEntryPointName = "main", io::IReadFile* vertexShaderProgram,
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1, const c8* vertexShaderEntryPointName = "main",
io::IReadFile* pixelShaderProgram = 0, E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
const c8* pixelShaderEntryPointName = "main", io::IReadFile* pixelShaderProgram = 0,
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1, const c8* pixelShaderEntryPointName = "main",
IShaderConstantSetCallBack* callback = 0, E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, IShaderConstantSetCallBack* callback = 0,
s32 userData = 0) E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
{ s32 userData = 0)
return addHighLevelShaderMaterialFromFiles( {
vertexShaderProgram, vertexShaderEntryPointName, return addHighLevelShaderMaterialFromFiles(
vsCompileTarget, pixelShaderProgram, vertexShaderProgram, vertexShaderEntryPointName,
pixelShaderEntryPointName, psCompileTarget, vsCompileTarget, pixelShaderProgram,
0, "main", EGST_GS_4_0, pixelShaderEntryPointName, psCompileTarget,
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, 0, "main", EGST_GS_4_0,
callback, baseMaterial, userData); scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
} callback, baseMaterial, userData);
}
//! Delete a shader material and associated data.
/** //! Adds a new ASM shader material renderer to the VideoDriver
After you have deleted a material it is invalid to still use and doing /** Note that it is a good idea to call IVideoDriver::queryFeature() in
so might result in a crash. The ID may be reused in the future when new advance to check if the IVideoDriver supports the vertex and/or pixel
materials are added. shader version your are using.
\param material Number of the material type. Must not be a built-in
material. */ The material is added to the VideoDriver like with
virtual void deleteShaderMaterial(s32 material) = 0; IVideoDriver::addMaterialRenderer() and can be used like it had been
}; added with that method.
\param vertexShaderProgram String containing the source of the vertex
shader program. This can be 0 if no vertex program shall be used.
} // end namespace video
} // end namespace irr 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

@ -1,264 +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
{ const c8* const GUIButtonStateNames[EGBS_COUNT+1] =
"buttonUp", {
"buttonDown", "buttonUp",
"buttonMouseOver", "buttonDown",
"buttonMouseOff", "buttonMouseOver",
"buttonFocused", "buttonMouseOff",
"buttonNotFocused", "buttonFocused",
"buttonDisabled", "buttonNotFocused",
0 // count "buttonDisabled",
}; 0 // count
};
//! State of buttons used for drawing texture images.
//! Note that only a single state is active at a time //! State of buttons used for drawing texture images.
//! Also when no image is defined for a state it will use images from another state //! Note that only a single state is active at a time
//! and if that state is not set from the replacement for that,etc. //! Also when no image is defined for a state it will use images from another state
//! So in many cases setting EGBIS_IMAGE_UP and EGBIS_IMAGE_DOWN is sufficient. //! and if that state is not set from the replacement for that,etc.
enum EGUI_BUTTON_IMAGE_STATE //! So in many cases setting EGBIS_IMAGE_UP and EGBIS_IMAGE_DOWN is sufficient.
{ enum EGUI_BUTTON_IMAGE_STATE
//! When no other states have images they will all use this one. {
EGBIS_IMAGE_UP, //! When no other states have images they will all use this one.
//! When not set EGBIS_IMAGE_UP is used. EGBIS_IMAGE_UP,
EGBIS_IMAGE_UP_MOUSEOVER, //! When not set EGBIS_IMAGE_UP is used.
//! When not set EGBIS_IMAGE_UP_MOUSEOVER is used. EGBIS_IMAGE_UP_MOUSEOVER,
EGBIS_IMAGE_UP_FOCUSED, //! When not set EGBIS_IMAGE_UP_MOUSEOVER is used.
//! When not set EGBIS_IMAGE_UP_FOCUSED is used. EGBIS_IMAGE_UP_FOCUSED,
EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER, //! When not set EGBIS_IMAGE_UP_FOCUSED is used.
//! When not set EGBIS_IMAGE_UP is used. EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER,
EGBIS_IMAGE_DOWN, //! When not set EGBIS_IMAGE_UP is used.
//! When not set EGBIS_IMAGE_DOWN is used. EGBIS_IMAGE_DOWN,
EGBIS_IMAGE_DOWN_MOUSEOVER, //! When not set EGBIS_IMAGE_DOWN is used.
//! When not set EGBIS_IMAGE_DOWN_MOUSEOVER is used. EGBIS_IMAGE_DOWN_MOUSEOVER,
EGBIS_IMAGE_DOWN_FOCUSED, //! When not set EGBIS_IMAGE_DOWN_MOUSEOVER is used.
//! When not set EGBIS_IMAGE_DOWN_FOCUSED is used. EGBIS_IMAGE_DOWN_FOCUSED,
EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER, //! When not set EGBIS_IMAGE_DOWN_FOCUSED is used.
//! When not set EGBIS_IMAGE_UP or EGBIS_IMAGE_DOWN are used (depending on button state). EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER,
EGBIS_IMAGE_DISABLED, //! When not set EGBIS_IMAGE_UP or EGBIS_IMAGE_DOWN are used (depending on button state).
//! not used, counts the number of enumerated items EGBIS_IMAGE_DISABLED,
EGBIS_COUNT //! not used, counts the number of enumerated items
}; EGBIS_COUNT
};
//! Names for gui button image states
const c8* const GUIButtonImageStateNames[EGBIS_COUNT+1] = //! Names for gui button image states
{ const c8* const GUIButtonImageStateNames[EGBIS_COUNT+1] =
"Image", // not "ImageUp" as it otherwise breaks serialization of old files {
"ImageUpOver", "Image", // not "ImageUp" as it otherwise breaks serialization of old files
"ImageUpFocused", "ImageUpOver",
"ImageUpFocusedOver", "ImageUpFocused",
"PressedImage", // not "ImageDown" as it otherwise breaks serialization of old files "ImageUpFocusedOver",
"ImageDownOver", "PressedImage", // not "ImageDown" as it otherwise breaks serialization of old files
"ImageDownFocused", "ImageDownOver",
"ImageDownFocusedOver", "ImageDownFocused",
"ImageDisabled", "ImageDownFocusedOver",
0 // count "ImageDisabled",
}; 0 // count
};
//! GUI Button interface.
/** \par This element can create the following events of type EGUI_EVENT_TYPE: //! GUI Button interface.
\li EGET_BUTTON_CLICKED /** \par This element can create the following events of type EGUI_EVENT_TYPE:
*/ \li EGET_BUTTON_CLICKED
class IGUIButton : public IGUIElement */
{ class IGUIButton : public IGUIElement
public: {
public:
//! constructor
IGUIButton(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle) //! constructor
: IGUIElement(EGUIET_BUTTON, environment, parent, id, rectangle) {} IGUIButton(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_BUTTON, environment, parent, id, rectangle) {}
//! Sets another skin independent font.
/** If this is set to zero, the button uses the font of the skin. //! Sets another skin independent font.
\param font: New font to set. */ /** If this is set to zero, the button uses the font of the skin.
virtual void setOverrideFont(IGUIFont* font=0) = 0; \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) */ //! Gets the override font (if any)
virtual IGUIFont* getOverrideFont(void) const = 0; /** \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 //! Get the font which is used right now for drawing
font of the active skin otherwise */ /** Currently this is the override font when one is set and the
virtual IGUIFont* getActiveFont() const = 0; font of the active skin otherwise */
virtual IGUIFont* getActiveFont() const = 0;
//! Sets another color for the button text.
/** When set, this color is used instead of EGDC_BUTTON_TEXT/EGDC_GRAY_TEXT. //! Sets another color for the button text.
You don't need to call enableOverrideColor(true), that's done by this function. /** When set, this color is used instead of EGDC_BUTTON_TEXT/EGDC_GRAY_TEXT.
If you want the the color of the skin back, call enableOverrideColor(false); You don't need to call enableOverrideColor(true), that's done by this function.
\param color: New color of the text. */ If you want the the color of the skin back, call enableOverrideColor(false);
virtual void setOverrideColor(video::SColor color) = 0; \param color: New color of the text. */
virtual void setOverrideColor(video::SColor color) = 0;
//! Gets the override color
/** \return: The override color */ //! Gets the override color
virtual video::SColor getOverrideColor(void) const = 0; /** \return: The override color */
virtual video::SColor getOverrideColor(void) const = 0;
//! Gets the currently used text color
/** Either a skin-color for the current state or the override color */ //! Gets the currently used text color
virtual video::SColor getActiveColor() const = 0; /** Either a skin-color for the current state or the override color */
virtual video::SColor getActiveColor() const = 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 //! Sets if the button text should use the override color or the color in the gui skin.
with IGUIStaticText::setOverrideColor is used, otherwise the /** \param enable: If set to true, the override color, which can be set
EGDC_BUTTON_TEXT or EGDC_GRAY_TEXT color of the skin. */ with IGUIStaticText::setOverrideColor is used, otherwise the
virtual void enableOverrideColor(bool enable) = 0; EGDC_BUTTON_TEXT or EGDC_GRAY_TEXT color of the skin. */
virtual void enableOverrideColor(bool enable) = 0;
//! Checks if an override color is enabled
/** \return true if the override color is enabled, false otherwise */ //! Checks if an override color is enabled
virtual bool isOverrideColorEnabled(void) const = 0; /** \return true if the override color is enabled, false otherwise */
virtual bool isOverrideColorEnabled(void) const = 0;
//! Sets an image which should be displayed on the button when it is in the given state.
/** Only one image-state can be active at a time. Images are drawn below sprites. //! Sets an image which should be displayed on the button when it is in the given state.
If a state is without image it will try to use images from other states as described /** Only one image-state can be active at a time. Images are drawn below sprites.
in ::EGUI_BUTTON_IMAGE_STATE. If a state is without image it will try to use images from other states as described
Images are a little less flexible than sprites, but easier to use. in ::EGUI_BUTTON_IMAGE_STATE.
\param state: One of ::EGUI_BUTTON_IMAGE_STATE Images are a little less flexible than sprites, but easier to use.
\param image: Image to be displayed or NULL to remove the image \param state: One of ::EGUI_BUTTON_IMAGE_STATE
\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 or NULL to remove the image
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; \param sourceRect: Source rectangle on the image texture. When width or height are 0 then the full texture-size is used (default). */
virtual void setImage(EGUI_BUTTON_IMAGE_STATE state, video::ITexture* image=0, const core::rect<s32>& sourceRect=core::rect<s32>(0,0,0,0)) = 0;
//! Sets an image which should be displayed on the button when it is in normal state.
/** This is identical to calling setImage(EGBIS_IMAGE_UP, image); and might be deprecated in future revisions. //! Sets an image which should be displayed on the button when it is in normal state.
\param image: Image to be displayed */ /** This is identical to calling setImage(EGBIS_IMAGE_UP, image); and might be deprecated in future revisions.
virtual void setImage(video::ITexture* image=0) = 0; \param image: Image to be displayed */
virtual void setImage(video::ITexture* image=0) = 0;
//! Sets a background image for the button when it is in normal state.
/** This is identical to calling setImage(EGBIS_IMAGE_UP, image, sourceRect); and might be deprecated in future revisions. //! Sets a background image for the button when it is in normal state.
\param image: Texture containing the image to be displayed /** This is identical to calling setImage(EGBIS_IMAGE_UP, image, sourceRect); and might be deprecated in future revisions.
\param sourceRect: Position in the texture, where the image is located. \param image: Texture containing the image to be displayed
When width or height are 0 then the full texture-size is used */ \param sourceRect: Position in the texture, where the image is located.
virtual void setImage(video::ITexture* image, const core::rect<s32>& sourceRect) = 0; When width or height are 0 then the full texture-size is used */
virtual void setImage(video::ITexture* image, const core::rect<s32>& sourceRect) = 0;
//! Sets a background image for the button when it is in pressed state.
/** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image); and might be deprecated in future revisions. //! Sets a background image for the button when it is in pressed state.
If no images is specified for the pressed state via /** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image); and might be deprecated in future revisions.
setPressedImage(), this image is also drawn in pressed state. If no images is specified for the pressed state via
\param image: Image to be displayed */ setPressedImage(), this image is also drawn in pressed state.
virtual void setPressedImage(video::ITexture* image=0) = 0; \param image: Image to be displayed */
virtual void setPressedImage(video::ITexture* image=0) = 0;
//! Sets an image which should be displayed on the button when it is in pressed state.
/** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image, sourceRect); and might be deprecated in future revisions. //! Sets an image which should be displayed on the button when it is in pressed state.
\param image: Texture containing the image to be displayed /** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image, sourceRect); and might be deprecated in future revisions.
\param sourceRect: Position in the texture, where the image is located */ \param image: Texture containing the image to be displayed
virtual void setPressedImage(video::ITexture* image, const core::rect<s32>& sourceRect) = 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 the sprite bank used by the button
/** NOTE: The spritebank itself is _not_ serialized so far. The sprites are serialized. //! Sets the sprite bank used by the button
Which means after loading the gui you still have to set the spritebank manually. */ /** NOTE: The spritebank itself is _not_ serialized so far. The sprites are serialized.
virtual void setSpriteBank(IGUISpriteBank* bank=0) = 0; Which means after loading the gui you still have to set the spritebank manually. */
virtual void setSpriteBank(IGUISpriteBank* bank=0) = 0;
//! Sets the animated sprite for a specific button state
/** Several sprites can be drawn at the same time. //! Sets the animated sprite for a specific button state
Sprites can be animated. /** Several sprites can be drawn at the same time.
Sprites are drawn above the images. Sprites can be animated.
\param index: Number of the sprite within the sprite bank, use -1 for no sprite Sprites are drawn above the images.
\param state: State of the button to set the sprite for \param index: Number of the sprite within the sprite bank, use -1 for no sprite
\param index: The sprite number from the current sprite bank \param state: State of the button to set the sprite for
\param color: The color of the sprite \param index: The sprite number from the current sprite bank
\param loop: True if the animation should loop, false if not \param color: The color of the sprite
\param scale: True if the sprite should scale to button size, false if not */ \param loop: True if the animation should loop, false if not
virtual void setSprite(EGUI_BUTTON_STATE state, s32 index, \param scale: True if the sprite should scale to button size, false if not */
video::SColor color=video::SColor(255,255,255,255), bool loop=false, bool scale=false) = 0; virtual void setSprite(EGUI_BUTTON_STATE state, s32 index,
video::SColor color=video::SColor(255,255,255,255), bool loop=false, bool scale=false) = 0;
//! Get the sprite-index for the given state or -1 when no sprite is set
virtual s32 getSpriteIndex(EGUI_BUTTON_STATE state) const = 0; //! Get the sprite-index for the given state or -1 when no sprite is set
virtual s32 getSpriteIndex(EGUI_BUTTON_STATE state) const = 0;
//! Get the sprite color for the given state. Color is only used when a sprite is set.
virtual video::SColor getSpriteColor(EGUI_BUTTON_STATE state) const = 0; //! Get the sprite color for the given state. Color is only used when a sprite is set.
virtual video::SColor getSpriteColor(EGUI_BUTTON_STATE state) const = 0;
//! Returns if the sprite in the given state does loop
virtual bool getSpriteLoop(EGUI_BUTTON_STATE state) const = 0; //! Returns if the sprite in the given state does loop
virtual bool getSpriteLoop(EGUI_BUTTON_STATE state) const = 0;
//! Returns if the sprite in the given state is scaled
virtual bool getSpriteScale(EGUI_BUTTON_STATE state) const = 0; //! Returns if the sprite in the given state is scaled
virtual bool getSpriteScale(EGUI_BUTTON_STATE state) const = 0;
//! Sets if the button should behave like a push button.
/** Which means it can be in two states: Normal or Pressed. With a click on the button, //! Sets if the button should behave like a push button.
the user can change the state of the button. */ /** Which means it can be in two states: Normal or Pressed. With a click on the button,
virtual void setIsPushButton(bool isPushButton=true) = 0; the user can change the state of the button. */
virtual void setIsPushButton(bool isPushButton=true) = 0;
//! Sets the pressed state of the button if this is a pushbutton
virtual void setPressed(bool pressed=true) = 0; //! Sets the pressed state of the button if this is a pushbutton
virtual void setPressed(bool pressed=true) = 0;
//! Returns if the button is currently pressed
virtual bool isPressed() const = 0; //! Returns if the button is currently pressed
virtual bool isPressed() const = 0;
//! Sets if the alpha channel should be used for drawing background images on the button (default is false)
virtual void setUseAlphaChannel(bool useAlphaChannel=true) = 0; //! Sets if the alpha channel should be used for drawing background images on the button (default is false)
virtual void setUseAlphaChannel(bool useAlphaChannel=true) = 0;
//! Returns if the alpha channel should be used for drawing background images on the button
virtual bool isAlphaChannelUsed() const = 0; //! Returns if the alpha channel should be used for drawing background images on the button
virtual bool isAlphaChannelUsed() const = 0;
//! Returns whether the button is a push button
virtual bool isPushButton() const = 0; //! Returns whether the button is a push button
virtual bool isPushButton() const = 0;
//! Sets if the button should use the skin to draw its border and button face (default is true)
virtual void setDrawBorder(bool border=true) = 0; //! Sets if the button should use the skin to draw its border and button face (default is true)
virtual void setDrawBorder(bool border=true) = 0;
//! Returns if the border and button face are being drawn using the skin
virtual bool isDrawingBorder() const = 0; //! Returns if the border and button face are being drawn using the skin
virtual bool isDrawingBorder() const = 0;
//! Sets if the button should scale the button images to fit
virtual void setScaleImage(bool scaleImage=true) = 0; //! Sets if the button should scale the button images to fit
virtual void setScaleImage(bool scaleImage=true) = 0;
//! Checks whether the button scales the used images
virtual bool isScalingImage() const = 0; //! Checks whether the button scales the used images
virtual bool isScalingImage() const = 0;
//! Get if the shift 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 getClickShiftState() const = 0; /** Generated together with event, so info is available in the event-receiver. */
virtual bool getClickShiftState() 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 control 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 getClickControlState() const = 0;
};
} // end namespace gui
} // end namespace irr } // end namespace gui
} // end namespace irr
#endif

@ -1,49 +1,53 @@
// 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: {
public:
//! constructor
IGUICheckBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle) //! constructor
: IGUIElement(EGUIET_CHECK_BOX, environment, parent, id, rectangle) {} IGUICheckBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_CHECK_BOX, environment, parent, id, rectangle) {}
//! Set if box is checked.
virtual void setChecked(bool checked) = 0; //! Set if box is checked.
virtual void setChecked(bool checked) = 0;
//! Returns true if box is checked.
virtual bool isChecked() const = 0; //! Returns true if box is checked.
virtual bool isChecked() const = 0;
//! Sets whether to draw the background
virtual void setDrawBackground(bool draw) = 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 */ //! Checks if background drawing is enabled
virtual bool isDrawBackgroundEnabled() const = 0; /** \return true if background drawing is enabled, false otherwise */
virtual bool isDrawBackgroundEnabled() const = 0;
//! Sets whether to draw the border
virtual void setDrawBorder(bool draw) = 0; //! Sets whether to draw the border
virtual void setDrawBorder(bool draw) = 0;
//! Checks if border drawing is enabled
/** \return true if border drawing is enabled, false otherwise */ //! Checks if border drawing is enabled
virtual bool isDrawBorderEnabled() const = 0; /** \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

@ -1,74 +1,74 @@
// 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: {
public:
//! constructor
IGUIComboBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle) //! constructor
: IGUIElement(EGUIET_COMBO_BOX, environment, parent, id, rectangle) {} IGUIComboBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_COMBO_BOX, environment, parent, id, rectangle) {}
//! Returns amount of items in box
virtual u32 getItemCount() const = 0; //! Returns amount of items in box
virtual u32 getItemCount() const = 0;
//! Returns string of an item. the idx may be a value from 0 to itemCount-1
virtual const wchar_t* getItem(u32 idx) const = 0; //! Returns string of an item. the idx may be a value from 0 to itemCount-1
virtual const wchar_t* getItem(u32 idx) const = 0;
//! Returns item data of an item. the idx may be a value from 0 to itemCount-1
virtual u32 getItemData(u32 idx) const = 0; //! Returns item data of an item. the idx may be a value from 0 to itemCount-1
virtual u32 getItemData(u32 idx) const = 0;
//! Returns index based on item data
virtual s32 getIndexForItemData(u32 data ) const = 0; //! Returns index based on item data
virtual s32 getIndexForItemData(u32 data ) const = 0;
//! Adds an item and returns the index of it
virtual u32 addItem(const wchar_t* text, u32 data = 0) = 0; //! Adds an item and returns the index of it
virtual u32 addItem(const wchar_t* text, u32 data = 0) = 0;
//! Removes an item from the combo box.
/** Warning. This will change the index of all following items */ //! Removes an item from the combo box.
virtual void removeItem(u32 idx) = 0; /** Warning. This will change the index of all following items */
virtual void removeItem(u32 idx) = 0;
//! Deletes all items in the combo box
virtual void clear() = 0; //! Deletes all items in the combo box
virtual void clear() = 0;
//! Returns id of selected item. returns -1 if no item is selected.
virtual s32 getSelected() const = 0; //! Returns id of selected item. returns -1 if no item is selected.
virtual s32 getSelected() const = 0;
//! Sets the selected item. Set this to -1 if no item should be selected
virtual void setSelected(s32 idx) = 0; //! Sets the selected item. Set this to -1 if no item should be selected
virtual void setSelected(s32 idx) = 0;
//! Sets the selected item and emits a change event.
/** Set this to -1 if no item should be selected */ //! Sets text justification of the text area
virtual void setAndSendSelected(s32 idx) = 0; /** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
EGUIA_LOWERRIGHT for right justified, or EGUIA_CENTER for centered text.
//! Sets text justification of the text area \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). */ //! Set the maximal number of rows for the selection listbox
virtual void setTextAlignment(EGUI_ALIGNMENT horizontal, EGUI_ALIGNMENT vertical) = 0; virtual void setMaxSelectionRows(u32 max) = 0;
//! Set the maximal number of rows for the selection listbox //! Get the maximal number of rows for the selection listbox
virtual void setMaxSelectionRows(u32 max) = 0; 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 irr
} // end namespace gui #endif
} // end namespace irr

@ -1,153 +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: {
public:
//! constructor
IGUIEditBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle) //! constructor
: IGUIElement(EGUIET_EDIT_BOX, environment, parent, id, rectangle) {} IGUIEditBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_EDIT_BOX, environment, parent, id, rectangle) {}
//! Sets another skin independent font.
/** If this is set to zero, the button uses the font of the skin. //! Sets another skin independent font.
\param font: New font to set. */ /** If this is set to zero, the button uses the font of the skin.
virtual void setOverrideFont(IGUIFont* font=0) = 0; \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) */ //! Gets the override font (if any)
virtual IGUIFont* getOverrideFont() const = 0; /** \return The override font (may be 0) */
virtual IGUIFont* getOverrideFont() const = 0;
//! Get the font which is used right now for drawing
/** Currently this is the override font when one is set and the //! Get the font which is used right now for drawing
font of the active skin otherwise */ /** Currently this is the override font when one is set and the
virtual IGUIFont* getActiveFont() const = 0; font of the active skin otherwise */
virtual IGUIFont* getActiveFont() const = 0;
//! Sets another color for the text.
/** If set, the edit box does not use the EGDC_BUTTON_TEXT color defined //! Sets another color for the text.
in the skin, but the set color instead. You don't need to call /** If set, the edit box does not use the EGDC_BUTTON_TEXT color defined
IGUIEditBox::enableOverrrideColor(true) after this, this is done in the skin, but the set color instead. You don't need to call
by this function. IGUIEditBox::enableOverrrideColor(true) after this, this is done
If you set a color, and you want the text displayed with the color by this function.
of the skin again, call IGUIEditBox::enableOverrideColor(false); If you set a color, and you want the text displayed with the color
\param color: New color of the text. */ of the skin again, call IGUIEditBox::enableOverrideColor(false);
virtual void setOverrideColor(video::SColor color) = 0; \param color: New color of the text. */
virtual void setOverrideColor(video::SColor color) = 0;
//! Gets the override color
virtual video::SColor getOverrideColor() const = 0; //! Gets the override color
virtual video::SColor getOverrideColor() const = 0;
//! Sets if the 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 //! Sets if the text should use the override color or the color in the gui skin.
with IGUIEditBox::setOverrideColor is used, otherwise the /** \param enable: If set to true, the override color, which can be set
EGDC_BUTTON_TEXT color of the skin. */ with IGUIEditBox::setOverrideColor is used, otherwise the
virtual void enableOverrideColor(bool enable) = 0; EGDC_BUTTON_TEXT color of the skin. */
virtual void enableOverrideColor(bool enable) = 0;
//! Checks if an override color is enabled
/** \return true if the override color is enabled, false otherwise */ //! Checks if an override color is enabled
virtual bool isOverrideColorEnabled(void) const = 0; /** \return true if the override color is enabled, false otherwise */
virtual bool isOverrideColorEnabled(void) const = 0;
//! Sets whether to draw the background
virtual void setDrawBackground(bool draw) = 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 */ //! Checks if background drawing is enabled
virtual bool isDrawBackgroundEnabled() const = 0; /** \return true if background drawing is enabled, false otherwise */
virtual bool isDrawBackgroundEnabled() const = 0;
//! Turns the border on or off
/** \param border: true if you want the border to be drawn, false if not */ //! Turns the border on or off
virtual void setDrawBorder(bool border) = 0; /** \param border: true if you want the border to be drawn, false if not */
virtual void setDrawBorder(bool border) = 0;
//! Checks if border drawing is enabled
/** \return true if border drawing is enabled, false otherwise */ //! Checks if border drawing is enabled
virtual bool isDrawBorderEnabled() const = 0; /** \return true if border drawing is enabled, false otherwise */
virtual bool isDrawBorderEnabled() const = 0;
//! Sets text justification mode
/** \param horizontal: EGUIA_UPPERLEFT for left justified (default), //! Sets text justification mode
EGUIA_LOWERRIGHT 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_LOWERRIGHT 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;
//! Enables or disables word wrap.
/** \param enable: If set to true, words going over one line are //! Enables or disables word wrap.
broken to the next line. */ /** \param enable: If set to true, words going over one line are
virtual void setWordWrap(bool enable) = 0; broken to the next line. */
virtual void setWordWrap(bool enable) = 0;
//! Checks if word wrap is enabled
/** \return true if word wrap is enabled, false otherwise */ //! Checks if word wrap is enabled
virtual bool isWordWrapEnabled() const = 0; /** \return true if word wrap is enabled, false otherwise */
virtual bool isWordWrapEnabled() const = 0;
//! Enables or disables newlines.
/** \param enable: If set to true, the EGET_EDITBOX_ENTER event will not be fired, //! Enables or disables newlines.
instead a newline character will be inserted. */ /** \param enable: If set to true, the EGET_EDITBOX_ENTER event will not be fired,
virtual void setMultiLine(bool enable) = 0; instead a newline character will be inserted. */
virtual void setMultiLine(bool enable) = 0;
//! Checks if multi line editing is enabled
/** \return true if multi-line is enabled, false otherwise */ //! Checks if multi line editing is enabled
virtual bool isMultiLineEnabled() const = 0; /** \return true if multi-line is enabled, false otherwise */
virtual bool isMultiLineEnabled() const = 0;
//! Enables or disables automatic scrolling with cursor position
/** \param enable: If set to true, the text will move around with the cursor position */ //! Enables or disables automatic scrolling with cursor position
virtual void setAutoScroll(bool enable) = 0; /** \param enable: If set to true, the text will move around with the cursor position */
virtual void setAutoScroll(bool enable) = 0;
//! Checks to see if automatic scrolling is enabled
/** \return true if automatic scrolling is enabled, false if not */ //! Checks to see if automatic scrolling is enabled
virtual bool isAutoScrollEnabled() const = 0; /** \return true if automatic scrolling is enabled, false if not */
virtual bool isAutoScrollEnabled() const = 0;
//! Sets whether the edit box is a password box. Setting this to true will
/** disable MultiLine, WordWrap and the ability to copy with ctrl+c or ctrl+x //! Sets whether the edit box is a password box. Setting this to true will
\param passwordBox: true to enable password, false to disable /** disable MultiLine, WordWrap and the ability to copy with ctrl+c or ctrl+x
\param passwordChar: the character that is displayed instead of letters */ \param passwordBox: true to enable password, false to disable
virtual void setPasswordBox(bool passwordBox, wchar_t passwordChar = L'*') = 0; \param passwordChar: the character that is displayed instead of letters */
virtual void setPasswordBox(bool passwordBox, wchar_t passwordChar = L'*') = 0;
//! Returns true if the edit box is currently a password box.
virtual bool isPasswordBox() const = 0; //! Returns true if the edit box is currently a password box.
virtual bool isPasswordBox() const = 0;
//! Gets the size area of the text in the edit box
/** \return The size in pixels of the text */ //! Gets the size area of the text in the edit box
virtual core::dimension2du getTextDimension() = 0; /** \return The size in pixels of the text */
virtual core::dimension2du getTextDimension() = 0;
//! Sets the maximum amount of characters which may be entered in the box.
/** \param max: Maximum amount of characters. If 0, the character amount is //! Sets the maximum amount of characters which may be entered in the box.
infinity. */ /** \param max: Maximum amount of characters. If 0, the character amount is
virtual void setMax(u32 max) = 0; infinity. */
virtual void setMax(u32 max) = 0;
//! Returns maximum amount of characters, previously set by setMax();
virtual u32 getMax() const = 0; //! Returns maximum amount of characters, previously set by setMax();
virtual u32 getMax() const = 0;
//! Set the character used for the cursor.
/** By default it's "_" */ //! Set the character used for the cursor.
virtual void setCursorChar(const wchar_t cursorChar) = 0; /** By default it's "_" */
virtual void setCursorChar(const wchar_t cursorChar) = 0;
//! Get the character used for the cursor.
virtual wchar_t getCursorChar() const = 0; //! Get the character used for the cursor.
virtual wchar_t getCursorChar() const = 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 */ //! Set the blinktime for the cursor. 2x blinktime is one full cycle.
virtual void setCursorBlinkTime(irr::u32 timeMs) = 0; //** \param timeMs Blinktime in milliseconds. When set to 0 the cursor is constantly on without blinking */
virtual void setCursorBlinkTime(irr::u32 timeMs) = 0;
//! Get the cursor blinktime
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 // 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_ENVIRONMENT_H_INCLUDED__
#define __I_GUI_ENVIRONMENT_H_INCLUDED__
#include "IReferenceCounted.h"
#include "IGUISkin.h" #include "IReferenceCounted.h"
#include "rect.h" #include "IGUISkin.h"
#include "EFocusFlags.h" #include "rect.h"
#include "IEventReceiver.h" #include "EFocusFlags.h"
#include "path.h" #include "IEventReceiver.h"
#include "path.h"
namespace irr
{ namespace irr
class IOSOperator; {
class IEventReceiver; class IOSOperator;
class IEventReceiver;
namespace io
{ namespace io
class IReadFile; {
class IWriteFile; class IReadFile;
class IFileSystem; class IWriteFile;
} // end namespace io class IFileSystem;
namespace video } // end namespace io
{ namespace video
class IVideoDriver; {
class ITexture; class IVideoDriver;
} // end namespace video class ITexture;
} // end namespace video
namespace gui
{ namespace gui
{
class IGUIElement;
class IGUIFont; class IGUIElement;
class IGUISpriteBank; class IGUIFont;
class IGUIScrollBar; class IGUISpriteBank;
class IGUIImage; class IGUIScrollBar;
class IGUICheckBox; class IGUIImage;
class IGUIListBox; class IGUICheckBox;
class IGUIImageList; class IGUIListBox;
class IGUIFileOpenDialog; class IGUIImageList;
class IGUIStaticText; class IGUIFileOpenDialog;
class IGUIEditBox; class IGUIStaticText;
class IGUITabControl; class IGUIEditBox;
class IGUITab; class IGUITabControl;
class IGUIComboBox; class IGUITab;
class IGUIButton; class IGUIComboBox;
class IGUIWindow; class IGUIButton;
class IGUIWindow;
//! GUI Environment. Used as factory and manager of all other GUI elements.
/** \par This element can create the following events of type EGUI_EVENT_TYPE (which are passed on to focused sub-elements): //! GUI Environment. Used as factory and manager of all other GUI elements.
\li EGET_ELEMENT_FOCUS_LOST /** \par This element can create the following events of type EGUI_EVENT_TYPE (which are passed on to focused sub-elements):
\li EGET_ELEMENT_FOCUSED \li EGET_ELEMENT_FOCUS_LOST
\li EGET_ELEMENT_LEFT \li EGET_ELEMENT_FOCUSED
\li EGET_ELEMENT_HOVERED \li EGET_ELEMENT_LEFT
*/ \li EGET_ELEMENT_HOVERED
class IGUIEnvironment : public virtual IReferenceCounted */
{ class IGUIEnvironment : public virtual IReferenceCounted
public: {
public:
//! Draws all gui elements by traversing the GUI environment starting at the root node.
/** \param When true ensure the GuiEnvironment (aka the RootGUIElement) has the same size as the current driver screensize. //! Draws all gui elements by traversing the GUI environment starting at the root node.
Can be set to false to control that size yourself, p.E when not the full size should be used for UI. */ /** \param When true ensure the GuiEnvironment (aka the RootGUIElement) has the same size as the current driver screensize.
virtual void drawAll(bool useScreenSize=true) = 0; Can be set to false to control that size yourself, p.E when not the full size should be used for UI. */
virtual void drawAll(bool useScreenSize=true) = 0;
//! Sets the focus to an element.
/** Causes a EGET_ELEMENT_FOCUS_LOST event followed by a //! Sets the focus to an element.
EGET_ELEMENT_FOCUSED event. If someone absorbed either of the events, /** Causes a EGET_ELEMENT_FOCUS_LOST event followed by a
then the focus will not be changed. EGET_ELEMENT_FOCUSED event. If someone absorbed either of the events,
\param element Pointer to the element which shall get the focus. then the focus will not be changed.
\return True on success, false on failure */ \param element Pointer to the element which shall get the focus.
virtual bool setFocus(IGUIElement* element) = 0; \return True on success, false on failure */
virtual bool setFocus(IGUIElement* element) = 0;
//! Returns the element which holds the focus.
/** \return Pointer to the element with focus. */ //! Returns the element which holds the focus.
virtual IGUIElement* getFocus() const = 0; /** \return Pointer to the element with focus. */
virtual IGUIElement* getFocus() const = 0;
//! Returns the element which was last under the mouse cursor
/** NOTE: This information is updated _after_ the user-eventreceiver //! Returns the element which was last under the mouse cursor
received it's mouse-events. To find the hovered element while catching /** NOTE: This information is updated _after_ the user-eventreceiver
mouse events you have to use instead: received it's mouse-events. To find the hovered element while catching
IGUIEnvironment::getRootGUIElement()->getElementFromPoint(mousePos); mouse events you have to use instead:
\return Pointer to the element under the mouse. */ IGUIEnvironment::getRootGUIElement()->getElementFromPoint(mousePos);
virtual IGUIElement* getHovered() const = 0; \return Pointer to the element under the mouse. */
virtual IGUIElement* getHovered() const = 0;
//! Removes the focus from an element.
/** Causes a EGET_ELEMENT_FOCUS_LOST event. If the event is absorbed //! Removes the focus from an element.
then the focus will not be changed. /** Causes a EGET_ELEMENT_FOCUS_LOST event. If the event is absorbed
\param element Pointer to the element which shall lose the focus. then the focus will not be changed.
\return True on success, false on failure */ \param element Pointer to the element which shall lose the focus.
virtual bool removeFocus(IGUIElement* element) = 0; \return True on success, false on failure */
virtual bool removeFocus(IGUIElement* element) = 0;
//! Returns whether the element has focus
/** \param element Pointer to the element which is tested. //! Returns whether the element has focus
\param checkSubElements When true and focus is on a sub-element of element then it will still count as focused and return true /** \param element Pointer to the element which is tested.
\return True if the element has focus, else false. */ \param checkSubElements When true and focus is on a sub-element of element then it will still count as focused and return true
virtual bool hasFocus(const IGUIElement* element, bool checkSubElements=false) const = 0; \return True if the element has focus, else false. */
virtual bool hasFocus(const IGUIElement* element, bool checkSubElements=false) const = 0;
//! Returns the current video driver.
/** \return Pointer to the video driver. */ //! Returns the current video driver.
virtual video::IVideoDriver* getVideoDriver() const = 0; /** \return Pointer to the video driver. */
virtual video::IVideoDriver* getVideoDriver() const = 0;
//! Returns the file system.
/** \return Pointer to the file system. */ //! Returns the file system.
virtual io::IFileSystem* getFileSystem() const = 0; /** \return Pointer to the file system. */
virtual io::IFileSystem* getFileSystem() const = 0;
//! returns a pointer to the OS operator
/** \return Pointer to the OS operator. */ //! returns a pointer to the OS operator
virtual IOSOperator* getOSOperator() const = 0; /** \return Pointer to the OS operator. */
virtual IOSOperator* getOSOperator() const = 0;
//! Removes all elements from the environment.
virtual void clear() = 0; //! Removes all elements from the environment.
virtual void clear() = 0;
//! Posts an input event to the environment.
/** Usually you do not have to //! Posts an input event to the environment.
use this method, it is used by the engine internally. /** Usually you do not have to
\param event The event to post. use this method, it is used by the engine internally.
\return True if succeeded, else false. */ \param event The event to post.
virtual bool postEventFromUser(const SEvent& event) = 0; \return True if succeeded, else false. */
virtual bool postEventFromUser(const SEvent& event) = 0;
//! This sets a new event receiver for gui events.
/** Usually you do not have to //! This sets a new event receiver for gui events.
use this method, it is used by the engine internally. /** Usually you do not have to
\param evr Pointer to the new receiver. */ use this method, it is used by the engine internally.
virtual void setUserEventReceiver(IEventReceiver* evr) = 0; \param evr Pointer to the new receiver. */
virtual void setUserEventReceiver(IEventReceiver* evr) = 0;
//! Returns pointer to the current gui skin.
/** \return Pointer to the GUI skin. */ //! Returns pointer to the current gui skin.
virtual IGUISkin* getSkin() const = 0; /** \return Pointer to the GUI skin. */
virtual IGUISkin* getSkin() const = 0;
//! Sets a new GUI Skin
/** You can use this to change the appearance of the whole GUI //! Sets a new GUI Skin
Environment. You can set one of the built-in skins or implement your /** You can use this to change the appearance of the whole GUI
own class derived from IGUISkin and enable it using this method. Environment. You can set one of the built-in skins or implement your
To set for example the built-in Windows classic skin, use the following own class derived from IGUISkin and enable it using this method.
code: To set for example the built-in Windows classic skin, use the following
\code code:
gui::IGUISkin* newskin = environment->createSkin(gui::EGST_WINDOWS_CLASSIC); \code
environment->setSkin(newskin); gui::IGUISkin* newskin = environment->createSkin(gui::EGST_WINDOWS_CLASSIC);
newskin->drop(); environment->setSkin(newskin);
\endcode newskin->drop();
\param skin New skin to use. \endcode
*/ \param skin New skin to use.
virtual void setSkin(IGUISkin* skin) = 0; */
virtual void setSkin(IGUISkin* skin) = 0;
//! Creates a new GUI Skin based on a template.
/** Use setSkin() to set the created skin. //! Creates a new GUI Skin based on a template.
\param type The type of the new skin. /** Use setSkin() to set the created skin.
\return Pointer to the created skin. \param type The type of the new skin.
If you no longer need it, you should call IGUISkin::drop(). \return Pointer to the created skin.
See IReferenceCounted::drop() for more information. */ If you no longer need it, you should call IGUISkin::drop().
virtual IGUISkin* createSkin(EGUI_SKIN_TYPE type) = 0; See IReferenceCounted::drop() for more information. */
virtual IGUISkin* createSkin(EGUI_SKIN_TYPE type) = 0;
//! Creates the image list from the given texture.
/** \param texture Texture to split into images //! Creates the image list from the given texture.
\param imageSize Dimension of each image /** \param texture Texture to split into images
\param useAlphaChannel Flag whether alpha channel of the texture should be honored. \param imageSize Dimension of each image
\return Pointer to the font. Returns 0 if the font could not be loaded. \param useAlphaChannel Flag whether alpha channel of the texture should be honored.
This pointer should not be dropped. See IReferenceCounted::drop() for \return Pointer to the font. Returns 0 if the font could not be loaded.
more information. */ This pointer should not be dropped. See IReferenceCounted::drop() for
virtual IGUIImageList* createImageList( video::ITexture* texture, more information. */
core::dimension2d<s32> imageSize, virtual IGUIImageList* createImageList( video::ITexture* texture,
bool useAlphaChannel ) = 0; core::dimension2d<s32> imageSize,
bool useAlphaChannel ) = 0;
//! Returns pointer to the font with the specified filename.
/** Loads the font if it was not loaded before. //! Returns pointer to the font with the specified filename.
\param filename Filename of the Font. /** Loads the font if it was not loaded before.
\return Pointer to the font. Returns 0 if the font could not be loaded. \param filename Filename of the Font.
This pointer should not be dropped. See IReferenceCounted::drop() for \return Pointer to the font. Returns 0 if the font could not be loaded.
more information. */ This pointer should not be dropped. See IReferenceCounted::drop() for
virtual IGUIFont* getFont(const io::path& filename) = 0; more information. */
virtual IGUIFont* getFont(const io::path& filename) = 0;
//! Adds an externally loaded font to the font list.
/** This method allows to attach an already loaded font to the list of //! Adds an externally loaded font to the font list.
existing fonts. The font is grabbed if non-null and adding was successful. /** This method allows to attach an already loaded font to the list of
\param name Name the font should be stored as. existing fonts. The font is grabbed if non-null and adding was successful.
\param font Pointer to font to add. \param name Name the font should be stored as.
\return Pointer to the font stored. This can differ from given parameter if the name previously existed. */ \param font Pointer to font to add.
virtual IGUIFont* addFont(const io::path& name, IGUIFont* font) = 0; \return Pointer to the font stored. This can differ from given parameter if the name previously existed. */
virtual IGUIFont* addFont(const io::path& name, IGUIFont* font) = 0;
//! remove loaded font
virtual void removeFont(IGUIFont* font) = 0; //! remove loaded font
virtual void removeFont(IGUIFont* font) = 0;
//! Returns the default built-in font.
/** \return Pointer to the default built-in font. //! Returns the default built-in font.
This pointer should not be dropped. See IReferenceCounted::drop() for /** \return Pointer to the default built-in font.
more information. */ This pointer should not be dropped. See IReferenceCounted::drop() for
virtual IGUIFont* getBuiltInFont() const = 0; more information. */
virtual IGUIFont* getBuiltInFont() const = 0;
//! Returns pointer to the sprite bank which was added with addEmptySpriteBank
/** TODO: This should load files in the future, but not implemented so far. //! Returns pointer to the sprite bank which was added with addEmptySpriteBank
\param filename Name of a spritebank added with addEmptySpriteBank /** TODO: This should load files in the future, but not implemented so far.
\return Pointer to the sprite bank. Returns 0 if it could not be loaded. \param filename Name of a spritebank added with addEmptySpriteBank
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */ \return Pointer to the sprite bank. Returns 0 if it could not be loaded.
virtual IGUISpriteBank* getSpriteBank(const io::path& filename) = 0; This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
virtual IGUISpriteBank* getSpriteBank(const io::path& filename) = 0;
//! Adds an empty sprite bank to the manager
/** \param name Name of the new sprite bank. //! Adds an empty sprite bank to the manager
\return Pointer to the sprite bank. /** \param name Name of the new sprite bank.
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */ \return Pointer to the sprite bank.
virtual IGUISpriteBank* addEmptySpriteBank(const io::path& name) = 0; This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
virtual IGUISpriteBank* addEmptySpriteBank(const io::path& name) = 0;
//! Returns the root gui element.
/** This is the first gui element, the (direct or indirect) parent of all //! Returns the root gui element.
other gui elements. It is a valid IGUIElement, with dimensions the same /** This is the first gui element, the (direct or indirect) parent of all
size as the screen. other gui elements. It is a valid IGUIElement, with dimensions the same
\return Pointer to the root element of the GUI. The returned pointer size as the screen.
should not be dropped. See IReferenceCounted::drop() for more \return Pointer to the root element of the GUI. The returned pointer
information. */ should not be dropped. See IReferenceCounted::drop() for more
virtual IGUIElement* getRootGUIElement() = 0; information. */
virtual IGUIElement* getRootGUIElement() = 0;
//! Adds a button element.
/** \param rectangle Rectangle specifying the borders of the button. //! Adds a button element.
\param parent Parent gui element of the button. /** \param rectangle Rectangle specifying the borders of the button.
\param id Id with which the gui element can be identified. \param parent Parent gui element of the button.
\param text Text displayed on the button. \param id Id with which the gui element can be identified.
\param tooltiptext Text displayed in the tooltip. \param text Text displayed on the button.
\return Pointer to the created button. Returns 0 if an error occurred. \param tooltiptext Text displayed in the tooltip.
This pointer should not be dropped. See IReferenceCounted::drop() for \return Pointer to the created button. Returns 0 if an error occurred.
more information. */ This pointer should not be dropped. See IReferenceCounted::drop() for
virtual IGUIButton* addButton(const core::rect<s32>& rectangle, more information. */
IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0, const wchar_t* tooltiptext = 0) = 0; virtual IGUIButton* addButton(const core::rect<s32>& rectangle,
IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0, const wchar_t* tooltiptext = 0) = 0;
//! Adds a scrollbar.
/** \param horizontal Specifies if the scroll bar is drawn horizontal //! Adds a scrollbar.
or vertical. /** \param horizontal Specifies if the scroll bar is drawn horizontal
\param rectangle Rectangle specifying the borders of the scrollbar. or vertical.
\param parent Parent gui element of the scroll bar. \param rectangle Rectangle specifying the borders of the scrollbar.
\param id Id to identify the gui element. \param parent Parent gui element of the scroll bar.
\return Pointer to the created scrollbar. Returns 0 if an error \param id Id to identify the gui element.
occurred. This pointer should not be dropped. See \return Pointer to the created scrollbar. Returns 0 if an error
IReferenceCounted::drop() for more information. */ occurred. This pointer should not be dropped. See
virtual IGUIScrollBar* addScrollBar(bool horizontal, const core::rect<s32>& rectangle, IReferenceCounted::drop() for more information. */
IGUIElement* parent=0, s32 id=-1) = 0; virtual IGUIScrollBar* addScrollBar(bool horizontal, const core::rect<s32>& rectangle,
IGUIElement* parent=0, s32 id=-1) = 0;
//! Adds an image element.
/** \param image Image to be displayed. //! Adds an image element.
\param pos Position of the image. The width and height of the image is /** \param image Image to be displayed.
taken from the image. \param pos Position of the image. The width and height of the image is
\param useAlphaChannel Sets if the image should use the alpha channel taken from the image.
of the texture to draw itself. \param useAlphaChannel Sets if the image should use the alpha channel
\param parent Parent gui element of the image. of the texture to draw itself.
\param id Id to identify the gui element. \param parent Parent gui element of the image.
\param text Title text of the image (not displayed). \param id Id to identify the gui element.
\return Pointer to the created image element. Returns 0 if an error \param text Title text of the image (not displayed).
occurred. This pointer should not be dropped. See \return Pointer to the created image element. Returns 0 if an error
IReferenceCounted::drop() for more information. */ occurred. This pointer should not be dropped. See
virtual IGUIImage* addImage(video::ITexture* image, core::position2d<s32> pos, IReferenceCounted::drop() for more information. */
bool useAlphaChannel=true, IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0) = 0; virtual IGUIImage* addImage(video::ITexture* image, core::position2d<s32> pos,
bool useAlphaChannel=true, IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0) = 0;
//! Adds an image element.
/** Use IGUIImage::setImage later to set the image to be displayed. //! Adds an image element.
\param rectangle Rectangle specifying the borders of the image. /** Use IGUIImage::setImage later to set the image to be displayed.
\param parent Parent gui element of the image. \param rectangle Rectangle specifying the borders of the image.
\param id Id to identify the gui element. \param parent Parent gui element of the image.
\param text Title text of the image (not displayed). \param id Id to identify the gui element.
\param useAlphaChannel Sets if the image should use the alpha channel \param text Title text of the image (not displayed).
of the texture to draw itself. \param useAlphaChannel Sets if the image should use the alpha channel
\return Pointer to the created image element. Returns 0 if an error of the texture to draw itself.
occurred. This pointer should not be dropped. See \return Pointer to the created image element. Returns 0 if an error
IReferenceCounted::drop() for more information. */ occurred. This pointer should not be dropped. See
virtual IGUIImage* addImage(const core::rect<s32>& rectangle, IReferenceCounted::drop() for more information. */
IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0, bool useAlphaChannel=true) = 0; virtual IGUIImage* addImage(const core::rect<s32>& rectangle,
IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0, bool useAlphaChannel=true) = 0;
//! Adds a checkbox element.
/** \param checked Define the initial state of the check box. //! Adds a checkbox element.
\param rectangle Rectangle specifying the borders of the check box. /** \param checked Define the initial state of the check box.
\param parent Parent gui element of the check box. \param rectangle Rectangle specifying the borders of the check box.
\param id Id to identify the gui element. \param parent Parent gui element of the check box.
\param text Title text of the check box. \param id Id to identify the gui element.
\return Pointer to the created check box. Returns 0 if an error \param text Title text of the check box.
occurred. This pointer should not be dropped. See \return Pointer to the created check box. Returns 0 if an error
IReferenceCounted::drop() for more information. */ occurred. This pointer should not be dropped. See
virtual IGUICheckBox* addCheckBox(bool checked, const core::rect<s32>& rectangle, IReferenceCounted::drop() for more information. */
IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0) = 0; virtual IGUICheckBox* addCheckBox(bool checked, const core::rect<s32>& rectangle,
IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0) = 0;
//! Adds a list box element.
/** \param rectangle Rectangle specifying the borders of the list box. //! Adds a list box element.
\param parent Parent gui element of the list box. /** \param rectangle Rectangle specifying the borders of the list box.
\param id Id to identify the gui element. \param parent Parent gui element of the list box.
\param drawBackground Flag whether the background should be drawn. \param id Id to identify the gui element.
\return Pointer to the created list box. Returns 0 if an error occurred. \param drawBackground Flag whether the background should be drawn.
This pointer should not be dropped. See IReferenceCounted::drop() for \return Pointer to the created list box. Returns 0 if an error occurred.
more information. */ This pointer should not be dropped. See IReferenceCounted::drop() for
virtual IGUIListBox* addListBox(const core::rect<s32>& rectangle, more information. */
IGUIElement* parent=0, s32 id=-1, bool drawBackground=false) = 0; virtual IGUIListBox* addListBox(const core::rect<s32>& rectangle,
IGUIElement* parent=0, s32 id=-1, bool drawBackground=false) = 0;
//! Adds a file open dialog.
/** \param title Text to be displayed as the title of the dialog. //! Adds a file open dialog.
\param modal Defines if the dialog is modal. This means, that all other /** \param title Text to be displayed as the title of the dialog.
gui elements which were created before the message box cannot be used \param modal Defines if the dialog is modal. This means, that all other
until this messagebox is removed. gui elements which were created before the message box cannot be used
\param parent Parent gui element of the dialog. until this messagebox is removed.
\param id Id to identify the gui element. \param parent Parent gui element of the dialog.
\param restoreCWD If set to true, the current working directory will be \param id Id to identify the gui element.
restored after the dialog is closed in some way. Otherwise the working \param restoreCWD If set to true, the current working directory will be
directory will be the one that the file dialog was last showing. restored after the dialog is closed in some way. Otherwise the working
\param startDir Optional path for which the file dialog will be opened. directory will be the one that the file dialog was last showing.
\return Pointer to the created file open dialog. Returns 0 if an error \param startDir Optional path for which the file dialog will be opened.
occurred. This pointer should not be dropped. See \return Pointer to the created file open dialog. Returns 0 if an error
IReferenceCounted::drop() for more information. */ occurred. This pointer should not be dropped. See
virtual IGUIFileOpenDialog* addFileOpenDialog(const wchar_t* title=0, IReferenceCounted::drop() for more information. */
bool modal=true, IGUIElement* parent=0, s32 id=-1, virtual IGUIFileOpenDialog* addFileOpenDialog(const wchar_t* title=0,
bool restoreCWD=false, io::path::char_type* startDir=0) = 0; bool modal=true, IGUIElement* parent=0, s32 id=-1,
bool restoreCWD=false, io::path::char_type* startDir=0) = 0;
//! Adds a static text.
/** \param text Text to be displayed. Can be altered after creation by SetText(). //! Adds a static text.
\param rectangle Rectangle specifying the borders of the static text /** \param text Text to be displayed. Can be altered after creation by SetText().
\param border Set to true if the static text should have a 3d border. \param rectangle Rectangle specifying the borders of the static text
\param wordWrap Enable if the text should wrap into multiple lines. \param border Set to true if the static text should have a 3d border.
\param parent Parent item of the element, e.g. a window. \param wordWrap Enable if the text should wrap into multiple lines.
\param id The ID of the element. \param parent Parent item of the element, e.g. a window.
\param fillBackground Enable if the background shall be filled. \param id The ID of the element.
Defaults to false. \param fillBackground Enable if the background shall be filled.
\return Pointer to the created static text. Returns 0 if an error Defaults to false.
occurred. This pointer should not be dropped. See \return Pointer to the created static text. Returns 0 if an error
IReferenceCounted::drop() for more information. */ occurred. This pointer should not be dropped. See
virtual IGUIStaticText* addStaticText(const wchar_t* text, const core::rect<s32>& rectangle, IReferenceCounted::drop() for more information. */
bool border=false, bool wordWrap=true, IGUIElement* parent=0, s32 id=-1, virtual IGUIStaticText* addStaticText(const wchar_t* text, const core::rect<s32>& rectangle,
bool fillBackground = false) = 0; bool border=false, bool wordWrap=true, IGUIElement* parent=0, s32 id=-1,
bool fillBackground = false) = 0;
//! Adds an edit box.
/** Supports Unicode input from every keyboard around the world, //! Adds an edit box.
scrolling, copying and pasting (exchanging data with the clipboard /** Supports Unicode input from every keyboard around the world,
directly), maximum character amount, marking, and all shortcuts like scrolling, copying and pasting (exchanging data with the clipboard
ctrl+X, ctrl+V, ctrl+C, shift+Left, shift+Right, Home, End, and so on. directly), maximum character amount, marking, and all shortcuts like
\param text Text to be displayed. Can be altered after creation ctrl+X, ctrl+V, ctrl+C, shift+Left, shift+Right, Home, End, and so on.
by setText(). \param text Text to be displayed. Can be altered after creation
\param rectangle Rectangle specifying the borders of the edit box. by setText().
\param border Set to true if the edit box should have a 3d border. \param rectangle Rectangle specifying the borders of the edit box.
\param parent Parent item of the element, e.g. a window. \param border Set to true if the edit box should have a 3d border.
Set it to 0 to place the edit box directly in the environment. \param parent Parent item of the element, e.g. a window.
\param id The ID of the element. Set it to 0 to place the edit box directly in the environment.
\return Pointer to the created edit box. Returns 0 if an error occurred. \param id The ID of the element.
This pointer should not be dropped. See IReferenceCounted::drop() for \return Pointer to the created edit box. Returns 0 if an error occurred.
more information. */ This pointer should not be dropped. See IReferenceCounted::drop() for
virtual IGUIEditBox* addEditBox(const wchar_t* text, const core::rect<s32>& rectangle, more information. */
bool border=true, IGUIElement* parent=0, s32 id=-1) = 0; virtual IGUIEditBox* addEditBox(const wchar_t* text, const core::rect<s32>& rectangle,
bool border=true, IGUIElement* parent=0, s32 id=-1) = 0;
//! Adds a tab control to the environment.
/** \param rectangle Rectangle specifying the borders of the tab control. //! Adds a tab control to the environment.
\param parent Parent item of the element, e.g. a window. /** \param rectangle Rectangle specifying the borders of the tab control.
Set it to 0 to place the tab control directly in the environment. \param parent Parent item of the element, e.g. a window.
\param fillbackground Specifies if the background of the tab control Set it to 0 to place the tab control directly in the environment.
should be drawn. \param fillbackground Specifies if the background of the tab control
\param border Specifies if a flat 3d border should be drawn. This is should be drawn.
usually not necessary unless you place the control directly into \param border Specifies if a flat 3d border should be drawn. This is
the environment without a window as parent. usually not necessary unless you place the control directly into
\param id An identifier for the tab control. the environment without a window as parent.
\return Pointer to the created tab control element. Returns 0 if an \param id An identifier for the tab control.
error occurred. This pointer should not be dropped. See \return Pointer to the created tab control element. Returns 0 if an
IReferenceCounted::drop() for more information. */ error occurred. This pointer should not be dropped. See
virtual IGUITabControl* addTabControl(const core::rect<s32>& rectangle, IReferenceCounted::drop() for more information. */
IGUIElement* parent=0, bool fillbackground=false, virtual IGUITabControl* addTabControl(const core::rect<s32>& rectangle,
bool border=true, s32 id=-1) = 0; IGUIElement* parent=0, bool fillbackground=false,
bool border=true, s32 id=-1) = 0;
//! Adds tab to the environment.
/** You can use this element to group other elements. This is not used //! Adds tab to the environment.
for creating tabs on tab controls, please use IGUITabControl::addTab() /** You can use this element to group other elements. This is not used
for this instead. for creating tabs on tab controls, please use IGUITabControl::addTab()
\param rectangle Rectangle specifying the borders of the tab. for this instead.
\param parent Parent item of the element, e.g. a window. \param rectangle Rectangle specifying the borders of the tab.
Set it to 0 to place the tab directly in the environment. \param parent Parent item of the element, e.g. a window.
\param id An identifier for the tab. Set it to 0 to place the tab directly in the environment.
\return Pointer to the created tab. Returns 0 if an \param id An identifier for the tab.
error occurred. This pointer should not be dropped. See \return Pointer to the created tab. Returns 0 if an
IReferenceCounted::drop() for more information. */ error occurred. This pointer should not be dropped. See
virtual IGUITab* addTab(const core::rect<s32>& rectangle, IReferenceCounted::drop() for more information. */
IGUIElement* parent=0, s32 id=-1) = 0; virtual IGUITab* addTab(const core::rect<s32>& rectangle,
IGUIElement* parent=0, s32 id=-1) = 0;
//! Adds a combo box to the environment.
/** \param rectangle Rectangle specifying the borders of the combo box. //! Adds a combo box to the environment.
\param parent Parent item of the element, e.g. a window. /** \param rectangle Rectangle specifying the borders of the combo box.
Set it to 0 to place the combo box directly in the environment. \param parent Parent item of the element, e.g. a window.
\param id An identifier for the combo box. Set it to 0 to place the combo box directly in the environment.
\return Pointer to the created combo box. Returns 0 if an \param id An identifier for the combo box.
error occurred. This pointer should not be dropped. See \return Pointer to the created combo box. Returns 0 if an
IReferenceCounted::drop() for more information. */ error occurred. This pointer should not be dropped. See
virtual IGUIComboBox* addComboBox(const core::rect<s32>& rectangle, IReferenceCounted::drop() for more information. */
IGUIElement* parent=0, s32 id=-1) = 0; virtual IGUIComboBox* addComboBox(const core::rect<s32>& rectangle,
IGUIElement* parent=0, s32 id=-1) = 0;
//! Find the next element which would be selected when pressing the tab-key
/** If you set the focus for the result you can manually force focus-changes like they //! Find the next element which would be selected when pressing the tab-key
would happen otherwise by the tab-keys. /** If you set the focus for the result you can manually force focus-changes like they
\param reverse When true it will search backward (toward lower TabOrder numbers, like shift+tab) would happen otherwise by the tab-keys.
\param group When true it will search for the next tab-group (like ctrl+tab) \param reverse When true it will search backward (toward lower TabOrder numbers, like shift+tab)
*/ \param group When true it will search for the next tab-group (like ctrl+tab)
virtual IGUIElement* getNextElement(bool reverse=false, bool group=false) = 0; */
virtual IGUIElement* getNextElement(bool reverse=false, bool group=false) = 0;
//! Set the way the gui will handle automatic focus changes
/** The default is (EFF_SET_ON_LMOUSE_DOWN | EFF_SET_ON_TAB). //! Set the way the gui will handle automatic focus changes
with the left mouse button. /** The default is (EFF_SET_ON_LMOUSE_DOWN | EFF_SET_ON_TAB).
This does not affect the setFocus function itself - users can still call that whenever they want on any element. with the left mouse button.
\param flags A bitmask which is a combination of ::EFOCUS_FLAG flags.*/ This does not affect the setFocus function itself - users can still call that whenever they want on any element.
virtual void setFocusBehavior(u32 flags) = 0; \param flags A bitmask which is a combination of ::EFOCUS_FLAG flags.*/
virtual void setFocusBehavior(u32 flags) = 0;
//! Get the way the gui does handle focus changes
/** \returns A bitmask which is a combination of ::EFOCUS_FLAG flags.*/ //! Get the way the gui does handle focus changes
virtual u32 getFocusBehavior() const = 0; /** \returns A bitmask which is a combination of ::EFOCUS_FLAG flags.*/
virtual u32 getFocusBehavior() const = 0;
//! Adds a IGUIElement to deletion queue.
/** Queued elements will be removed at the end of each drawAll call. //! Adds a IGUIElement to deletion queue.
Or latest in the destructor of the GUIEnvironment. /** Queued elements will be removed at the end of each drawAll call.
This can be used to allow an element removing itself safely in a function Or latest in the destructor of the GUIEnvironment.
iterating over gui elements, like an overloaded IGUIElement::draw or This can be used to allow an element removing itself safely in a function
IGUIElement::OnPostRender function. iterating over gui elements, like an overloaded IGUIElement::draw or
Note that in general just calling IGUIElement::remove() is enough. IGUIElement::OnPostRender function.
Unless you create your own GUI elements removing themselves you won't need it. Note that in general just calling IGUIElement::remove() is enough.
\param element: Element to remove */ Unless you create your own GUI elements removing themselves you won't need it.
virtual void addToDeletionQueue(IGUIElement* element) = 0; \param element: Element to remove */
}; virtual void addToDeletionQueue(IGUIElement* element) = 0;
};
} // end namespace gui
} // end namespace irr } // end namespace gui
} // end namespace irr
#endif

@ -1,46 +1,50 @@
// 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: {
public:
//! constructor
IGUIFileOpenDialog(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle) //! constructor
: IGUIElement(EGUIET_FILE_OPEN_DIALOG, environment, parent, id, rectangle) {} IGUIFileOpenDialog(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_FILE_OPEN_DIALOG, environment, parent, id, rectangle) {}
//! Returns the filename of the selected file converted to wide characters. Returns NULL if no file was selected.
virtual const wchar_t* getFileName() const = 0; //! Returns the filename of the selected file converted to wide characters. Returns NULL if no file was selected.
virtual const wchar_t* getFileName() const = 0;
//! Returns the filename of the selected file. Is empty if no file was selected.
virtual const io::path& getFileNameP() const = 0; //! Returns the filename of the selected file. Is empty if no file was selected.
virtual const io::path& getFileNameP() const = 0;
//! Returns the directory of the selected file. Empty if no directory was selected.
virtual const io::path& getDirectoryName() const = 0; //! Returns the directory of the selected file. Empty if no directory was selected.
virtual const io::path& getDirectoryName() const = 0;
//! Returns the directory of the selected file converted to wide characters. Returns NULL if no directory was selected.
virtual const wchar_t* getDirectoryNameW() const = 0; //! 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

@ -1,100 +1,104 @@
// 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: {
public:
//! Draws some text and clips it to the specified rectangle if wanted.
/** \param text: Text to draw //! Draws some text and clips it to the specified rectangle if wanted.
\param position: Rectangle specifying position where to draw the text. /** \param text: Text to draw
\param color: Color of the text \param position: Rectangle specifying position where to draw the text.
\param hcenter: Specifies if the text should be centered horizontally into the rectangle. \param color: Color of the text
\param vcenter: Specifies if the text should be centered vertically into the rectangle. \param hcenter: Specifies if the text should be centered horizontally into the rectangle.
\param clip: Optional pointer to a rectangle against which the text will be clipped. \param vcenter: Specifies if the text should be centered vertically into the rectangle.
If the pointer is null, no clipping will be done. */ \param clip: Optional pointer to a rectangle against which the text will be clipped.
virtual void draw(const core::stringw& text, const core::rect<s32>& position, If the pointer is null, no clipping will be done. */
video::SColor color, bool hcenter=false, bool vcenter=false, virtual void draw(const core::stringw& text, const core::rect<s32>& position,
const core::rect<s32>* clip=0) = 0; video::SColor color, bool hcenter=false, bool vcenter=false,
const core::rect<s32>* clip=0) = 0;
//! Calculates the width and height of a given string of text.
/** \return Returns width and height of the area covered by the text if //! Calculates the width and height of a given string of text.
it would be drawn. */ /** \return Returns width and height of the area covered by the text if
virtual core::dimension2d<u32> getDimension(const wchar_t* text) const = 0; it would be drawn. */
virtual core::dimension2d<u32> getDimension(const wchar_t* text) const = 0;
//! Calculates the index of the character in the text which is on a specific position.
/** \param text: Text string. //! Calculates the index of the character in the text which is on a specific position.
\param pixel_x: X pixel position of which the index of the character will be returned. /** \param text: Text string.
\return Returns zero based index of the character in the text, and -1 if no no character \param pixel_x: X pixel position of which the index of the character will be returned.
is on this position. (=the text is too short). */ \return Returns zero based index of the character in the text, and -1 if no no character
virtual s32 getCharacterFromPos(const wchar_t* text, s32 pixel_x) const = 0; is on this position. (=the text is too short). */
virtual s32 getCharacterFromPos(const wchar_t* text, s32 pixel_x) const = 0;
//! Returns the type of this font
virtual EGUI_FONT_TYPE getType() const { return EGFT_CUSTOM; } //! Returns the type of this font
virtual EGUI_FONT_TYPE getType() const { return EGFT_CUSTOM; }
//! Sets global kerning width for the font.
virtual void setKerningWidth (s32 kerning) = 0; //! Sets global kerning width for the font.
virtual void setKerningWidth (s32 kerning) = 0;
//! Sets global kerning height for the font.
virtual void setKerningHeight (s32 kerning) = 0; //! Sets global kerning height for the font.
virtual void setKerningHeight (s32 kerning) = 0;
//! Gets kerning values (distance between letters) for the font. If no parameters are provided,
/** the global kerning distance is returned. //! Gets kerning values (distance between letters) for the font. If no parameters are provided,
\param thisLetter: If this parameter is provided, the left side kerning /** the global kerning distance is returned.
for this letter is added to the global kerning value. For example, a \param thisLetter: If this parameter is provided, the left side kerning
space might only be one pixel wide, but it may be displayed as several for this letter is added to the global kerning value. For example, a
pixels. space might only be one pixel wide, but it may be displayed as several
\param previousLetter: If provided, kerning is calculated for both pixels.
letters and added to the global kerning value. For example, in a font \param previousLetter: If provided, kerning is calculated for both
which supports kerning pairs a string such as 'Wo' may have the 'o' letters and added to the global kerning value. For example, in a font
tucked neatly under the 'W'. which supports kerning pairs a string such as 'Wo' may have the 'o'
*/ tucked neatly under the 'W'.
virtual s32 getKerningWidth(const wchar_t* thisLetter=0, const wchar_t* previousLetter=0) const = 0; */
virtual s32 getKerningWidth(const wchar_t* thisLetter=0, const wchar_t* previousLetter=0) const = 0;
//! Returns the distance between letters
virtual s32 getKerningHeight() const = 0; //! Returns the distance between letters
virtual s32 getKerningHeight() const = 0;
//! Define which characters should not be drawn by the font.
/** For example " " would not draw any space which is usually blank in //! Define which characters should not be drawn by the font.
most fonts. /** For example " " would not draw any space which is usually blank in
\param s String of symbols which are not send down to the videodriver most fonts.
*/ \param s String of symbols which are not send down to the videodriver
virtual void setInvisibleCharacters( const wchar_t *s ) = 0; */
}; virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
};
} // end namespace gui
} // end namespace irr } // end namespace gui
} // end namespace irr
#endif

@ -1,42 +1,46 @@
// 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: {
public:
//! Returns the type of this font
EGUI_FONT_TYPE getType() const override { return EGFT_BITMAP; } //! Returns the type of this font
EGUI_FONT_TYPE getType() const override { return EGFT_BITMAP; }
//! returns the parsed Symbol Information
virtual IGUISpriteBank* getSpriteBank() const = 0; //! returns the parsed Symbol Information
virtual IGUISpriteBank* getSpriteBank() const = 0;
//! returns the sprite number from a given character
virtual u32 getSpriteNoFromChar(const wchar_t *c) const = 0; //! returns the sprite number from a given character
virtual u32 getSpriteNoFromChar(const wchar_t *c) const = 0;
//! Gets kerning values (distance between letters) for the font. If no parameters are provided,
/** the global kerning distance is returned. //! Gets kerning values (distance between letters) for the font. If no parameters are provided,
\param thisLetter: If this parameter is provided, the left side kerning for this letter is added /** the global kerning distance is returned.
to the global kerning value. For example, a space might only be one pixel wide, but it may \param thisLetter: If this parameter is provided, the left side kerning for this letter is added
be displayed as several pixels. to the global kerning value. For example, a space might only be one pixel wide, but it may
\param previousLetter: If provided, kerning is calculated for both letters and added to the global be displayed as several pixels.
kerning value. For example, EGFT_BITMAP will add the right kerning value of previousLetter to the \param previousLetter: If provided, kerning is calculated for both letters and added to the global
left side kerning value of thisLetter, then add the global value. kerning value. For example, EGFT_BITMAP will add the right kerning value of previousLetter to the
*/ left side kerning value of thisLetter, then add the global value.
s32 getKerningWidth(const wchar_t* thisLetter=0, const wchar_t* previousLetter=0) const override = 0; */
}; s32 getKerningWidth(const wchar_t* thisLetter=0, const wchar_t* previousLetter=0) const override = 0;
};
} // end namespace gui
} // end namespace irr } // end namespace gui
} // end namespace irr
#endif

@ -1,84 +1,87 @@
// 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: {
public:
//! constructor
IGUIImage(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle) //! constructor
: IGUIElement(EGUIET_IMAGE, environment, parent, id, rectangle) {} IGUIImage(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_IMAGE, environment, parent, id, rectangle) {}
//! Sets an image texture
virtual void setImage(video::ITexture* image) = 0; //! Sets an image texture
virtual void setImage(video::ITexture* image) = 0;
//! Gets the image texture
virtual video::ITexture* getImage() const = 0; //! Gets the image texture
virtual video::ITexture* getImage() const = 0;
//! Sets the color of the image
/** \param color Color with which the image is drawn. If the color //! Sets the color of the image
equals Color(255,255,255,255) it is ignored. */ /** \param color Color with which the image is drawn. If the color
virtual void setColor(video::SColor color) = 0; equals Color(255,255,255,255) it is ignored. */
virtual void setColor(video::SColor color) = 0;
//! Sets if the image should scale to fit the element
virtual void setScaleImage(bool scale) = 0; //! Sets if the image should scale to fit the element
virtual void setScaleImage(bool scale) = 0;
//! Sets if the image should use its alpha channel to draw itself
virtual void setUseAlphaChannel(bool use) = 0; //! Sets if the image should use its alpha channel to draw itself
virtual void setUseAlphaChannel(bool use) = 0;
//! Gets the color of the image
virtual video::SColor getColor() const = 0; //! Gets the color of the image
virtual video::SColor getColor() const = 0;
//! Returns true if the image is scaled to fit, false if not
virtual bool isImageScaled() const = 0; //! Returns true if the image is scaled to fit, false if not
virtual bool isImageScaled() const = 0;
//! Returns true if the image is using the alpha channel, false if not
virtual bool isAlphaChannelUsed() const = 0; //! Returns true if the image is using the alpha channel, false if not
virtual bool isAlphaChannelUsed() const = 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). */ //! Sets the source rectangle of the image. By default the full image is used.
virtual void setSourceRect(const core::rect<s32>& sourceRect) = 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;
//! 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. */ //! Returns the customized source rectangle of the image to be used.
virtual core::rect<s32> getSourceRect() const = 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;
//! Restrict drawing-area.
/** This allows for example to use the image as a progress bar. //! Restrict drawing-area.
Base for area is the image, which means: /** This allows for example to use the image as a progress bar.
- The original clipping area when the texture is scaled or there is no texture. Base for area is the image, which means:
- The source-rect for an unscaled texture (but still restricted afterward by the clipping area) - The original clipping area when the texture is scaled or there is no texture.
Unlike normal clipping this does not affect the gui-children. - The source-rect for an unscaled texture (but still restricted afterward by the clipping area)
\param drawBoundUVs: Coordinates between 0 and 1 where 0 are for left+top and 1 for right+bottom Unlike normal clipping this does not affect the gui-children.
*/ \param drawBoundUVs: Coordinates between 0 and 1 where 0 are for left+top and 1 for right+bottom
virtual void setDrawBounds(const core::rect<f32>& drawBoundUVs = core::rect<f32>(0.f, 0.f, 1.f, 1.f)) = 0; */
virtual void setDrawBounds(const core::rect<f32>& drawBoundUVs = core::rect<f32>(0.f, 0.f, 1.f, 1.f)) = 0;
//! Get drawing-area restrictions.
virtual core::rect<f32> getDrawBounds() const = 0; //! Get drawing-area restrictions.
virtual core::rect<f32> getDrawBounds() const = 0;
//! Sets whether to draw a background color (EGDC_3D_DARK_SHADOW) when no texture is set
/** By default it's enabled */ //! Sets whether to draw a background color (EGDC_3D_DARK_SHADOW) when no texture is set
virtual void setDrawBackground(bool draw) = 0; /** By default it's enabled */
virtual void setDrawBackground(bool draw) = 0;
//! Checks if a background is drawn when no texture is set
/** \return true if background drawing is enabled, false otherwise */ //! Checks if a background is drawn when no texture is set
virtual bool isDrawBackgroundEnabled() const = 0; /** \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

@ -1,41 +1,45 @@
// 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: {
public:
//! Destructor
virtual ~IGUIImageList() {}; //! Destructor
virtual ~IGUIImageList() {};
//! Draws an image and clips it to the specified rectangle if wanted
//! \param index: Index of the image //! Draws an image and clips it to the specified rectangle if wanted
//! \param destPos: Position of the image to draw //! \param index: Index of the image
//! \param clip: Optional pointer to a rectangle against which the text will be clipped. //! \param destPos: Position of the image to draw
//! If the pointer is null, no clipping will be done. //! \param clip: Optional pointer to a rectangle against which the text will be clipped.
virtual void draw(s32 index, const core::position2d<s32>& destPos, //! If the pointer is null, no clipping will be done.
const core::rect<s32>* clip = 0) = 0; virtual void draw(s32 index, const core::position2d<s32>& destPos,
const core::rect<s32>* clip = 0) = 0;
//! Returns the count of Images in the list.
//! \return Returns the count of Images in the list. //! Returns the count of Images in the list.
virtual s32 getImageCount() const = 0; //! \return Returns the count of Images in the list.
virtual s32 getImageCount() const = 0;
//! Returns the size of the images in the list.
//! \return Returns the size of the images in the list. //! Returns the size of the images in the list.
virtual core::dimension2d<s32> getImageSize() const = 0; //! \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

@ -1,138 +1,142 @@
// 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: //! Default list box GUI element.
\li EGET_LISTBOX_CHANGED /** \par This element can create the following events of type EGUI_EVENT_TYPE:
\li EGET_LISTBOX_SELECTED_AGAIN \li EGET_LISTBOX_CHANGED
*/ \li EGET_LISTBOX_SELECTED_AGAIN
class IGUIListBox : public IGUIElement */
{ class IGUIListBox : public IGUIElement
public: {
//! constructor public:
IGUIListBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle) //! constructor
: IGUIElement(EGUIET_LIST_BOX, environment, parent, id, rectangle) {} IGUIListBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_LIST_BOX, environment, parent, id, rectangle) {}
//! returns amount of list items
virtual u32 getItemCount() const = 0; //! returns amount of list items
virtual u32 getItemCount() const = 0;
//! returns string of a list item. the may id be a value from 0 to itemCount-1
virtual const wchar_t* getListItem(u32 id) const = 0; //! returns string of a list item. the may id be a value from 0 to itemCount-1
virtual const wchar_t* getListItem(u32 id) const = 0;
//! adds an list item, returns id of item
virtual u32 addItem(const wchar_t* text) = 0; //! adds an list item, returns id of item
virtual u32 addItem(const wchar_t* text) = 0;
//! adds an list item with an icon
/** \param text Text of list entry //! adds an list item with an icon
\param icon Sprite index of the Icon within the current sprite bank. Set it to -1 if you want no icon /** \param text Text of list entry
\return The id of the new created item */ \param icon Sprite index of the Icon within the current sprite bank. Set it to -1 if you want no icon
virtual u32 addItem(const wchar_t* text, s32 icon) = 0; \return The id of the new created item */
virtual u32 addItem(const wchar_t* text, s32 icon) = 0;
//! Removes an item from the list
virtual void removeItem(u32 index) = 0; //! Removes an item from the list
virtual void removeItem(u32 index) = 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*/ //! get the the id of the item at the given absolute coordinates
virtual s32 getItemAt(s32 xpos, s32 ypos) const = 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;
//! Returns the icon of an item
virtual s32 getIcon(u32 index) const = 0; //! Returns the icon of an item
virtual s32 getIcon(u32 index) const = 0;
//! Sets the sprite bank which should be used to draw list icons.
/** This font is set to the sprite bank of the built-in-font by //! Sets the sprite bank which should be used to draw list icons.
default. A sprite can be displayed in front of every list item. /** This font is set to the sprite bank of the built-in-font by
An icon is an index within the icon sprite bank. Several default. A sprite can be displayed in front of every list item.
default icons are available in the skin through getIcon. */ An icon is an index within the icon sprite bank. Several
virtual void setSpriteBank(IGUISpriteBank* bank) = 0; default icons are available in the skin through getIcon. */
virtual void setSpriteBank(IGUISpriteBank* bank) = 0;
//! clears the list, deletes all items in the listbox
virtual void clear() = 0; //! clears the list, deletes all items in the listbox
virtual void clear() = 0;
//! returns id of selected item. returns -1 if no item is selected.
virtual s32 getSelected() const = 0; //! returns id of selected item. returns -1 if no item is selected.
virtual s32 getSelected() const = 0;
//! sets the selected item. Set this to -1 if no item should be selected
virtual void setSelected(s32 index) = 0; //! sets the selected item. Set this to -1 if no item should be selected
virtual void setSelected(s32 index) = 0;
//! sets the selected item. Set this to 0 if no item should be selected
virtual void setSelected(const wchar_t *item) = 0; //! sets the selected item. Set this to 0 if no item should be selected
virtual void setSelected(const wchar_t *item) = 0;
//! set whether the listbox should scroll to newly selected items
virtual void setAutoScrollEnabled(bool scroll) = 0; //! set whether the listbox should scroll to newly selected items
virtual void setAutoScrollEnabled(bool scroll) = 0;
//! returns true if automatic scrolling is enabled, false if not.
virtual bool isAutoScrollEnabled() const = 0; //! returns true if automatic scrolling is enabled, false if not.
virtual bool isAutoScrollEnabled() const = 0;
//! set all item colors at given index to color
virtual void setItemOverrideColor(u32 index, video::SColor color) = 0; //! set all item colors at given index to color
virtual void setItemOverrideColor(u32 index, video::SColor color) = 0;
//! set all item colors of specified type at given index to color
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
virtual void setItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType, video::SColor color) = 0;
//! clear all item colors at index
virtual void clearItemOverrideColor(u32 index) = 0; //! clear all item colors at index
virtual void clearItemOverrideColor(u32 index) = 0;
//! clear item color at index for given colortype
virtual void clearItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) = 0; //! clear item color at index for given colortype
virtual void clearItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) = 0;
//! has the item at index its color overwritten?
virtual bool hasItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) const = 0; //! has the item at index its color overwritten?
virtual bool hasItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) const = 0;
//! return the overwrite color at given item index.
virtual video::SColor getItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) const = 0; //! return the overwrite color at given item index.
virtual video::SColor getItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) const = 0;
//! return the default color which is used for the given colorType
virtual video::SColor getItemDefaultColor(EGUI_LISTBOX_COLOR colorType) const = 0; //! return the default color which is used for the given colorType
virtual video::SColor getItemDefaultColor(EGUI_LISTBOX_COLOR colorType) const = 0;
//! set the item at the given index
virtual void setItem(u32 index, const wchar_t* text, s32 icon) = 0; //! set the item at the given index
virtual void setItem(u32 index, const wchar_t* text, s32 icon) = 0;
//! Insert the item at the given index
/** \return The index on success or -1 on failure. */ //! Insert the item at the given index
virtual s32 insertItem(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;
//! Swap the items at the given indices
virtual void swapItems(u32 index1, u32 index2) = 0; //! Swap the items at the given indices
virtual void swapItems(u32 index1, u32 index2) = 0;
//! set global itemHeight
virtual void setItemHeight( s32 height ) = 0; //! set global itemHeight
virtual void setItemHeight( s32 height ) = 0;
//! Sets whether to draw the background
virtual void setDrawBackground(bool draw) = 0; //! Sets whether to draw the background
virtual void setDrawBackground(bool draw) = 0;
//! Access the vertical scrollbar
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

@ -1,61 +1,65 @@
// 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: {
public:
//! constructor
IGUIScrollBar(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle) //! constructor
: IGUIElement(EGUIET_SCROLL_BAR, environment, parent, id, rectangle) {} IGUIScrollBar(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_SCROLL_BAR, environment, parent, id, rectangle) {}
//! sets the maximum value of the scrollbar.
virtual void setMax(s32 max) = 0; //! sets the maximum value of the scrollbar.
//! gets the maximum value of the scrollbar. virtual void setMax(s32 max) = 0;
virtual s32 getMax() const = 0; //! gets the maximum value of the scrollbar.
virtual s32 getMax() const = 0;
//! sets the minimum value of the scrollbar.
virtual void setMin(s32 min) = 0; //! sets the minimum value of the scrollbar.
//! gets the minimum value of the scrollbar. virtual void setMin(s32 min) = 0;
virtual s32 getMin() const = 0; //! gets the minimum value of the scrollbar.
virtual s32 getMin() const = 0;
//! gets the small step value
virtual s32 getSmallStep() const = 0; //! gets the small step value
virtual s32 getSmallStep() const = 0;
//! Sets the small step
/** That is the amount that the value changes by when clicking //! Sets the small step
on the buttons or using the cursor keys. */ /** That is the amount that the value changes by when clicking
virtual void setSmallStep(s32 step) = 0; on the buttons or using the cursor keys. */
virtual void setSmallStep(s32 step) = 0;
//! gets the large step value
virtual s32 getLargeStep() const = 0; //! gets the large step value
virtual s32 getLargeStep() const = 0;
//! Sets the large step
/** That is the amount that the value changes by when clicking //! Sets the large step
in the tray, or using the page up and page down keys. */ /** That is the amount that the value changes by when clicking
virtual void setLargeStep(s32 step) = 0; in the tray, or using the page up and page down keys. */
virtual void setLargeStep(s32 step) = 0;
//! gets the current position of the scrollbar
virtual s32 getPos() const = 0; //! gets the current position of the scrollbar
virtual s32 getPos() const = 0;
//! sets the current position of the scrollbar
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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@ -1,138 +1,142 @@
// 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)
: textureNumber(textureIndex), rectNumber(positionIndex) SGUISpriteFrame(u32 textureIndex, u32 positionIndex)
{ : textureNumber(textureIndex), rectNumber(positionIndex)
} {
}
//! Texture index in IGUISpriteBank
u32 textureNumber; //! Texture index in IGUISpriteBank
u32 textureNumber;
//! Index in IGUISpriteBank::getPositions()
u32 rectNumber; //! Index in IGUISpriteBank::getPositions()
}; u32 rectNumber;
};
//! 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 //! A sprite composed of several frames.
struct SGUISprite // Note for implementer: Can't fix variable names to uppercase as this is a public interface used since a while
{ struct SGUISprite
SGUISprite() : frameTime(0) {} {
SGUISprite(const SGUISpriteFrame& firstFrame) : frameTime(0) SGUISprite() : frameTime(0) {}
{ SGUISprite(const SGUISpriteFrame& firstFrame) : frameTime(0)
Frames.push_back(firstFrame); {
} Frames.push_back(firstFrame);
}
core::array<SGUISpriteFrame> Frames;
u32 frameTime; core::array<SGUISpriteFrame> Frames;
}; u32 frameTime;
};
//! Sprite bank interface.
/** See http://http://irrlicht.sourceforge.net/forum//viewtopic.php?f=9&t=25742 //! Sprite bank interface.
* for more information how to use the spritebank. /** See http://http://irrlicht.sourceforge.net/forum//viewtopic.php?f=9&t=25742
*/ * 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
virtual core::array< core::rect<s32> >& getPositions() = 0; //! Returns the list of rectangles held by the sprite bank
virtual core::array< core::rect<s32> >& getPositions() = 0;
//! Returns the array of animated sprites within the sprite bank
virtual core::array< SGUISprite >& getSprites() = 0; //! Returns the array of animated sprites within the sprite bank
virtual core::array< SGUISprite >& getSprites() = 0;
//! Returns the number of textures held by the sprite bank
virtual u32 getTextureCount() const = 0; //! Returns the number of textures held by the sprite bank
virtual u32 getTextureCount() const = 0;
//! Gets the texture with the specified index
virtual video::ITexture* getTexture(u32 index) const = 0; //! Gets the texture with the specified index
virtual video::ITexture* getTexture(u32 index) const = 0;
//! Adds a texture to the sprite bank
virtual void addTexture(video::ITexture* texture) = 0; //! Adds a texture to the sprite bank
virtual void addTexture(video::ITexture* texture) = 0;
//! Changes one of the textures in the sprite bank
virtual void setTexture(u32 index, video::ITexture* texture) = 0; //! Changes one of the textures in the sprite bank
virtual void setTexture(u32 index, video::ITexture* texture) = 0;
//! Add the texture and use it for a single non-animated sprite.
/** The texture and the corresponding rectangle and sprite will all be added to the end of each array. //! Add the texture and use it for a single non-animated sprite.
\returns The index of the sprite or -1 on failure */ /** The texture and the corresponding rectangle and sprite will all be added to the end of each array.
virtual s32 addTextureAsSprite(video::ITexture* texture) = 0; \returns The index of the sprite or -1 on failure */
virtual s32 addTextureAsSprite(video::ITexture* texture) = 0;
//! Clears sprites, rectangles and textures
virtual void clear() = 0; //! Clears sprites, rectangles and textures
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 pos Target position - depending on center value either the left-top or the sprite center is used as pivot \param index Index of SGUISprite to draw
\param clip Clipping rectangle, can be 0 when clipping is not wanted. \param pos Target position - depending on center value either the left-top or the sprite center is used as pivot
\param color Color with which the image is drawn. \param clip Clipping rectangle, can be 0 when clipping is not wanted.
Note that the alpha component is used. If alpha is other than \param color Color with which the image is drawn.
255, the image will be transparent. Note that the alpha component is used. If alpha is other than
\param starttime Tick when the first frame was drawn (only difference currenttime-starttime matters). 255, the image will be transparent.
\param currenttime To calculate the frame of animated sprites \param starttime Tick when the first frame was drawn (only difference currenttime-starttime matters).
\param loop When true animations are looped \param currenttime To calculate the frame of animated sprites
\param center When true pivot is set to the sprite-center. So it affects pos. \param loop When true animations are looped
*/ \param center When true pivot is set to the sprite-center. So it affects pos.
virtual void draw2DSprite(u32 index, const core::position2di& pos, */
const core::rect<s32>* clip=0, virtual void draw2DSprite(u32 index, const core::position2di& pos,
const video::SColor& color= video::SColor(255,255,255,255), const core::rect<s32>* clip=0,
u32 starttime=0, u32 currenttime=0, const video::SColor& color= video::SColor(255,255,255,255),
bool loop=true, bool center=false) = 0; u32 starttime=0, u32 currenttime=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 destRect The sprite will be scaled to fit this target rectangle \param index Index of SGUISprite to draw
\param clip Clipping rectangle, can be 0 when clipping is not wanted. \param destRect The sprite will be scaled to fit this target rectangle
\param colors Array of 4 colors denoting the color values of \param clip Clipping rectangle, can be 0 when clipping is not wanted.
the corners of the destRect \param colors Array of 4 colors denoting the color values of
\param timeTicks Current frame for animated sprites the corners of the destRect
(same as currenttime-starttime in other draw2DSprite function) \param timeTicks Current frame for animated sprites
\param loop When true animations are looped (same as currenttime-starttime in other draw2DSprite function)
*/ \param loop When true animations are looped
virtual void draw2DSprite(u32 index, const core::rect<s32>& destRect, */
const core::rect<s32>* clip=0, virtual void draw2DSprite(u32 index, const core::rect<s32>& destRect,
const video::SColor * const colors=0, const core::rect<s32>* clip=0,
u32 timeTicks = 0, const video::SColor * const colors=0,
bool loop=true) = 0; u32 timeTicks = 0,
bool loop=true) = 0;
//! Draws a sprite batch in 2d using an array of positions and a color
virtual void draw2DSpriteBatch(const core::array<u32>& indices, const core::array<core::position2di>& pos, //! Draws a sprite batch in 2d using an array of positions and a color
const core::rect<s32>* clip=0, virtual void draw2DSpriteBatch(const core::array<u32>& indices, const core::array<core::position2di>& pos,
const video::SColor& color= video::SColor(255,255,255,255), const core::rect<s32>* clip=0,
u32 starttime=0, u32 currenttime=0, const video::SColor& color= video::SColor(255,255,255,255),
bool loop=true, bool center=false) = 0; u32 starttime=0, u32 currenttime=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__

@ -1,135 +1,139 @@
// 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: {
public:
//! constructor
IGUIStaticText(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle) //! constructor
: IGUIElement(EGUIET_STATIC_TEXT, environment, parent, id, rectangle) {} IGUIStaticText(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_STATIC_TEXT, environment, parent, id, rectangle) {}
//! Sets another skin independent font.
/** If this is set to zero, the button uses the font of the skin. //! Sets another skin independent font.
\param font: New font to set. */ /** If this is set to zero, the button uses the font of the skin.
virtual void setOverrideFont(IGUIFont* font=0) = 0; \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) */ //! Gets the override font (if any)
virtual IGUIFont* getOverrideFont(void) const = 0; /** \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 //! Get the font which is used right now for drawing
font of the active skin otherwise */ /** Currently this is the override font when one is set and the
virtual IGUIFont* getActiveFont() const = 0; font of the active skin otherwise */
virtual IGUIFont* getActiveFont() const = 0;
//! Sets another color for the text.
/** If set, the static text does not use the EGDC_BUTTON_TEXT color defined //! Sets another color for the text.
in the skin, but the set color instead. You don't need to call /** If set, the static text does not use the EGDC_BUTTON_TEXT color defined
IGUIStaticText::enableOverrrideColor(true) after this, this is done in the skin, but the set color instead. You don't need to call
by this function. IGUIStaticText::enableOverrrideColor(true) after this, this is done
If you set a color, and you want the text displayed with the color by this function.
of the skin again, call IGUIStaticText::enableOverrideColor(false); If you set a color, and you want the text displayed with the color
\param color: New color of the text. */ of the skin again, call IGUIStaticText::enableOverrideColor(false);
virtual void setOverrideColor(video::SColor color) = 0; \param color: New color of the text. */
virtual void setOverrideColor(video::SColor color) = 0;
//! Gets the override color
/** \return: The override color */ //! Gets the override color
virtual video::SColor getOverrideColor(void) const = 0; /** \return: The override color */
virtual video::SColor getOverrideColor(void) const = 0;
//! Gets the currently used text color
/** Either a skin-color for the current state or the override color */ //! Gets the currently used text color
virtual video::SColor getActiveColor() const = 0; /** Either a skin-color for the current state or the override color */
virtual video::SColor getActiveColor() const = 0;
//! Sets if the static 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 //! Sets if the static text should use the override color or the color in the gui skin.
with IGUIStaticText::setOverrideColor is used, otherwise the /** \param enable: If set to true, the override color, which can be set
EGDC_BUTTON_TEXT color of the skin. */ with IGUIStaticText::setOverrideColor is used, otherwise the
virtual void enableOverrideColor(bool enable) = 0; EGDC_BUTTON_TEXT color of the skin. */
virtual void enableOverrideColor(bool enable) = 0;
//! Checks if an override color is enabled
/** \return true if the override color is enabled, false otherwise */ //! Checks if an override color is enabled
virtual bool isOverrideColorEnabled(void) const = 0; /** \return true if the override color is enabled, false otherwise */
virtual bool isOverrideColorEnabled(void) const = 0;
//! Sets another color for the background.
virtual void setBackgroundColor(video::SColor color) = 0; //! Sets another color for the background.
virtual void setBackgroundColor(video::SColor color) = 0;
//! Sets whether to draw the background
virtual void setDrawBackground(bool draw) = 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 */ //! Checks if background drawing is enabled
virtual bool isDrawBackgroundEnabled() const = 0; /** \return true if background drawing is enabled, false otherwise */
virtual bool isDrawBackgroundEnabled() const = 0;
//! Gets the background color
/** \return: The background color */ //! Gets the background color
virtual video::SColor getBackgroundColor() const = 0; /** \return: The background color */
virtual video::SColor getBackgroundColor() const = 0;
//! Sets whether to draw the border
virtual void setDrawBorder(bool draw) = 0; //! Sets whether to draw the border
virtual void setDrawBorder(bool draw) = 0;
//! Checks if border drawing is enabled
/** \return true if border drawing is enabled, false otherwise */ //! Checks if border drawing is enabled
virtual bool isDrawBorderEnabled() const = 0; /** \return true if border drawing is enabled, false otherwise */
virtual bool isDrawBorderEnabled() const = 0;
//! Sets text justification mode
/** \param horizontal: EGUIA_UPPERLEFT for left justified (default), //! Sets text justification mode
EGUIA_LOWERRIGHT 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 (default), EGUIA_LOWERRIGHT for right justified, or EGUIA_CENTER for centered text.
EGUIA_LOWERRIGHT for bottom edge, or EGUIA_CENTER for centered text. */ \param vertical: EGUIA_UPPERLEFT to align with top edge (default),
virtual void setTextAlignment(EGUI_ALIGNMENT horizontal, EGUI_ALIGNMENT vertical) = 0; EGUIA_LOWERRIGHT for bottom edge, or EGUIA_CENTER for centered text. */
virtual void setTextAlignment(EGUI_ALIGNMENT horizontal, EGUI_ALIGNMENT vertical) = 0;
//! Enables or disables word wrap for using the static text as multiline text control.
/** \param enable: If set to true, words going over one line are //! Enables or disables word wrap for using the static text as multiline text control.
broken on to the next line. */ /** \param enable: If set to true, words going over one line are
virtual void setWordWrap(bool enable) = 0; broken on to the next line. */
virtual void setWordWrap(bool enable) = 0;
//! Checks if word wrap is enabled
/** \return true if word wrap is enabled, false otherwise */ //! Checks if word wrap is enabled
virtual bool isWordWrapEnabled(void) const = 0; /** \return true if word wrap is enabled, false otherwise */
virtual bool isWordWrapEnabled(void) const = 0;
//! Returns the height of the text in pixels when it is drawn.
/** This is useful for adjusting the layout of gui elements based on the height //! Returns the height of the text in pixels when it is drawn.
of the multiline text in this element. /** This is useful for adjusting the layout of gui elements based on the height
\return Height of text in pixels. */ of the multiline text in this element.
virtual s32 getTextHeight() const = 0; \return Height of text in pixels. */
virtual s32 getTextHeight() const = 0;
//! Returns the width of the current text, in the current font
/** If the text is broken, this returns the width of the widest line //! Returns the width of the current text, in the current font
\return The width of the text, or the widest broken line. */ /** If the text is broken, this returns the width of the widest line
virtual s32 getTextWidth(void) const = 0; \return The width of the text, or the widest broken line. */
virtual s32 getTextWidth(void) const = 0;
//! Set whether the text in this label should be clipped if it goes outside bounds
virtual void setTextRestrainedInside(bool restrainedInside) = 0; //! Set whether the text in this label should be clipped if it goes outside bounds
virtual void setTextRestrainedInside(bool restrainedInside) = 0;
//! Checks if the text in this label should be clipped if it goes outside bounds
virtual bool isTextRestrainedInside() const = 0; //! Checks if the text in this label should be clipped if it goes outside bounds
virtual bool isTextRestrainedInside() const = 0;
//! Set whether the string should be interpreted as right-to-left (RTL) text
/** \note This component does not implement the Unicode bidi standard, the //! Set whether the string should be interpreted as right-to-left (RTL) text
text of the component should be already RTL if you call this. The /** \note This component does not implement the Unicode bidi standard, the
main difference when RTL is enabled is that the linebreaks for multiline text of the component should be already RTL if you call this. The
elements are performed starting from the end. main difference when RTL is enabled is that the linebreaks for multiline
*/ elements are performed starting from the end.
virtual void setRightToLeft(bool rtl) = 0; */
virtual void setRightToLeft(bool rtl) = 0;
//! Checks whether the text in this element should be interpreted as right-to-left
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

@ -1,151 +1,155 @@
// 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: {
public:
//! constructor
IGUITabControl(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle) //! constructor
: IGUIElement(EGUIET_TAB_CONTROL, environment, parent, id, rectangle) {} IGUITabControl(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_TAB_CONTROL, environment, parent, id, rectangle) {}
//! Adds a tab
virtual IGUITab* addTab(const wchar_t* caption, s32 id=-1) = 0; //! Adds a tab
virtual IGUITab* addTab(const wchar_t* caption, s32 id=-1) = 0;
//! Adds an existing tab
/** Note that it will also add the tab as a child of this TabControl. //! Adds an existing tab
\return Index of added tab or -1 for failure*/ /** Note that it will also add the tab as a child of this TabControl.
virtual s32 addTab(IGUITab* tab) = 0; \return Index of added tab or -1 for failure*/
virtual s32 addTab(IGUITab* tab) = 0;
//! Insert the tab at the given index
/** \return The tab on success or NULL on failure. */ //! Insert the tab at the given index
virtual IGUITab* insertTab(s32 idx, const wchar_t* caption, s32 id=-1) = 0; /** \return The tab on success or NULL on failure. */
virtual IGUITab* insertTab(s32 idx, const wchar_t* caption, s32 id=-1) = 0;
//! Insert an existing tab
/** Note that it will also add the tab as a child of this TabControl. //! Insert an existing tab
\param idx Index at which tab will be inserted. Later tabs will be moved. /** Note that it will also add the tab as a child of this TabControl.
Previous active tab will stay active unless this is the first \param idx Index at which tab will be inserted. Later tabs will be moved.
element to be inserted in which case it becomes active. Previous active tab will stay active unless this is the first
\param tab New tab to insert. element to be inserted in which case it becomes active.
\param serializationMode Internally used for serialization. You should not need this. \param tab New tab to insert.
When true it reserves space for the index, doesn't move but replaces tabs \param serializationMode Internally used for serialization. You should not need this.
and it doesn't change the active tab. When true it reserves space for the index, doesn't move but replaces tabs
\return Index of added tab (should be same as the one passed) or -1 for failure*/ and it doesn't change the active tab.
virtual s32 insertTab(s32 idx, IGUITab* tab, bool serializationMode=false) = 0; \return Index of added tab (should be same as the one passed) or -1 for failure*/
virtual s32 insertTab(s32 idx, IGUITab* tab, bool serializationMode=false) = 0;
//! Removes a tab from the tabcontrol
virtual void removeTab(s32 idx) = 0; //! Removes a tab from the tabcontrol
virtual void removeTab(s32 idx) = 0;
//! Clears the tabcontrol removing all tabs
virtual void clear() = 0; //! Clears the tabcontrol removing all tabs
virtual void clear() = 0;
//! Returns amount of tabs in the tabcontrol
virtual s32 getTabCount() const = 0; //! Returns amount of tabs in the tabcontrol
virtual s32 getTabCount() const = 0;
//! Returns a tab based on zero based index
/** \param idx: zero based index of tab. Is a value between 0 and getTabcount()-1; //! Returns a tab based on zero based index
\return Returns pointer to the Tab. Returns 0 if no tab /** \param idx: zero based index of tab. Is a value between 0 and getTabcount()-1;
is corresponding to this tab. */ \return Returns pointer to the Tab. Returns 0 if no tab
virtual IGUITab* getTab(s32 idx) const = 0; is corresponding to this tab. */
virtual IGUITab* getTab(s32 idx) const = 0;
//! For given element find if it's a tab and return it's zero-based index (or -1 for not found)
/** \param tab Tab for which we are looking (usually you will look for an IGUITab* type as only //! For given element find if it's a tab and return it's zero-based index (or -1 for not found)
those can be tabs, but we allow looking for any kind of IGUIElement* as there are some /** \param tab Tab for which we are looking (usually you will look for an IGUITab* type as only
use-cases for that even if it just returns 0. For example this way you can check for those can be tabs, but we allow looking for any kind of IGUIElement* as there are some
all children of this gui-element if they are tabs or some non-tab children.*/ use-cases for that even if it just returns 0. For example this way you can check for
virtual s32 getTabIndex(const IGUIElement *tab) const = 0; all children of this gui-element if they are tabs or some non-tab children.*/
virtual s32 getTabIndex(const IGUIElement *tab) const = 0;
//! Brings a tab to front.
/** \param idx: number of the tab. //! Brings a tab to front.
\return Returns true if successful. */ /** \param idx: number of the tab.
virtual bool setActiveTab(s32 idx) = 0; \return Returns true if successful. */
virtual bool setActiveTab(s32 idx) = 0;
//! Brings a tab to front.
/** \param tab: pointer to the tab. //! Brings a tab to front.
\return Returns true if successful. */ /** \param tab: pointer to the tab.
virtual bool setActiveTab(IGUITab *tab) = 0; \return Returns true if successful. */
virtual bool setActiveTab(IGUITab *tab) = 0;
//! Returns which tab is currently active
virtual s32 getActiveTab() const = 0; //! Returns which tab is currently active
virtual s32 getActiveTab() 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*/ //! get the the id of the tab at the given absolute coordinates
virtual s32 getTabAt(s32 xpos, s32 ypos) 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;
//! Set the height of the tabs
virtual void setTabHeight( s32 height ) = 0; //! Set the height of the tabs
virtual void setTabHeight( s32 height ) = 0;
//! Get the height of the tabs
/** return Returns the height of the tabs */ //! Get the height of the tabs
virtual s32 getTabHeight() const = 0; /** return Returns the height of the tabs */
virtual s32 getTabHeight() const = 0;
//! set the maximal width of a tab. Per default width is 0 which means "no width restriction".
virtual void setTabMaxWidth(s32 width ) = 0; //! set the maximal width of a tab. Per default width is 0 which means "no width restriction".
virtual void setTabMaxWidth(s32 width ) = 0;
//! get the maximal width of a tab
virtual s32 getTabMaxWidth() const = 0; //! get the maximal width of a tab
virtual s32 getTabMaxWidth() const = 0;
//! Set the alignment of the tabs
/** Use EGUIA_UPPERLEFT or EGUIA_LOWERRIGHT */ //! Set the alignment of the tabs
virtual void setTabVerticalAlignment( gui::EGUI_ALIGNMENT alignment ) = 0; /** Use EGUIA_UPPERLEFT or EGUIA_LOWERRIGHT */
virtual void setTabVerticalAlignment( gui::EGUI_ALIGNMENT alignment ) = 0;
//! Get the alignment of the tabs
/** return Returns the alignment of the tabs */ //! Get the alignment of the tabs
virtual gui::EGUI_ALIGNMENT getTabVerticalAlignment() const = 0; /** return Returns the alignment of the tabs */
virtual gui::EGUI_ALIGNMENT getTabVerticalAlignment() const = 0;
//! Set the extra width added to tabs on each side of the text
virtual void setTabExtraWidth( s32 extraWidth ) = 0; //! Set the extra width added to tabs on each side of the text
virtual void setTabExtraWidth( s32 extraWidth ) = 0;
//! Get the extra width added to tabs on each side of the text
/** return Returns the extra width of the tabs */ //! Get the extra width added to tabs on each side of the text
virtual s32 getTabExtraWidth() const = 0; /** 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. */ //! A tab-page, onto which other gui elements could be added.
class IGUITab : public IGUIElement /** IGUITab refers mostly to the page itself, but also carries some data about the tab in the tabbar of an IGUITabControl. */
{ class IGUITab : public IGUIElement
public: {
public:
//! constructor
IGUITab(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle) //! constructor
: IGUIElement(EGUIET_TAB, environment, parent, id, rectangle) {} IGUITab(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_TAB, environment, parent, id, rectangle) {}
//! sets if the tab should draw its background
virtual void setDrawBackground(bool draw=true) = 0; //! sets if the tab should draw its background
virtual void setDrawBackground(bool draw=true) = 0;
//! sets the color of the background, if it should be drawn.
virtual void setBackgroundColor(video::SColor c) = 0; //! sets the color of the background, if it should be drawn.
virtual void setBackgroundColor(video::SColor c) = 0;
//! returns true if the tab is drawing its background, false if not
virtual bool isDrawingBackground() const = 0; //! returns true if the tab is drawing its background, false if not
virtual bool isDrawingBackground() const = 0;
//! returns the color of the background
virtual video::SColor getBackgroundColor() const = 0; //! 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; //! 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; //! gets the color of the text
}; virtual video::SColor getTextColor() const = 0;
};
} // end namespace gui
} // end namespace irr } // end namespace gui
} // end namespace irr
#endif

@ -1,36 +1,40 @@
// 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: {
public:
//! constructor
IGUIToolBar(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle) //! constructor
: IGUIElement(EGUIET_TOOL_BAR, environment, parent, id, rectangle) {} IGUIToolBar(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_TOOL_BAR, environment, parent, id, rectangle) {}
//! Adds a button to the tool bar
virtual IGUIButton* addButton(s32 id=-1, const wchar_t* text=0,const wchar_t* tooltiptext=0, //! Adds a button to the tool bar
video::ITexture* img=0, video::ITexture* pressedimg=0, virtual IGUIButton* addButton(s32 id=-1, const wchar_t* text=0,const wchar_t* tooltiptext=0,
bool isPushButton=false, bool useAlphaChannel=false) = 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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@ -1,51 +1,55 @@
// 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: {
public:
//! Check if the file might be loaded by this class
/** Check is based on the file extension (e.g. ".tga") //! Check if the file might be loaded by this class
\param filename Name of file to check. /** Check is based on the file extension (e.g. ".tga")
\return True if file seems to be loadable. */ \param filename Name of file to check.
virtual bool isALoadableFileExtension(const io::path& filename) const = 0; \return True if file seems to be loadable. */
virtual bool isALoadableFileExtension(const io::path& filename) const = 0;
//! Check if the file might be loaded by this class
/** Check might look into the file. //! Check if the file might be loaded by this class
\param file File handle to check. /** Check might look into the file.
\return True if file seems to be loadable. */ \param file File handle to check.
virtual bool isALoadableFileFormat(io::IReadFile* file) const = 0; \return True if file seems to be loadable. */
virtual bool isALoadableFileFormat(io::IReadFile* file) const = 0;
//! Creates a surface from the file
/** \param file File handle to check. //! Creates a surface from the file
\return Pointer to newly created image, or 0 upon error. */ /** \param file File handle to check.
virtual IImage* loadImage(io::IReadFile* file) const = 0; \return Pointer to newly created image, or 0 upon error. */
}; virtual IImage* loadImage(io::IReadFile* file) const = 0;
};
} // end namespace video
} // end namespace irr } // end namespace video
} // end namespace irr
#endif

@ -1,41 +1,45 @@
// 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_IMAGE_WRITER_H_INCLUDED__
#define _I_IMAGE_WRITER_H_INCLUDED__
#include "IReferenceCounted.h"
#include "irrString.h" #include "IReferenceCounted.h"
#include "coreutil.h" #include "irrString.h"
#include "coreutil.h"
namespace irr
{ namespace irr
namespace io {
{ namespace io
class IWriteFile; {
} // end namespace io class IWriteFile;
} // end namespace io
namespace video
{ namespace video
class IImage; {
class IImage;
//! Interface for writing software image data.
class IImageWriter : public IReferenceCounted //! Interface for writing software image data.
{ class IImageWriter : public IReferenceCounted
public: {
//! Check if this writer can write a file with the given extension public:
/** \param filename Name of the file to check. //! Check if this writer can write a file with the given extension
\return True if file extension specifies a writable type. */ /** \param filename Name of the file to check.
virtual bool isAWriteableFileExtension(const io::path& filename) const = 0; \return True if file extension specifies a writable type. */
virtual bool isAWriteableFileExtension(const io::path& filename) const = 0;
//! Write image to file
/** \param file File handle to write to. //! Write image to file
\param image Image to write into file. /** \param file File handle to write to.
\param param Writer specific parameter, influencing e.g. quality. \param image Image to write into file.
\return True if image was successfully written. */ \param param Writer specific parameter, influencing e.g. quality.
virtual bool writeImage(io::IWriteFile *file, IImage *image, u32 param = 0) const = 0; \return True if image was successfully written. */
}; virtual bool writeImage(io::IWriteFile *file, IImage *image, u32 param = 0) const = 0;
};
} // namespace video
} // namespace irr } // namespace video
} // namespace irr
#endif // _I_IMAGE_WRITER_H_INCLUDED__

@ -1,61 +1,65 @@
// Copyright (C) 2008-2012 Nikolaus Gebhardt // Copyright (C) 2008-2012 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_INDEX_BUFFER_H_INCLUDED__
#define __I_INDEX_BUFFER_H_INCLUDED__
#include "IReferenceCounted.h"
#include "irrArray.h" #include "IReferenceCounted.h"
#include "EHardwareBufferFlags.h" #include "irrArray.h"
#include "SVertexIndex.h" #include "EHardwareBufferFlags.h"
#include "SVertexIndex.h"
namespace irr
{ namespace irr
{
namespace video
{ namespace video
{
}
}
namespace scene
{ namespace scene
{
class IIndexBuffer : public virtual IReferenceCounted
{ class IIndexBuffer : public virtual IReferenceCounted
public: {
public:
virtual void* getData() =0;
virtual void* getData() =0;
virtual video::E_INDEX_TYPE getType() const =0;
virtual void setType(video::E_INDEX_TYPE IndexType) =0; virtual video::E_INDEX_TYPE getType() const =0;
virtual void setType(video::E_INDEX_TYPE IndexType) =0;
virtual u32 stride() const =0;
virtual u32 stride() const =0;
virtual u32 size() const =0;
virtual void push_back (const u32 &element) =0; virtual u32 size() const =0;
virtual u32 operator [](u32 index) const =0; virtual void push_back (const u32 &element) =0;
virtual u32 getLast() =0; virtual u32 operator [](u32 index) const =0;
virtual void setValue(u32 index, u32 value) =0; virtual u32 getLast() =0;
virtual void set_used(u32 usedNow) =0; virtual void setValue(u32 index, u32 value) =0;
virtual void reallocate(u32 new_size) =0; virtual void set_used(u32 usedNow) =0;
virtual u32 allocated_size() const=0; virtual void reallocate(u32 new_size) =0;
virtual u32 allocated_size() const=0;
virtual void* pointer() =0;
virtual void* pointer() =0;
//! get the current hardware mapping hint
virtual E_HARDWARE_MAPPING getHardwareMappingHint() const =0; //! get the current hardware mapping hint
virtual E_HARDWARE_MAPPING getHardwareMappingHint() const =0;
//! set the hardware mapping hint, for driver
virtual void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint ) =0; //! set the hardware mapping hint, for driver
virtual void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint ) =0;
//! flags the meshbuffer as changed, reloads hardware buffers
virtual void setDirty() = 0; //! flags the meshbuffer as changed, reloads hardware buffers
virtual void setDirty() = 0;
//! Get the currently used ID for identification of changes.
/** This shouldn't be used for anything outside the VideoDriver. */ //! Get the currently used ID for identification of changes.
virtual u32 getChangedID() const = 0; /** This shouldn't be used for anything outside the VideoDriver. */
}; virtual u32 getChangedID() const = 0;
};
} // end namespace scene
} // end namespace irr } // end namespace scene
} // end namespace irr
#endif

@ -1,77 +1,102 @@
// 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_LOGGER_H_INCLUDED__
#define __I_LOGGER_H_INCLUDED__
#include "IReferenceCounted.h"
#include "IReferenceCounted.h"
namespace irr
{ namespace irr
{
//! Possible log levels.
//! When used has filter ELL_DEBUG means => log everything and ELL_NONE means => log (nearly) nothing. //! Possible log levels.
//! When used to print logging information ELL_DEBUG will have lowest priority while ELL_NONE //! When used has filter ELL_DEBUG means => log everything and ELL_NONE means => log (nearly) nothing.
//! messages are never filtered and always printed. //! When used to print logging information ELL_DEBUG will have lowest priority while ELL_NONE
enum ELOG_LEVEL //! messages are never filtered and always printed.
{ enum ELOG_LEVEL
//! Used for printing information helpful in debugging {
ELL_DEBUG, //! Used for printing information helpful in debugging
ELL_DEBUG,
//! Useful information to print. For example hardware info or something started/stopped.
ELL_INFORMATION, //! Useful information to print. For example hardware infos or something started/stopped.
ELL_INFORMATION,
//! Warnings that something isn't as expected and can cause oddities
ELL_WARNING, //! Warnings that something isn't as expected and can cause oddities
ELL_WARNING,
//! Something did go wrong.
ELL_ERROR, //! Something did go wrong.
ELL_ERROR,
//! Logs with ELL_NONE will never be filtered.
//! And used as filter it will remove all logging except ELL_NONE messages. //! Logs with ELL_NONE will never be filtered.
ELL_NONE //! And used as filter it will remove all logging except ELL_NONE messages.
}; ELL_NONE
};
//! Interface for logging messages, warnings and errors
class ILogger : public virtual IReferenceCounted //! Interface for logging messages, warnings and errors
{ class ILogger : public virtual IReferenceCounted
public: {
public:
//! Destructor
virtual ~ILogger() {} //! Destructor
virtual ~ILogger() {}
//! Returns the current set log level.
virtual ELOG_LEVEL getLogLevel() const = 0; //! Returns the current set log level.
virtual ELOG_LEVEL getLogLevel() const = 0;
//! Sets a new log level.
/** With this value, texts which are sent to the logger are filtered //! Sets a new log level.
out. For example setting this value to ELL_WARNING, only warnings and /** With this value, texts which are sent to the logger are filtered
errors are printed out. Setting it to ELL_INFORMATION, which is the out. For example setting this value to ELL_WARNING, only warnings and
default setting, warnings, errors and informational texts are printed errors are printed out. Setting it to ELL_INFORMATION, which is the
out. default setting, warnings, errors and informational texts are printed
\param ll: new log level filter value. */ out.
virtual void setLogLevel(ELOG_LEVEL ll) = 0; \param ll: new log level filter value. */
virtual void setLogLevel(ELOG_LEVEL ll) = 0;
//! Prints out a text into the log
/** \param text: Text to print out. //! Prints out a text into the log
\param ll: Log level of the text. If the text is an error, set /** \param text: Text to print out.
it to ELL_ERROR, if it is warning set it to ELL_WARNING, and if it \param ll: Log level of the text. If the text is an error, set
is just an informational text, set it to ELL_INFORMATION. Texts are it to ELL_ERROR, if it is warning set it to ELL_WARNING, and if it
filtered with these levels. If you want to be a text displayed, is just an informational text, set it to ELL_INFORMATION. Texts are
independent on what level filter is set, use ELL_NONE. */ filtered with these levels. If you want to be a text displayed,
virtual void log(const c8* text, ELOG_LEVEL ll=ELL_INFORMATION) = 0; independent on what level filter is set, use ELL_NONE. */
virtual void log(const c8* text, ELOG_LEVEL ll=ELL_INFORMATION) = 0;
//! Prints out a text into the log
/** \param text: Text to print out. //! Prints out a text into the log
\param hint: Additional info. This string is added after a " :" to the /** \param text: Text to print out.
string. \param hint: Additional info. This string is added after a " :" to the
\param ll: Log level of the text. If the text is an error, set string.
it to ELL_ERROR, if it is warning set it to ELL_WARNING, and if it \param ll: Log level of the text. If the text is an error, set
is just an informational text, set it to ELL_INFORMATION. Texts are it to ELL_ERROR, if it is warning set it to ELL_WARNING, and if it
filtered with these levels. If you want to be a text displayed, is just an informational text, set it to ELL_INFORMATION. Texts are
independent on what level filter is set, use ELL_NONE. */ filtered with these levels. If you want to be a text displayed,
virtual void log(const c8* text, const c8* hint, ELOG_LEVEL ll=ELL_INFORMATION) = 0; independent on what level filter is set, use ELL_NONE. */
}; virtual void log(const c8* text, const c8* hint, ELOG_LEVEL ll=ELL_INFORMATION) = 0;
virtual void log(const c8* text, const wchar_t* hint, ELOG_LEVEL ll=ELL_INFORMATION) = 0;
} // end namespace
//! Prints out a text into the log
/** \param text: Text to print out.
\param hint: Additional info. This string is added after a " :" to the
string.
\param ll: Log level of the text. If the text is an error, set
it to ELL_ERROR, if it is warning set it to ELL_WARNING, and if it
is just an informational text, set it to ELL_INFORMATION. Texts are
filtered with these levels. If you want to be a text displayed,
independent on what level filter is set, use ELL_NONE. */
virtual void log(const wchar_t* text, const wchar_t* hint, ELOG_LEVEL ll=ELL_INFORMATION) = 0;
//! Prints out a text into the log
/** \param text: Text to print out.
\param ll: Log level of the text. If the text is an error, set
it to ELL_ERROR, if it is warning set it to ELL_WARNING, and if it
is just an informational text, set it to ELL_INFORMATION. Texts are
filtered with these levels. If you want to be a text displayed,
independent on what level filter is set, use ELL_NONE. */
virtual void log(const wchar_t* text, ELOG_LEVEL ll=ELL_INFORMATION) = 0;
};
} // end namespace
#endif

@ -1,103 +1,107 @@
// 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_MATERIAL_RENDERER_H_INCLUDED__
#define __I_MATERIAL_RENDERER_H_INCLUDED__
#include "IReferenceCounted.h"
#include "SMaterial.h" #include "IReferenceCounted.h"
#include "S3DVertex.h" #include "SMaterial.h"
#include "S3DVertex.h"
namespace irr
{ namespace irr
namespace video {
{ namespace video
{
class IVideoDriver;
class IMaterialRendererServices; class IVideoDriver;
class IShaderConstantSetCallBack; class IMaterialRendererServices;
class IShaderConstantSetCallBack;
//! Interface for material rendering.
/** Can be used to extend the engine with new materials. Refer to //! Interface for material rendering.
IVideoDriver::addMaterialRenderer() for more information on how to extend the /** Can be used to extend the engine with new materials. Refer to
engine with new materials. */ IVideoDriver::addMaterialRenderer() for more information on how to extend the
class IMaterialRenderer : public virtual IReferenceCounted engine with new materials. */
{ class IMaterialRenderer : public virtual IReferenceCounted
public: {
public:
//! Called by the IVideoDriver implementation the let the renderer set its needed render states.
/** This is called during the IVideoDriver::setMaterial() call. //! Called by the IVideoDriver implementation the let the renderer set its needed render states.
When overriding this, you can set some renderstates or for example a /** This is called during the IVideoDriver::setMaterial() call.
vertex or pixel shader if you like. When overriding this, you can set some renderstates or for example a
\param material: The new material parameters to be set. The renderer vertex or pixel shader if you like.
may change the material flags in this material. For example if this \param material: The new material parameters to be set. The renderer
material does not accept the zbuffer = true, it can set it to false. may change the material flags in this material. For example if this
This is useful, because in the next lastMaterial will be just the material does not accept the zbuffer = true, it can set it to false.
material in this call. This is useful, because in the next lastMaterial will be just the
\param lastMaterial: The material parameters which have been set before material in this call.
this material. \param lastMaterial: The material parameters which have been set before
\param resetAllRenderstates: True if all renderstates should really be this material.
reset. This is usually true if the last rendering mode was not a usual \param resetAllRenderstates: True if all renderstates should really be
3d rendering mode, but for example a 2d rendering mode. reset. This is usually true if the last rendering mode was not a usual
You should reset really all renderstates if this is true, no matter if 3d rendering mode, but for example a 2d rendering mode.
the lastMaterial had some similar settings. This is used because in You should reset really all renderstates if this is true, no matter if
most cases, some common renderstates are not changed if they are the lastMaterial had some similar settings. This is used because in
already there, for example bilinear filtering, wireframe, most cases, some common renderstates are not changed if they are
gouraudshading, lighting, zbuffer, zwriteenable, backfaceculling and already there, for example bilinear filtering, wireframe,
fogenable. gouraudshading, lighting, zbuffer, zwriteenable, backfaceculling and
\param services: Interface providing some methods for changing fogenable.
advanced, internal states of a IVideoDriver. */ \param services: Interface providing some methods for changing
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, advanced, internal states of a IVideoDriver. */
bool resetAllRenderstates, IMaterialRendererServices* services) {} virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) {}
//! Called every time before a new bunch of geometry is being drawn using this material with for example drawIndexedTriangleList() call.
/** OnSetMaterial should normally only be called if the renderer decides //! Called every time before a new bunch of geometry is being drawn using this material with for example drawIndexedTriangleList() call.
that the renderstates should be changed, it won't be called if for /** OnSetMaterial should normally only be called if the renderer decides
example two drawIndexedTriangleList() will be called with the same that the renderstates should be changed, it won't be called if for
material set. This method will be called every time. This is useful for example two drawIndexedTriangleList() will be called with the same
example for materials with shaders, which don't only set new material set. This method will be called every time. This is useful for
renderstates but also shader constants. example for materials with shaders, which don't only set new
\param service: Pointer to interface providing methods for setting renderstates but also shader constants.
constants and other things. \param service: Pointer to interface providing methods for setting
\param vtxtype: Vertex type with which the next rendering will be done. constants and other things.
This can be used by the material renderer to set some specific \param vtxtype: Vertex type with which the next rendering will be done.
optimized shaders or if this is an incompatible vertex type for this This can be used by the material renderer to set some specific
renderer, to refuse rendering for example. optimized shaders or if this is an incompatible vertex type for this
\return Returns true if everything is OK, and false if nothing should renderer, to refuse rendering for example.
be rendered. The material renderer can choose to return false for \return Returns true if everything is OK, and false if nothing should
example if he doesn't support the specified vertex type. This is be rendered. The material renderer can choose to return false for
actually done in D3D9 when using a normal mapped material with example if he doesn't support the specified vertex type. This is
a vertex type other than EVT_TANGENTS. */ actually done in D3D9 when using a normal mapped material with
virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) { return true; } a vertex type other than EVT_TANGENTS. */
virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) { return true; }
//! Called by the IVideoDriver to unset this material.
/** Called during the IVideoDriver::setMaterial() call before the new //! Called by the IVideoDriver to unset this material.
material will get the OnSetMaterial() call. */ /** Called during the IVideoDriver::setMaterial() call before the new
virtual void OnUnsetMaterial() {} material will get the OnSetMaterial() call. */
virtual void OnUnsetMaterial() {}
//! Returns if the material is transparent.
/** The scene management needs to know this //! Returns if the material is transparent.
for being able to sort the materials by opaque and transparent. */ /** The scene management needs to know this
virtual bool isTransparent() const { return false; } for being able to sort the materials by opaque and transparent. */
virtual bool isTransparent() const { return false; }
//! Returns the render capability of the material.
/** Because some more complex materials //! Returns the render capability of the material.
are implemented in multiple ways and need special hardware capabilities, it is possible /** Because some more complex materials
to query how the current material renderer is performing on the current hardware with this are implemented in multiple ways and need special hardware capabilities, it is possible
function. to query how the current material renderer is performing on the current hardware with this
\return Returns 0 if everything is running fine. Any other value is material renderer function.
specific and means for example that the renderer switched back to a fall back material because \return Returns 0 if everything is running fine. Any other value is material renderer
it cannot use the latest shaders. More specific examples: specific and means for example that the renderer switched back to a fall back material because
Fixed function pipeline materials should return 0 in most cases, parallax mapped it cannot use the latest shaders. More specific examples:
material will only return 0 when at least pixel shader 1.4 is available on that machine. */ Fixed function pipeline materials should return 0 in most cases, parallax mapped
virtual s32 getRenderCapability() const { return 0; } material will only return 0 when at least pixel shader 1.4 is available on that machine. */
virtual s32 getRenderCapability() const { return 0; }
//! Access the callback provided by the users when creating shader materials
/** \returns Returns either the users provided callback or 0 when no such //! Access the callback provided by the users when creating shader materials
callback exists. Non-shader materials will always return 0. */ /** \returns Returns either the users provided callback or 0 when no such
virtual IShaderConstantSetCallBack* getShaderConstantSetCallBack() const { return 0; } callback exists. Non-shader materials will always return 0. */
}; virtual IShaderConstantSetCallBack* getShaderConstantSetCallBack() const { return 0; }
};
} // end namespace video
} // end namespace irr } // end namespace video
} // end namespace irr
#endif

@ -1,82 +1,127 @@
// 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_MATERIAL_RENDERER_SERVICES_H_INCLUDED__
#define __I_MATERIAL_RENDERER_SERVICES_H_INCLUDED__
#include "SMaterial.h"
#include "S3DVertex.h" #include "SMaterial.h"
#include "S3DVertex.h"
namespace irr
{ namespace irr
namespace video {
{ namespace video
{
class IVideoDriver;
class IVideoDriver;
//! Interface providing some methods for changing advanced, internal states of a IVideoDriver.
class IMaterialRendererServices //! Interface providing some methods for changing advanced, internal states of a IVideoDriver.
{ class IMaterialRendererServices
public: {
public:
//! Destructor
virtual ~IMaterialRendererServices() {} //! Destructor
virtual ~IMaterialRendererServices() {}
//! Can be called by an IMaterialRenderer to make its work easier.
/** Sets all basic renderstates if needed. //! Can be called by an IMaterialRenderer to make its work easier.
Basic render states are diffuse, ambient, specular, and emissive color, /** Sets all basic renderstates if needed.
specular power, bilinear and trilinear filtering, wireframe mode, Basic render states are diffuse, ambient, specular, and emissive color,
grouraudshading, lighting, zbuffer, zwriteenable, backfaceculling and specular power, bilinear and trilinear filtering, wireframe mode,
fog enabling. grouraudshading, lighting, zbuffer, zwriteenable, backfaceculling and
\param material The new material to be used. fog enabling.
\param lastMaterial The material used until now. \param material The new material to be used.
\param resetAllRenderstates Set to true if all renderstates should be \param lastMaterial The material used until now.
set, regardless of their current state. */ \param resetAllRenderstates Set to true if all renderstates should be
virtual void setBasicRenderStates(const SMaterial& material, set, regardless of their current state. */
const SMaterial& lastMaterial, virtual void setBasicRenderStates(const SMaterial& material,
bool resetAllRenderstates) = 0; const SMaterial& lastMaterial,
bool resetAllRenderstates) = 0;
//! Return an index constant for the vertex shader based on a uniform variable name.
virtual s32 getVertexShaderConstantID(const c8* name) = 0; //! Return an index constant for the vertex shader based on a name.
virtual s32 getVertexShaderConstantID(const c8* name) = 0;
//! Sets a value for a vertex shader uniform variable.
/** \param index Index of the variable (as received from getVertexShaderConstantID) //! Sets a constant for the vertex shader based on a name.
\param floats Pointer to array of floats /** This can be used if you used a high level shader language like GLSL
\param count Amount of floats in array. or HLSL to create a shader. Example: If you created a shader which has
\return True if successful. variables named 'mWorldViewProj' (containing the WorldViewProjection
*/ matrix) and another one named 'fTime' containing one float, you can set
virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count) = 0; them in your IShaderConstantSetCallBack derived class like this:
\code
//! Int interface for the above. virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) = 0; {
video::IVideoDriver* driver = services->getVideoDriver();
//! Uint interface for the above.
virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) = 0; f32 time = (f32)os::Timer::getTime()/100000.0f;
services->setVertexShaderConstant("fTime", &time, 1);
//! Return an index constant for the pixel shader for the given uniform variable name
virtual s32 getPixelShaderConstantID(const c8* name) = 0; core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
worldViewProj *= driver->getTransform(video::ETS_VIEW);
//! Sets a value for the given pixel shader uniform variable worldViewProj *= driver->getTransform(video::ETS_WORLD);
/** This can be used if you used a high level shader language like GLSL services->setVertexShaderConstant("mWorldViewProj", worldViewProj.M, 16);
or HLSL to create a shader. See setVertexShaderConstant() for an }
example on how to use this. \endcode
\param index Index of the variable (as received from getPixelShaderConstantID) \param index Index of the variable
\param floats Pointer to array of floats \param floats Pointer to array of floats
\param count Amount of floats in array. \param count Amount of floats in array.
\return True if successful. */ \return True if successful.
virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count) = 0; */
virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count) = 0;
//! Int interface for the above.
virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) = 0; //! Int interface for the above.
virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) = 0;
//! Uint interface for the above.
virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) = 0; //! Uint interface for the above.
/* NOTE: UINT only works with GLSL, not supported for other shaders.
//! Get pointer to the IVideoDriver interface Also GLES drivers in Irrlicht do not support it as this needs at least GLES 3.0.
/** \return Pointer to the IVideoDriver interface */ */
virtual IVideoDriver* getVideoDriver() = 0; virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) = 0;
};
//! Sets a vertex shader constant.
} // end namespace video /** Can be used if you created a shader using pixel/vertex shader
} // end namespace irr assembler or ARB_fragment_program or ARB_vertex_program.
\param data: Data to be set in the constants
\param startRegister: First register to be set
\param constantAmount: Amount of registers to be set. One register consists of 4 floats. */
virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) = 0;
//! Return an index constant for the pixel shader based on a name.
virtual s32 getPixelShaderConstantID(const c8* name) = 0;
//! Sets a constant for the pixel shader based on a name.
/** This can be used if you used a high level shader language like GLSL
or HLSL to create a shader. See setVertexShaderConstant() for an
example on how to use this.
\param index Index of the variable
\param floats Pointer to array of floats
\param count Amount of floats in array.
\return True if successful. */
virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count) = 0;
//! Int interface for the above.
virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) = 0;
//! Uint interface for the above.
/* NOTE: UINT only works with GLSL, not supported for other shaders.
Also GLES drivers in Irrlicht do not support it as this needs at least GLES 3.0.
*/
virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) = 0;
//! Sets a pixel shader constant.
/** Can be used if you created a shader using pixel/vertex shader
assembler or ARB_fragment_program or ARB_vertex_program.
\param data Data to be set in the constants
\param startRegister First register to be set.
\param constantAmount Amount of registers to be set. One register consists of 4 floats. */
virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) = 0;
//! Get pointer to the IVideoDriver interface
/** \return Pointer to the IVideoDriver interface */
virtual IVideoDriver* getVideoDriver() = 0;
};
} // end namespace video
} // end namespace irr
#endif

@ -1,27 +1,31 @@
// Copyright Michael Zeilfelder // Copyright 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 __I_MEMORY_READ_FILE_H_INCLUDED__
#define __I_MEMORY_READ_FILE_H_INCLUDED__
#include "IReadFile.h"
#include "IReadFile.h"
namespace irr
{ namespace irr
namespace io {
{ namespace io
{
//! Interface providing read access to a memory read file.
class IMemoryReadFile : public IReadFile //! Interface providing read access to a memory read file.
{ class IMemoryReadFile : public IReadFile
public: {
//! Get direct access to internal buffer of memory block used as file. public:
/** It's usually better to use the IReadFile functions to access //! Get direct access to internal buffer of memory block used as file.
the file content. But as that buffer exist over the full life-time /** It's usually better to use the IReadFile functions to access
of a CMemoryReadFile, it's sometimes nice to avoid the additional the file content. But as that buffer exist over the full life-time
data-copy which read() needs. of a CMemoryReadFile, it's sometimes nice to avoid the additional
*/ data-copy which read() needs.
virtual const void *getBuffer() const = 0; */
}; virtual const void *getBuffer() const = 0;
} // end namespace io };
} // end namespace irr } // end namespace io
} // end namespace irr
#endif

@ -1,125 +1,129 @@
// 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_MESH_H_INCLUDED__
#define __I_MESH_H_INCLUDED__
#include "IReferenceCounted.h"
#include "SMaterial.h" #include "IReferenceCounted.h"
#include "EHardwareBufferFlags.h" #include "SMaterial.h"
#include "EHardwareBufferFlags.h"
namespace irr
{ namespace irr
namespace scene {
{ namespace scene
//! Possible types of meshes. {
// Note: Was previously only used in IAnimatedMesh so it still has the "animated" in the name. //! Possible types of meshes.
// But can now be used for all mesh-types as we need those casts as well. // Note: Was previously only used in IAnimatedMesh so it still has the "animated" in the name.
enum E_ANIMATED_MESH_TYPE // But can now be used for all mesh-types as we need those casts as well.
{ enum E_ANIMATED_MESH_TYPE
//! Unknown animated mesh type. {
EAMT_UNKNOWN = 0, //! Unknown animated mesh type.
EAMT_UNKNOWN = 0,
//! Quake 2 MD2 model file
EAMT_MD2, //! Quake 2 MD2 model file
EAMT_MD2,
//! Quake 3 MD3 model file
EAMT_MD3, //! Quake 3 MD3 model file
EAMT_MD3,
//! Maya .obj static model
EAMT_OBJ, //! Maya .obj static model
EAMT_OBJ,
//! Quake 3 .bsp static Map
EAMT_BSP, //! Quake 3 .bsp static Map
EAMT_BSP,
//! 3D Studio .3ds file
EAMT_3DS, //! 3D Studio .3ds file
EAMT_3DS,
//! My3D Mesh, the file format by Zhuck Dimitry
EAMT_MY3D, //! My3D Mesh, the file format by Zhuck Dimitry
EAMT_MY3D,
//! Pulsar LMTools .lmts file. This Irrlicht loader was written by Jonas Petersen
EAMT_LMTS, //! Pulsar LMTools .lmts file. This Irrlicht loader was written by Jonas Petersen
EAMT_LMTS,
//! Cartography Shop .csm file. This loader was created by Saurav Mohapatra.
EAMT_CSM, //! Cartography Shop .csm file. This loader was created by Saurav Mohapatra.
EAMT_CSM,
//! .oct file for Paul Nette's FSRad or from Murphy McCauley's Blender .oct exporter.
/** The oct file format contains 3D geometry and lightmaps and //! .oct file for Paul Nette's FSRad or from Murphy McCauley's Blender .oct exporter.
can be loaded directly by Irrlicht */ /** The oct file format contains 3D geometry and lightmaps and
EAMT_OCT, can be loaded directly by Irrlicht */
EAMT_OCT,
//! Halflife MDL model file
EAMT_MDL_HALFLIFE, //! Halflife MDL model file
EAMT_MDL_HALFLIFE,
//! generic skinned mesh
EAMT_SKINNED, //! generic skinned mesh
EAMT_SKINNED,
//! generic non-animated mesh
EAMT_STATIC //! generic non-animated mesh
}; EAMT_STATIC
};
class IMeshBuffer;
class IMeshBuffer;
//! Class which holds the geometry of an object.
/** An IMesh is nothing more than a collection of some mesh buffers //! Class which holds the geometry of an object.
(IMeshBuffer). SMesh is a simple implementation of an IMesh. /** An IMesh is nothing more than a collection of some mesh buffers
A mesh is usually added to an IMeshSceneNode in order to be rendered. (IMeshBuffer). SMesh is a simple implementation of an IMesh.
*/ A mesh is usually added to an IMeshSceneNode in order to be rendered.
class IMesh : public virtual IReferenceCounted */
{ class IMesh : public virtual IReferenceCounted
public: {
public:
//! Get the amount of mesh buffers.
/** \return Amount of mesh buffers (IMeshBuffer) in this mesh. */ //! Get the amount of mesh buffers.
virtual u32 getMeshBufferCount() const = 0; /** \return Amount of mesh buffers (IMeshBuffer) in this mesh. */
virtual u32 getMeshBufferCount() const = 0;
//! Get pointer to a mesh buffer.
/** \param nr: Zero based index of the mesh buffer. The maximum value is //! Get pointer to a mesh buffer.
getMeshBufferCount() - 1; /** \param nr: Zero based index of the mesh buffer. The maximum value is
\return Pointer to the mesh buffer or 0 if there is no such getMeshBufferCount() - 1;
mesh buffer. */ \return Pointer to the mesh buffer or 0 if there is no such
virtual IMeshBuffer* getMeshBuffer(u32 nr) const = 0; mesh buffer. */
virtual IMeshBuffer* getMeshBuffer(u32 nr) const = 0;
//! Get pointer to a mesh buffer which fits a material
/** \param material: material to search for //! Get pointer to a mesh buffer which fits a material
\return Pointer to the mesh buffer or 0 if there is no such /** \param material: material to search for
mesh buffer. */ \return Pointer to the mesh buffer or 0 if there is no such
virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const = 0; mesh buffer. */
virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const = 0;
//! Get an axis aligned bounding box of the mesh.
/** \return Bounding box of this mesh. */ //! Get an axis aligned bounding box of the mesh.
virtual const core::aabbox3d<f32>& getBoundingBox() const = 0; /** \return Bounding box of this mesh. */
virtual const core::aabbox3d<f32>& getBoundingBox() const = 0;
//! Set user-defined axis aligned bounding box
/** \param box New bounding box to use for the mesh. */ //! Set user-defined axis aligned bounding box
virtual void setBoundingBox( const core::aabbox3df& box) = 0; /** \param box New bounding box to use for the mesh. */
virtual void setBoundingBox( const core::aabbox3df& box) = 0;
//! Set the hardware mapping hint
/** This methods allows to define optimization hints for the //! Set the hardware mapping hint
hardware. This enables, e.g., the use of hardware buffers on /** This methods allows to define optimization hints for the
platforms that support this feature. This can lead to noticeable hardware. This enables, e.g., the use of hardware buffers on
performance gains. */ platforms that support this feature. This can lead to noticeable
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0; performance gains. */
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0;
//! Flag the meshbuffer as changed, reloads hardware buffers
/** This method has to be called every time the vertices or //! Flag the meshbuffer as changed, reloads hardware buffers
indices have changed. Otherwise, changes won't be updated /** This method has to be called every time the vertices or
on the GPU in the next render cycle. */ indices have changed. Otherwise, changes won't be updated
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0; on the GPU in the next render cycle. */
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0;
//! Returns the type of the meshes.
/** This is useful for making a safe downcast. For example, //! Returns the type of the meshes.
if getMeshType() returns EAMT_MD2 it's safe to cast the /** This is useful for making a safe downcast. For example,
IMesh to IAnimatedMeshMD2. if getMeshType() returns EAMT_MD2 it's safe to cast the
Note: It's no longer just about animated meshes, that name has just historical reasons. IMesh to IAnimatedMeshMD2.
\returns Type of the mesh */ Note: It's no longer just about animated meshes, that name has just historical reasons.
virtual E_ANIMATED_MESH_TYPE getMeshType() const \returns Type of the mesh */
{ virtual E_ANIMATED_MESH_TYPE getMeshType() const
return EAMT_STATIC; {
} return EAMT_STATIC;
}; }
};
} // end namespace scene
} // end namespace irr } // end namespace scene
} // end namespace irr
#endif

@ -1,177 +1,185 @@
// 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_MESH_BUFFER_H_INCLUDED__
#define __I_MESH_BUFFER_H_INCLUDED__
#include "IReferenceCounted.h"
#include "SMaterial.h" #include "IReferenceCounted.h"
#include "aabbox3d.h" #include "SMaterial.h"
#include "S3DVertex.h" #include "aabbox3d.h"
#include "SVertexIndex.h" #include "S3DVertex.h"
#include "EHardwareBufferFlags.h" #include "SVertexIndex.h"
#include "EPrimitiveTypes.h" #include "EHardwareBufferFlags.h"
#include "EPrimitiveTypes.h"
namespace irr
{ namespace irr
namespace scene {
{ namespace scene
//! Struct for holding a mesh with a single material. {
/** A part of an IMesh which has the same material on each face of that //! Struct for holding a mesh with a single material.
group. Logical groups of an IMesh need not be put into separate mesh /** A part of an IMesh which has the same material on each face of that
buffers, but can be. Separately animated parts of the mesh must be put group. Logical groups of an IMesh need not be put into separate mesh
into separate mesh buffers. buffers, but can be. Separately animated parts of the mesh must be put
Some mesh buffer implementations have limitations on the number of into separate mesh buffers.
vertices the buffer can hold. In that case, logical grouping can help. Some mesh buffer implementations have limitations on the number of
Moreover, the number of vertices should be optimized for the GPU upload, vertices the buffer can hold. In that case, logical grouping can help.
which often depends on the type of gfx card. Typical figures are Moreover, the number of vertices should be optimized for the GPU upload,
1000-10000 vertices per buffer. which often depends on the type of gfx card. Typical figures are
SMeshBuffer is a simple implementation of a MeshBuffer, which supports 1000-10000 vertices per buffer.
up to 65535 vertices. SMeshBuffer is a simple implementation of a MeshBuffer, which supports
up to 65535 vertices.
Since meshbuffers are used for drawing, and hence will be exposed
to the driver, chances are high that they are grab()'ed from somewhere. Since meshbuffers are used for drawing, and hence will be exposed
It's therefore required to dynamically allocate meshbuffers which are to the driver, chances are high that they are grab()'ed from somewhere.
passed to a video driver and only drop the buffer once it's not used in It's therefore required to dynamically allocate meshbuffers which are
the current code block anymore. passed to a video driver and only drop the buffer once it's not used in
*/ the current code block anymore.
class IMeshBuffer : public virtual IReferenceCounted */
{ class IMeshBuffer : public virtual IReferenceCounted
public: {
public:
//! Get the material of this meshbuffer
/** \return Material of this buffer. */ //! Get the material of this meshbuffer
virtual video::SMaterial& getMaterial() = 0; /** \return Material of this buffer. */
virtual video::SMaterial& getMaterial() = 0;
//! Get the material of this meshbuffer
/** \return Material of this buffer. */ //! Get the material of this meshbuffer
virtual const video::SMaterial& getMaterial() const = 0; /** \return Material of this buffer. */
virtual const video::SMaterial& getMaterial() const = 0;
//! Get type of vertex data which is stored in this meshbuffer.
/** \return Vertex type of this buffer. */ //! Get type of vertex data which is stored in this meshbuffer.
virtual video::E_VERTEX_TYPE getVertexType() const = 0; /** \return Vertex type of this buffer. */
virtual video::E_VERTEX_TYPE getVertexType() const = 0;
//! Get access to vertex data. The data is an array of vertices.
/** Which vertex type is used can be determined by getVertexType(). //! Get access to vertex data. The data is an array of vertices.
\return Pointer to array of vertices. */ /** Which vertex type is used can be determined by getVertexType().
virtual const void* getVertices() const = 0; \return Pointer to array of vertices. */
virtual const void* getVertices() const = 0;
//! Get access to vertex data. The data is an array of vertices.
/** Which vertex type is used can be determined by getVertexType(). //! Get access to vertex data. The data is an array of vertices.
\return Pointer to array of vertices. */ /** Which vertex type is used can be determined by getVertexType().
virtual void* getVertices() = 0; \return Pointer to array of vertices. */
virtual void* getVertices() = 0;
//! Get amount of vertices in meshbuffer.
/** \return Number of vertices in this buffer. */ //! Get amount of vertices in meshbuffer.
virtual u32 getVertexCount() const = 0; /** \return Number of vertices in this buffer. */
virtual u32 getVertexCount() const = 0;
//! Get type of index data which is stored in this meshbuffer.
/** \return Index type of this buffer. */ //! Get type of index data which is stored in this meshbuffer.
virtual video::E_INDEX_TYPE getIndexType() const =0; /** \return Index type of this buffer. */
virtual video::E_INDEX_TYPE getIndexType() const =0;
//! Get access to indices.
/** \return Pointer to indices array. */ //! Get access to indices.
virtual const u16* getIndices() const = 0; /** \return Pointer to indices array. */
virtual const u16* getIndices() const = 0;
//! Get access to indices.
/** \return Pointer to indices array. */ //! Get access to indices.
virtual u16* getIndices() = 0; /** \return Pointer to indices array. */
virtual u16* getIndices() = 0;
//! Get amount of indices in this meshbuffer.
/** \return Number of indices in this buffer. */ //! Get amount of indices in this meshbuffer.
virtual u32 getIndexCount() const = 0; /** \return Number of indices in this buffer. */
virtual u32 getIndexCount() const = 0;
//! Get the axis aligned bounding box of this meshbuffer.
/** \return Axis aligned bounding box of this buffer. */ //! Get the axis aligned bounding box of this meshbuffer.
virtual const core::aabbox3df& getBoundingBox() const = 0; /** \return Axis aligned bounding box of this buffer. */
virtual const core::aabbox3df& getBoundingBox() const = 0;
//! Set axis aligned bounding box
/** \param box User defined axis aligned bounding box to use //! Set axis aligned bounding box
for this buffer. */ /** \param box User defined axis aligned bounding box to use
virtual void setBoundingBox(const core::aabbox3df& box) = 0; for this buffer. */
virtual void setBoundingBox(const core::aabbox3df& box) = 0;
//! Recalculates the bounding box. Should be called if the mesh changed.
virtual void recalculateBoundingBox() = 0; //! Recalculates the bounding box. Should be called if the mesh changed.
virtual void recalculateBoundingBox() = 0;
//! returns position of vertex i
virtual const core::vector3df& getPosition(u32 i) const = 0; //! returns position of vertex i
virtual const core::vector3df& getPosition(u32 i) const = 0;
//! returns position of vertex i
virtual core::vector3df& getPosition(u32 i) = 0; //! returns position of vertex i
virtual core::vector3df& getPosition(u32 i) = 0;
//! returns normal of vertex i
virtual const core::vector3df& getNormal(u32 i) const = 0; //! returns normal of vertex i
virtual const core::vector3df& getNormal(u32 i) const = 0;
//! returns normal of vertex i
virtual core::vector3df& getNormal(u32 i) = 0; //! returns normal of vertex i
virtual core::vector3df& getNormal(u32 i) = 0;
//! returns texture coord of vertex i
virtual const core::vector2df& getTCoords(u32 i) const = 0; //! returns texture coord of vertex i
virtual const core::vector2df& getTCoords(u32 i) const = 0;
//! returns texture coord of vertex i
virtual core::vector2df& getTCoords(u32 i) = 0; //! returns texture coord of vertex i
virtual core::vector2df& getTCoords(u32 i) = 0;
//! Append the vertices and indices to the current buffer
/** Only works for compatible vertex types. //! Append the vertices and indices to the current buffer
\param vertices Pointer to a vertex array. /** Only works for compatible vertex types.
\param numVertices Number of vertices in the array. \param vertices Pointer to a vertex array.
\param indices Pointer to index array. \param numVertices Number of vertices in the array.
\param numIndices Number of indices in array. */ \param indices Pointer to index array.
virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) = 0; \param numIndices Number of indices in array. */
virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) = 0;
//! get the current hardware mapping hint
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const = 0; //! Append the meshbuffer to the current buffer
/** Only works for compatible vertex types
//! get the current hardware mapping hint \param other Buffer to append to this one. */
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Index() const = 0; virtual void append(const IMeshBuffer* const other) = 0;
//! set the hardware mapping hint, for driver //! get the current hardware mapping hint
virtual void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) = 0; virtual E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const = 0;
//! flags the meshbuffer as changed, reloads hardware buffers //! get the current hardware mapping hint
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0; virtual E_HARDWARE_MAPPING getHardwareMappingHint_Index() const = 0;
//! Get the currently used ID for identification of changes. //! set the hardware mapping hint, for driver
/** This shouldn't be used for anything outside the VideoDriver. */ virtual void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) = 0;
virtual u32 getChangedID_Vertex() const = 0;
//! flags the meshbuffer as changed, reloads hardware buffers
//! Get the currently used ID for identification of changes. virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0;
/** This shouldn't be used for anything outside the VideoDriver. */
virtual u32 getChangedID_Index() const = 0; //! Get the currently used ID for identification of changes.
/** This shouldn't be used for anything outside the VideoDriver. */
//! Used by the VideoDriver to remember the buffer link. virtual u32 getChangedID_Vertex() const = 0;
virtual void setHWBuffer(void *ptr) const = 0;
virtual void *getHWBuffer() const = 0; //! Get the currently used ID for identification of changes.
/** This shouldn't be used for anything outside the VideoDriver. */
//! Describe what kind of primitive geometry is used by the meshbuffer virtual u32 getChangedID_Index() const = 0;
/** Note: Default is EPT_TRIANGLES. Using other types is fine for rendering.
But meshbuffer manipulation functions might expect type EPT_TRIANGLES //! Used by the VideoDriver to remember the buffer link.
to work correctly. Also mesh writers will generally fail (badly!) with other virtual void setHWBuffer(void *ptr) const = 0;
types than EPT_TRIANGLES. */ virtual void *getHWBuffer() const = 0;
virtual void setPrimitiveType(E_PRIMITIVE_TYPE type) = 0;
//! Describe what kind of primitive geometry is used by the meshbuffer
//! Get the kind of primitive geometry which is used by the meshbuffer /** Note: Default is EPT_TRIANGLES. Using other types is fine for rendering.
virtual E_PRIMITIVE_TYPE getPrimitiveType() const = 0; But meshbuffer manipulation functions might expect type EPT_TRIANGLES
to work correctly. Also mesh writers will generally fail (badly!) with other
//! Calculate how many geometric primitives are used by this meshbuffer types than EPT_TRIANGLES. */
virtual u32 getPrimitiveCount() const virtual void setPrimitiveType(E_PRIMITIVE_TYPE type) = 0;
{
const u32 indexCount = getIndexCount(); //! Get the kind of primitive geometry which is used by the meshbuffer
switch (getPrimitiveType()) virtual E_PRIMITIVE_TYPE getPrimitiveType() const = 0;
{
case scene::EPT_POINTS: return indexCount; //! Calculate how many geometric primitives are used by this meshbuffer
case scene::EPT_LINE_STRIP: return indexCount-1; virtual u32 getPrimitiveCount() const
case scene::EPT_LINE_LOOP: return indexCount; {
case scene::EPT_LINES: return indexCount/2; const u32 indexCount = getIndexCount();
case scene::EPT_TRIANGLE_STRIP: return (indexCount-2); switch (getPrimitiveType())
case scene::EPT_TRIANGLE_FAN: return (indexCount-2); {
case scene::EPT_TRIANGLES: return indexCount/3; case scene::EPT_POINTS: return indexCount;
case scene::EPT_POINT_SPRITES: return indexCount; case scene::EPT_LINE_STRIP: return indexCount-1;
} case scene::EPT_LINE_LOOP: return indexCount;
return 0; case scene::EPT_LINES: return indexCount/2;
} case scene::EPT_TRIANGLE_STRIP: return (indexCount-2);
case scene::EPT_TRIANGLE_FAN: return (indexCount-2);
}; case scene::EPT_TRIANGLES: return indexCount/3;
case scene::EPT_POINT_SPRITES: return indexCount;
} // end namespace scene }
} // end namespace irr return 0;
}
};
} // end namespace scene
} // end namespace irr
#endif

@ -1,133 +1,137 @@
// 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_MESH_CACHE_H_INCLUDED__
#define __I_MESH_CACHE_H_INCLUDED__
#include "IReferenceCounted.h"
#include "path.h" #include "IReferenceCounted.h"
#include "path.h"
namespace irr
{ namespace irr
{
namespace scene
{ namespace scene
class IMesh; {
class IAnimatedMesh; class IMesh;
class IAnimatedMeshSceneNode; class IAnimatedMesh;
class IMeshLoader; class IAnimatedMeshSceneNode;
class IMeshLoader;
//! The mesh cache stores already loaded meshes and provides an interface to them.
/** You can access it using ISceneManager::getMeshCache(). All existing //! The mesh cache stores already loaded meshes and provides an interface to them.
scene managers will return a pointer to the same mesh cache, because it /** You can access it using ISceneManager::getMeshCache(). All existing
is shared between them. With this interface, it is possible to manually scene managers will return a pointer to the same mesh cache, because it
add new loaded meshes (if ISceneManager::getMesh() is not sufficient), is shared between them. With this interface, it is possible to manually
to remove them and to iterate through already loaded meshes. */ add new loaded meshes (if ISceneManager::getMesh() is not sufficient),
class IMeshCache : public virtual IReferenceCounted to remove them and to iterate through already loaded meshes. */
{ class IMeshCache : public virtual IReferenceCounted
public: {
public:
//! Destructor
virtual ~IMeshCache() {} //! Destructor
virtual ~IMeshCache() {}
//! Adds a mesh to the internal list of loaded meshes.
/** Usually, ISceneManager::getMesh() is called to load a mesh //! Adds a mesh to the internal list of loaded meshes.
from a file. That method searches the list of loaded meshes if /** Usually, ISceneManager::getMesh() is called to load a mesh
a mesh has already been loaded and returns a pointer to if it from a file. That method searches the list of loaded meshes if
is in that list and already in memory. Otherwise it loads the a mesh has already been loaded and returns a pointer to if it
mesh. With IMeshCache::addMesh(), it is possible to pretend is in that list and already in memory. Otherwise it loads the
that a mesh already has been loaded. This method can be used mesh. With IMeshCache::addMesh(), it is possible to pretend
for example by mesh loaders who need to load more than one mesh that a mesh already has been loaded. This method can be used
with one call. They can add additional meshes with this method for example by mesh loaders who need to load more than one mesh
to the scene manager. The COLLADA loader for example uses this with one call. They can add additional meshes with this method
method. to the scene manager. The COLLADA loader for example uses this
\param name Name of the mesh. When calling method.
ISceneManager::getMesh() with this name it will return the mesh \param name Name of the mesh. When calling
set by this method. ISceneManager::getMesh() with this name it will return the mesh
\param mesh Pointer to a mesh which will now be referenced by set by this method.
this name. */ \param mesh Pointer to a mesh which will now be referenced by
virtual void addMesh(const io::path& name, IAnimatedMesh* mesh) = 0; this name. */
virtual void addMesh(const io::path& name, IAnimatedMesh* mesh) = 0;
//! Removes the mesh from the cache.
/** After loading a mesh with getMesh(), the mesh can be //! Removes the mesh from the cache.
removed from the cache using this method, freeing a lot of /** After loading a mesh with getMesh(), the mesh can be
memory. removed from the cache using this method, freeing a lot of
\param mesh Pointer to the mesh which shall be removed. */ memory.
virtual void removeMesh(const IMesh* const mesh) = 0; \param mesh Pointer to the mesh which shall be removed. */
virtual void removeMesh(const IMesh* const mesh) = 0;
//! Returns amount of loaded meshes in the cache.
/** You can load new meshes into the cache using getMesh() and //! Returns amount of loaded meshes in the cache.
addMesh(). If you ever need to access the internal mesh cache, /** You can load new meshes into the cache using getMesh() and
you can do this using removeMesh(), getMeshNumber(), addMesh(). If you ever need to access the internal mesh cache,
getMeshByIndex() and getMeshName(). you can do this using removeMesh(), getMeshNumber(),
\return Number of meshes in cache. */ getMeshByIndex() and getMeshName().
virtual u32 getMeshCount() const = 0; \return Number of meshes in cache. */
virtual u32 getMeshCount() const = 0;
//! Returns current index number of the mesh or -1 when not found.
/** \param mesh Pointer to the mesh to search for. //! Returns current index number of the mesh or -1 when not found.
\return Index of the mesh in the cache, or -1 if not found. */ /** \param mesh Pointer to the mesh to search for.
virtual s32 getMeshIndex(const IMesh* const mesh) const = 0; \return Index of the mesh in the cache, or -1 if not found. */
virtual s32 getMeshIndex(const IMesh* const mesh) const = 0;
//! Returns a mesh based on its index number.
/** \param index: Index of the mesh, number between 0 and //! Returns a mesh based on its index number.
getMeshCount()-1. /** \param index: Index of the mesh, number between 0 and
Note that this number is only valid until a new mesh is loaded getMeshCount()-1.
or removed. Note that this number is only valid until a new mesh is loaded
\return Pointer to the mesh or 0 if there is none with this or removed.
number. */ \return Pointer to the mesh or 0 if there is none with this
virtual IAnimatedMesh* getMeshByIndex(u32 index) = 0; number. */
virtual IAnimatedMesh* getMeshByIndex(u32 index) = 0;
//! Returns a mesh based on its name.
/** \param name Name of the mesh. Usually a filename. //! Returns a mesh based on its name.
\return Pointer to the mesh or 0 if there is none with this number. */ /** \param name Name of the mesh. Usually a filename.
virtual IAnimatedMesh* getMeshByName(const io::path& name) = 0; \return Pointer to the mesh or 0 if there is none with this number. */
virtual IAnimatedMesh* getMeshByName(const io::path& name) = 0;
//! Get the name of a loaded mesh, based on its index.
/** \param index: Index of the mesh, number between 0 and getMeshCount()-1. //! Get the name of a loaded mesh, based on its index.
\return The name if mesh was found and has a name, else the path is empty. */ /** \param index: Index of the mesh, number between 0 and getMeshCount()-1.
virtual const io::SNamedPath& getMeshName(u32 index) const = 0; \return The name if mesh was found and has a name, else the path is empty. */
virtual const io::SNamedPath& getMeshName(u32 index) const = 0;
//! Get the name of the loaded mesh if there is any.
/** \param mesh Pointer to mesh to query. //! Get the name of the loaded mesh if there is any.
\return The name if mesh was found and has a name, else the path is empty. */ /** \param mesh Pointer to mesh to query.
virtual const io::SNamedPath& getMeshName(const IMesh* const mesh) const = 0; \return The name if mesh was found and has a name, else the path is empty. */
virtual const io::SNamedPath& getMeshName(const IMesh* const mesh) const = 0;
//! Renames a loaded mesh.
/** Note that renaming meshes might change the ordering of the //! Renames a loaded mesh.
meshes, and so the index of the meshes as returned by /** Note that renaming meshes might change the ordering of the
getMeshIndex() or taken by some methods will change. meshes, and so the index of the meshes as returned by
\param index The index of the mesh in the cache. getMeshIndex() or taken by some methods will change.
\param name New name for the mesh. \param index The index of the mesh in the cache.
\return True if mesh was renamed. */ \param name New name for the mesh.
virtual bool renameMesh(u32 index, const io::path& name) = 0; \return True if mesh was renamed. */
virtual bool renameMesh(u32 index, const io::path& name) = 0;
//! Renames the loaded mesh
/** Note that renaming meshes might change the ordering of the //! Renames the loaded mesh
meshes, and so the index of the meshes as returned by /** Note that renaming meshes might change the ordering of the
getMeshIndex() or taken by some methods will change. meshes, and so the index of the meshes as returned by
\param mesh Mesh to be renamed. getMeshIndex() or taken by some methods will change.
\param name New name for the mesh. \param mesh Mesh to be renamed.
\return True if mesh was renamed. */ \param name New name for the mesh.
virtual bool renameMesh(const IMesh* const mesh, const io::path& name) = 0; \return True if mesh was renamed. */
virtual bool renameMesh(const IMesh* const mesh, const io::path& name) = 0;
//! Check if a mesh was already loaded.
/** \param name Name of the mesh. Usually a filename. //! Check if a mesh was already loaded.
\return True if the mesh has been loaded, else false. */ /** \param name Name of the mesh. Usually a filename.
virtual bool isMeshLoaded(const io::path& name) = 0; \return True if the mesh has been loaded, else false. */
virtual bool isMeshLoaded(const io::path& name) = 0;
//! Clears the whole mesh cache, removing all meshes.
/** All meshes will be reloaded completely when using ISceneManager::getMesh() //! Clears the whole mesh cache, removing all meshes.
after calling this method. /** All meshes will be reloaded completely when using ISceneManager::getMesh()
Warning: If you have pointers to meshes that were loaded with ISceneManager::getMesh() after calling this method.
and you did not grab them, then they may become invalid. */ Warning: If you have pointers to meshes that were loaded with ISceneManager::getMesh()
virtual void clear() = 0; and you did not grab them, then they may become invalid. */
virtual void clear() = 0;
//! Clears all meshes that are held in the mesh cache but not used anywhere else.
/** Warning: If you have pointers to meshes that were loaded with ISceneManager::getMesh() //! Clears all meshes that are held in the mesh cache but not used anywhere else.
and you did not grab them, then they may become invalid. */ /** Warning: If you have pointers to meshes that were loaded with ISceneManager::getMesh()
virtual void clearUnusedMeshes() = 0; and you did not grab them, then they may become invalid. */
}; virtual void clearUnusedMeshes() = 0;
};
} // end namespace scene
} // end namespace irr } // end namespace scene
} // end namespace irr
#endif

@ -1,52 +1,55 @@
// 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_MESH_LOADER_H_INCLUDED__
#define __I_MESH_LOADER_H_INCLUDED__
#include "IReferenceCounted.h"
#include "path.h" #include "IReferenceCounted.h"
#include "path.h"
namespace irr
{ namespace irr
namespace io {
{ namespace io
class IReadFile; {
} // end namespace io class IReadFile;
namespace scene } // end namespace io
{ namespace scene
class IAnimatedMesh; {
class IAnimatedMesh;
//! Class which is able to load an animated mesh from a file.
/** If you want Irrlicht be able to load meshes of //! Class which is able to load an animated mesh from a file.
currently unsupported file formats (e.g. .cob), then implement /** If you want Irrlicht be able to load meshes of
this and add your new Meshloader with currently unsupported file formats (e.g. .cob), then implement
ISceneManager::addExternalMeshLoader() to the engine. */ this and add your new Meshloader with
class IMeshLoader : public virtual IReferenceCounted ISceneManager::addExternalMeshLoader() to the engine. */
{ class IMeshLoader : public virtual IReferenceCounted
public: {
public:
//! Constructor
IMeshLoader() {} //! Constructor
IMeshLoader() {}
//! Destructor
virtual ~IMeshLoader() {} //! Destructor
virtual ~IMeshLoader() {}
//! Returns true if the file might be loaded by this class.
/** This decision should be based on the file extension (e.g. ".cob") //! Returns true if the file might be loaded by this class.
only. /** This decision should be based on the file extension (e.g. ".cob")
\param filename Name of the file to test. only.
\return True if the file might be loaded by this class. */ \param filename Name of the file to test.
virtual bool isALoadableFileExtension(const io::path& filename) const = 0; \return True if the file might be loaded by this class. */
virtual bool isALoadableFileExtension(const io::path& filename) const = 0;
//! Creates/loads an animated mesh from the file.
/** \param file File handler to load the file from. //! Creates/loads an animated mesh from the file.
\return Pointer to the created mesh. Returns 0 if loading failed. /** \param file File handler to load the file from.
If you no longer need the mesh, you should call IAnimatedMesh::drop(). \return Pointer to the created mesh. Returns 0 if loading failed.
See IReferenceCounted::drop() for more information. */ If you no longer need the mesh, you should call IAnimatedMesh::drop().
virtual IAnimatedMesh* createMesh(io::IReadFile* file) = 0; See IReferenceCounted::drop() for more information. */
}; virtual IAnimatedMesh* createMesh(io::IReadFile* file) = 0;
};
} // end namespace scene
} // end namespace irr } // end namespace scene
} // end namespace irr
#endif

@ -1,183 +1,187 @@
// 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_MESH_MANIPULATOR_H_INCLUDED__
#define __I_MESH_MANIPULATOR_H_INCLUDED__
#include "IReferenceCounted.h"
#include "vector3d.h" #include "IReferenceCounted.h"
#include "aabbox3d.h" #include "vector3d.h"
#include "matrix4.h" #include "aabbox3d.h"
#include "IAnimatedMesh.h" #include "matrix4.h"
#include "IMeshBuffer.h" #include "IAnimatedMesh.h"
#include "SVertexManipulator.h" #include "IMeshBuffer.h"
#include "SVertexManipulator.h"
namespace irr
{ namespace irr
namespace scene {
{ namespace scene
{
struct SMesh;
struct SMesh;
//! An interface for easy manipulation of meshes.
/** Scale, set alpha value, flip surfaces, and so on. This exists for //! An interface for easy manipulation of meshes.
fixing problems with wrong imported or exported meshes quickly after /** Scale, set alpha value, flip surfaces, and so on. This exists for
loading. It is not intended for doing mesh modifications and/or fixing problems with wrong imported or exported meshes quickly after
animations during runtime. loading. It is not intended for doing mesh modifications and/or
*/ animations during runtime.
class IMeshManipulator : public virtual IReferenceCounted */
{ class IMeshManipulator : public virtual IReferenceCounted
public: {
public:
//! Recalculates all normals of the mesh.
/** \param mesh: Mesh on which the operation is performed. //! Recalculates all normals of the mesh.
\param smooth: If the normals shall be smoothed. /** \param mesh: Mesh on which the operation is performed.
\param angleWeighted: If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision. */ \param smooth: If the normals shall be smoothed.
virtual void recalculateNormals(IMesh* mesh, bool smooth = false, \param angleWeighted: If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision. */
bool angleWeighted = false) const=0; virtual void recalculateNormals(IMesh* mesh, bool smooth = false,
bool angleWeighted = false) const=0;
//! Recalculates all normals of the mesh buffer.
/** \param buffer: Mesh buffer on which the operation is performed. //! Recalculates all normals of the mesh buffer.
\param smooth: If the normals shall be smoothed. /** \param buffer: Mesh buffer on which the operation is performed.
\param angleWeighted: If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision. */ \param smooth: If the normals shall be smoothed.
virtual void recalculateNormals(IMeshBuffer* buffer, \param angleWeighted: If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision. */
bool smooth = false, bool angleWeighted = false) const=0; virtual void recalculateNormals(IMeshBuffer* buffer,
bool smooth = false, bool angleWeighted = false) const=0;
//! Scales the actual mesh, not a scene node.
/** \param mesh Mesh on which the operation is performed. //! Scales the actual mesh, not a scene node.
\param factor Scale factor for each axis. */ /** \param mesh Mesh on which the operation is performed.
void scale(IMesh* mesh, const core::vector3df& factor) const \param factor Scale factor for each axis. */
{ void scale(IMesh* mesh, const core::vector3df& factor) const
apply(SVertexPositionScaleManipulator(factor), mesh, true); {
} apply(SVertexPositionScaleManipulator(factor), mesh, true);
}
//! Scales the actual meshbuffer, not a scene node.
/** \param buffer Meshbuffer on which the operation is performed. //! Scales the actual meshbuffer, not a scene node.
\param factor Scale factor for each axis. */ /** \param buffer Meshbuffer on which the operation is performed.
void scale(IMeshBuffer* buffer, const core::vector3df& factor) const \param factor Scale factor for each axis. */
{ void scale(IMeshBuffer* buffer, const core::vector3df& factor) const
apply(SVertexPositionScaleManipulator(factor), buffer, true); {
} apply(SVertexPositionScaleManipulator(factor), buffer, true);
}
//! Clones a static IMesh into a modifiable SMesh.
/** All meshbuffers in the returned SMesh //! Clones a static IMesh into a modifiable SMesh.
are of type SMeshBuffer or SMeshBufferLightMap. /** All meshbuffers in the returned SMesh
\param mesh Mesh to copy. are of type SMeshBuffer or SMeshBufferLightMap.
\return Cloned mesh. If you no longer need the \param mesh Mesh to copy.
cloned mesh, you should call SMesh::drop(). See \return Cloned mesh. If you no longer need the
IReferenceCounted::drop() for more information. */ cloned mesh, you should call SMesh::drop(). See
virtual SMesh* createMeshCopy(IMesh* mesh) const = 0; IReferenceCounted::drop() for more information. */
virtual SMesh* createMeshCopy(IMesh* mesh) const = 0;
//! Get amount of polygons in mesh.
/** \param mesh Input mesh //! Get amount of polygons in mesh.
\return Number of polygons in mesh. */ /** \param mesh Input mesh
virtual s32 getPolyCount(IMesh* mesh) const = 0; \return Number of polygons in mesh. */
virtual s32 getPolyCount(IMesh* mesh) const = 0;
//! Get amount of polygons in mesh.
/** \param mesh Input mesh //! Get amount of polygons in mesh.
\return Number of polygons in mesh. */ /** \param mesh Input mesh
virtual s32 getPolyCount(IAnimatedMesh* mesh) const = 0; \return Number of polygons in mesh. */
virtual s32 getPolyCount(IAnimatedMesh* mesh) const = 0;
//! Create a new AnimatedMesh and adds the mesh to it
/** \param mesh Input mesh //! Create a new AnimatedMesh and adds the mesh to it
\param type The type of the animated mesh to create. /** \param mesh Input mesh
\return Newly created animated mesh with mesh as its only \param type The type of the animated mesh to create.
content. When you don't need the animated mesh anymore, you \return Newly created animated mesh with mesh as its only
should call IAnimatedMesh::drop(). See content. When you don't need the animated mesh anymore, you
IReferenceCounted::drop() for more information. */ should call IAnimatedMesh::drop(). See
virtual IAnimatedMesh * createAnimatedMesh(IMesh* mesh, IReferenceCounted::drop() for more information. */
scene::E_ANIMATED_MESH_TYPE type = scene::EAMT_UNKNOWN) const = 0; virtual IAnimatedMesh * createAnimatedMesh(IMesh* mesh,
scene::E_ANIMATED_MESH_TYPE type = scene::EAMT_UNKNOWN) const = 0;
//! Apply a manipulator on the Meshbuffer
/** \param func A functor defining the mesh manipulation. //! Apply a manipulator on the Meshbuffer
\param buffer The Meshbuffer to apply the manipulator to. /** \param func A functor defining the mesh manipulation.
\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation. \param buffer The Meshbuffer to apply the manipulator to.
\return True if the functor was successfully applied, else false. */ \param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
template <typename Functor> \return True if the functor was successfully applied, else false. */
bool apply(const Functor& func, IMeshBuffer* buffer, bool boundingBoxUpdate=false) const template <typename Functor>
{ bool apply(const Functor& func, IMeshBuffer* buffer, bool boundingBoxUpdate=false) const
return apply_(func, buffer, boundingBoxUpdate, func); {
} return apply_(func, buffer, boundingBoxUpdate, func);
}
//! Apply a manipulator on the Mesh
/** \param func A functor defining the mesh manipulation. //! Apply a manipulator on the Mesh
\param mesh The Mesh to apply the manipulator to. /** \param func A functor defining the mesh manipulation.
\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation. \param mesh The Mesh to apply the manipulator to.
\return True if the functor was successfully applied, else false. */ \param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
template <typename Functor> \return True if the functor was successfully applied, else false. */
bool apply(const Functor& func, IMesh* mesh, bool boundingBoxUpdate=false) const template <typename Functor>
{ bool apply(const Functor& func, IMesh* mesh, bool boundingBoxUpdate=false) const
if (!mesh) {
return true; if (!mesh)
bool result = true; return true;
core::aabbox3df bufferbox; bool result = true;
for (u32 i=0; i<mesh->getMeshBufferCount(); ++i) core::aabbox3df bufferbox;
{ for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
result &= apply(func, mesh->getMeshBuffer(i), boundingBoxUpdate); {
if (boundingBoxUpdate) result &= apply(func, mesh->getMeshBuffer(i), boundingBoxUpdate);
{ if (boundingBoxUpdate)
if (0==i) {
bufferbox.reset(mesh->getMeshBuffer(i)->getBoundingBox()); if (0==i)
else bufferbox.reset(mesh->getMeshBuffer(i)->getBoundingBox());
bufferbox.addInternalBox(mesh->getMeshBuffer(i)->getBoundingBox()); else
} bufferbox.addInternalBox(mesh->getMeshBuffer(i)->getBoundingBox());
} }
if (boundingBoxUpdate) }
mesh->setBoundingBox(bufferbox); if (boundingBoxUpdate)
return result; mesh->setBoundingBox(bufferbox);
} return result;
}
protected:
//! Apply a manipulator based on the type of the functor protected:
/** \param func A functor defining the mesh manipulation. //! Apply a manipulator based on the type of the functor
\param buffer The Meshbuffer to apply the manipulator to. /** \param func A functor defining the mesh manipulation.
\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation. \param buffer The Meshbuffer to apply the manipulator to.
\param typeTest Unused parameter, which handles the proper call selection based on the type of the Functor which is passed in two times. \param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
\return True if the functor was successfully applied, else false. */ \param typeTest Unused parameter, which handles the proper call selection based on the type of the Functor which is passed in two times.
template <typename Functor> \return True if the functor was successfully applied, else false. */
bool apply_(const Functor& func, IMeshBuffer* buffer, bool boundingBoxUpdate, const IVertexManipulator& typeTest) const template <typename Functor>
{ bool apply_(const Functor& func, IMeshBuffer* buffer, bool boundingBoxUpdate, const IVertexManipulator& typeTest) const
if (!buffer) {
return true; if (!buffer)
return true;
core::aabbox3df bufferbox;
for (u32 i=0; i<buffer->getVertexCount(); ++i) core::aabbox3df bufferbox;
{ for (u32 i=0; i<buffer->getVertexCount(); ++i)
switch (buffer->getVertexType()) {
{ switch (buffer->getVertexType())
case video::EVT_STANDARD: {
{ case video::EVT_STANDARD:
video::S3DVertex* verts = (video::S3DVertex*)buffer->getVertices(); {
func(verts[i]); video::S3DVertex* verts = (video::S3DVertex*)buffer->getVertices();
} func(verts[i]);
break; }
case video::EVT_2TCOORDS: break;
{ case video::EVT_2TCOORDS:
video::S3DVertex2TCoords* verts = (video::S3DVertex2TCoords*)buffer->getVertices(); {
func(verts[i]); video::S3DVertex2TCoords* verts = (video::S3DVertex2TCoords*)buffer->getVertices();
} func(verts[i]);
break; }
case video::EVT_TANGENTS: break;
{ case video::EVT_TANGENTS:
video::S3DVertexTangents* verts = (video::S3DVertexTangents*)buffer->getVertices(); {
func(verts[i]); video::S3DVertexTangents* verts = (video::S3DVertexTangents*)buffer->getVertices();
} func(verts[i]);
break; }
} break;
if (boundingBoxUpdate) }
{ if (boundingBoxUpdate)
if (0==i) {
bufferbox.reset(buffer->getPosition(0)); if (0==i)
else bufferbox.reset(buffer->getPosition(0));
bufferbox.addInternalPoint(buffer->getPosition(i)); else
} bufferbox.addInternalPoint(buffer->getPosition(i));
} }
if (boundingBoxUpdate) }
buffer->setBoundingBox(bufferbox); if (boundingBoxUpdate)
return true; buffer->setBoundingBox(bufferbox);
} return true;
}; }
};
} // end namespace scene
} // end namespace irr } // end namespace scene
} // end namespace irr
#endif

@ -1,52 +1,57 @@
// 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_MESH_SCENE_NODE_H_INCLUDED__
#define __I_MESH_SCENE_NODE_H_INCLUDED__
#include "ISceneNode.h"
#include "ISceneNode.h"
namespace irr
{ namespace irr
namespace scene {
{ namespace scene
{
class IMesh;
class IMesh;
//! A scene node displaying a static mesh
class IMeshSceneNode : public ISceneNode //! A scene node displaying a static mesh
{ class IMeshSceneNode : public ISceneNode
public: {
public:
//! Constructor
/** Use setMesh() to set the mesh to display. //! Constructor
*/ /** Use setMesh() to set the mesh to display.
IMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id, */
const core::vector3df& position = core::vector3df(0,0,0), IMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
const core::vector3df& rotation = core::vector3df(0,0,0), const core::vector3df& position = core::vector3df(0,0,0),
const core::vector3df& scale = core::vector3df(1,1,1)) const core::vector3df& rotation = core::vector3df(0,0,0),
: ISceneNode(parent, mgr, id, position, rotation, scale) {} const core::vector3df& scale = core::vector3df(1,1,1))
: ISceneNode(parent, mgr, id, position, rotation, scale) {}
//! Sets a new mesh to display
/** \param mesh Mesh to display. */ //! Sets a new mesh to display
virtual void setMesh(IMesh* mesh) = 0; /** \param mesh Mesh to display. */
virtual void setMesh(IMesh* mesh) = 0;
//! Get the currently defined mesh for display.
/** \return Pointer to mesh which is displayed by this node. */ //! Get the currently defined mesh for display.
virtual IMesh* getMesh(void) = 0; /** \return Pointer to mesh which is displayed by this node. */
virtual IMesh* getMesh(void) = 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 of a mesh //! Sets 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, too. /** In this way it is possible to change the materials of a mesh
\param readonly Flag if the materials shall be read-only. */ causing all mesh scene nodes referencing this mesh to change, too.
virtual void setReadOnlyMaterials(bool readonly) = 0; \param readonly Flag if the materials shall be read-only. */
virtual void setReadOnlyMaterials(bool readonly) = 0;
//! Check if the scene node should not copy the materials of the mesh but use them in a read only style
/** This flag can be set by setReadOnlyMaterials(). //! Check if the scene node should not copy the materials of the mesh but use them in a read only style
\return Whether the materials are read-only. */ /** This flag can be set by setReadOnlyMaterials().
virtual bool isReadOnlyMaterials() const = 0; \return Whether the materials are read-only. */
}; virtual bool isReadOnlyMaterials() const = 0;
};
} // end namespace scene
} // end namespace irr } // end namespace scene
} // end namespace irr
#endif

@ -1,55 +1,58 @@
// 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 __IRR_I_MESH_WRITER_H_INCLUDED__
#include "IReferenceCounted.h" #define __IRR_I_MESH_WRITER_H_INCLUDED__
#include "EMeshWriterEnums.h"
#include "IReferenceCounted.h"
namespace irr #include "EMeshWriterEnums.h"
{
namespace io namespace irr
{ {
class IWriteFile; namespace io
} // end namespace io {
class IWriteFile;
namespace scene } // end namespace io
{
class IMesh; namespace scene
{
//! Interface for writing meshes class IMesh;
class IMeshWriter : public virtual IReferenceCounted
{ //! Interface for writing meshes
public: class IMeshWriter : public virtual IReferenceCounted
{
//! Destructor public:
virtual ~IMeshWriter() {}
//! Destructor
//! Get the type of the mesh writer virtual ~IMeshWriter() {}
/** For own implementations, use MAKE_IRR_ID as shown in the
EMESH_WRITER_TYPE enumeration to return your own unique mesh //! Get the type of the mesh writer
type id. /** For own implementations, use MAKE_IRR_ID as shown in the
\return Type of the mesh writer. */ EMESH_WRITER_TYPE enumeration to return your own unique mesh
virtual EMESH_WRITER_TYPE getType() const = 0; type id.
\return Type of the mesh writer. */
//! Write a static mesh. virtual EMESH_WRITER_TYPE getType() const = 0;
/** \param file File handle to write the mesh to.
\param mesh Pointer to mesh to be written. //! Write a static mesh.
\param flags Optional flags to set properties of the writer. /** \param file File handle to write the mesh to.
\return True if successful */ \param mesh Pointer to mesh to be written.
virtual bool writeMesh(io::IWriteFile* file, scene::IMesh* mesh, \param flags Optional flags to set properties of the writer.
s32 flags=EMWF_NONE) = 0; \return True if successful */
virtual bool writeMesh(io::IWriteFile* file, scene::IMesh* mesh,
// Writes an animated mesh s32 flags=EMWF_NONE) = 0;
// for future use, only b3d writer is able to write animated meshes currently and that was implemented using the writeMesh above.
/* \return Returns true if successful */ // Writes an animated mesh
//virtual bool writeAnimatedMesh(io::IWriteFile* file, // for future use, only b3d writer is able to write animated meshes currently and that was implemented using the writeMesh above.
// scene::IAnimatedMesh* mesh, /* \return Returns true if successful */
// s32 flags=EMWF_NONE) = 0; //virtual bool writeAnimatedMesh(io::IWriteFile* file,
}; // scene::IAnimatedMesh* mesh,
// s32 flags=EMWF_NONE) = 0;
};
} // end namespace
} // end namespace
} // end namespace
} // end namespace
#endif

@ -1,46 +1,49 @@
// 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_OS_OPERATOR_H_INCLUDED__
#define __I_OS_OPERATOR_H_INCLUDED__
#include "IReferenceCounted.h"
#include "irrString.h" #include "IReferenceCounted.h"
#include "irrString.h"
namespace irr
{ namespace irr
{
//! The OSOperator provides OS-specific methods and information.
class IOSOperator : public virtual IReferenceCounted //! The Operating system operator provides operation system specific methods and information.
{ class IOSOperator : public virtual IReferenceCounted
public: {
//! Get the current OS version as string. public:
virtual const core::stringc& getOperatingSystemVersion() const = 0; //! Get the current operation system version as string.
virtual const core::stringc& getOperatingSystemVersion() const = 0;
//! Copies text to the clipboard
//! \param text: text in utf-8 //! Copies text to the clipboard
virtual void copyToClipboard(const c8* text) const = 0; //! \param text: text in utf-8
virtual void copyToClipboard(const c8* text) const = 0;
//! Copies text to the primary selection
//! This is a no-op on some platforms. //! Copies text to the primary selection
//! \param text: text in utf-8 //! This is a no-op on some platforms.
virtual void copyToPrimarySelection(const c8* text) const = 0; //! \param text: text in utf-8
virtual void copyToPrimarySelection(const c8* text) const = 0;
//! Get text from the clipboard
//! \return Returns 0 if no string is in there, otherwise an utf-8 string. //! Get text from the clipboard
virtual const c8* getTextFromClipboard() const = 0; //! \return Returns 0 if no string is in there, otherwise an utf-8 string.
virtual const c8* getTextFromClipboard() const = 0;
//! Get text from the primary selection
//! This is a no-op on some platforms. //! Get text from the primary selection
//! \return Returns 0 if no string is in there, otherwise an utf-8 string. //! This is a no-op on some platforms.
virtual const c8* getTextFromPrimarySelection() const = 0; //! \return Returns 0 if no string is in there, otherwise an utf-8 string.
virtual const c8* getTextFromPrimarySelection() const = 0;
//! Get the total and available system RAM
/** \param totalBytes: will contain the total system memory in Kilobytes (1024 B) //! Get the total and available system RAM
\param availableBytes: will contain the available memory in Kilobytes (1024 B) /** \param totalBytes: will contain the total system memory in Kilobytes (1024 B)
\return True if successful, false if not */ \param availableBytes: will contain the available memory in Kilobytes (1024 B)
virtual bool getSystemMemory(u32* totalBytes, u32* availableBytes) const = 0; \return True if successful, false if not */
virtual bool getSystemMemory(u32* totalBytes, u32* availableBytes) const = 0;
};
};
} // end namespace
} // end namespace
#endif

@ -1,57 +1,61 @@
// 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_READ_FILE_H_INCLUDED__
#define __I_READ_FILE_H_INCLUDED__
#include "IReferenceCounted.h"
#include "coreutil.h" #include "IReferenceCounted.h"
#include "EReadFileType.h" #include "coreutil.h"
#include "EReadFileType.h"
namespace irr
{ namespace irr
namespace io {
{ namespace io
{
//! Interface providing read access to a file.
class IReadFile : public virtual IReferenceCounted //! Interface providing read access to a file.
{ class IReadFile : public virtual IReferenceCounted
public: {
//! Reads an amount of bytes from the file. public:
/** \param buffer Pointer to buffer where read bytes are written to. //! Reads an amount of bytes from the file.
\param sizeToRead Amount of bytes to read from the file. /** \param buffer Pointer to buffer where read bytes are written to.
\return How many bytes were read. */ \param sizeToRead Amount of bytes to read from the file.
virtual size_t read(void* buffer, size_t sizeToRead) = 0; \return How many bytes were read. */
virtual size_t read(void* buffer, size_t sizeToRead) = 0;
//! Changes position in file
/** \param finalPos Destination position in the file. //! Changes position in file
\param relativeMovement If set to true, the position in the file is /** \param finalPos Destination position in the file.
changed relative to current position. Otherwise the position is changed \param relativeMovement If set to true, the position in the file is
from beginning of file. changed relative to current position. Otherwise the position is changed
\return True if successful, otherwise false. */ from beginning of file.
virtual bool seek(long finalPos, bool relativeMovement = false) = 0; \return True if successful, otherwise false. */
virtual bool seek(long finalPos, bool relativeMovement = false) = 0;
//! Get size of file.
/** \return Size of the file in bytes. */ //! Get size of file.
virtual long getSize() const = 0; /** \return Size of the file in bytes. */
virtual long getSize() const = 0;
//! Get the current position in the file.
/** \return Current position in the file in bytes on success or -1L on failure. */ //! Get the current position in the file.
virtual long getPos() const = 0; /** \return Current position in the file in bytes on success or -1L on failure. */
virtual long getPos() const = 0;
//! Get name of file.
/** \return File name as zero terminated character string. */ //! Get name of file.
virtual const io::path& getFileName() const = 0; /** \return File name as zero terminated character string. */
virtual const io::path& getFileName() const = 0;
//! Get the type of the class implementing this interface
virtual EREAD_FILE_TYPE getType() const //! Get the type of the class implementing this interface
{ virtual EREAD_FILE_TYPE getType() const
return EFIT_UNKNOWN; {
} return EFIT_UNKNOWN;
}; }
};
//! Internal function, please do not use.
IReadFile* createLimitReadFile(const io::path& fileName, IReadFile* alreadyOpenedFile, long pos, long areaSize); //! Internal function, please do not use.
IReadFile* createLimitReadFile(const io::path& fileName, IReadFile* alreadyOpenedFile, long pos, long areaSize);
} // end namespace io
} // end namespace irr } // end namespace io
} // end namespace irr
#endif

@ -1,166 +1,170 @@
// 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_IREFERENCE_COUNTED_H_INCLUDED__
#define __I_IREFERENCE_COUNTED_H_INCLUDED__
#include "irrTypes.h"
#include "irrTypes.h"
namespace irr
{ namespace irr
{
//! Base class of most objects of the Irrlicht Engine.
/** This class provides reference counting through the methods grab() and drop(). //! Base class of most objects of the Irrlicht Engine.
It also is able to store a debug string for every instance of an object. /** This class provides reference counting through the methods grab() and drop().
Most objects of the Irrlicht It also is able to store a debug string for every instance of an object.
Engine are derived from IReferenceCounted, and so they are reference counted. Most objects of the Irrlicht
Engine are derived from IReferenceCounted, and so they are reference counted.
When you create an object in the Irrlicht engine, calling a method
which starts with 'create', an object is created, and you get a pointer When you create an object in the Irrlicht engine, calling a method
to the new object. If you no longer need the object, you have which starts with 'create', an object is created, and you get a pointer
to call drop(). This will destroy the object, if grab() was not called to the new object. If you no longer need the object, you have
in another part of you program, because this part still needs the object. to call drop(). This will destroy the object, if grab() was not called
Note, that you only need to call drop() to the object, if you created it, in another part of you program, because this part still needs the object.
and the method had a 'create' in it. Note, that you only need to call drop() to the object, if you created it,
and the method had a 'create' in it.
A simple example:
A simple example:
If you want to create a texture, you may want to call an imaginable method
IDriver::createTexture. You call If you want to create a texture, you may want to call an imaginable method
ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128)); IDriver::createTexture. You call
If you no longer need the texture, call texture->drop(). ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
If you no longer need the texture, call texture->drop().
If you want to load a texture, you may want to call imaginable method
IDriver::loadTexture. You do this like If you want to load a texture, you may want to call imaginable method
ITexture* texture = driver->loadTexture("example.jpg"); IDriver::loadTexture. You do this like
You will not have to drop the pointer to the loaded texture, because ITexture* texture = driver->loadTexture("example.jpg");
the name of the method does not start with 'create'. The texture You will not have to drop the pointer to the loaded texture, because
is stored somewhere by the driver. the name of the method does not start with 'create'. The texture
*/ is stored somewhere by the driver.
class IReferenceCounted */
{ class IReferenceCounted
public: {
public:
//! Constructor.
IReferenceCounted() //! Constructor.
: DebugName(0), ReferenceCounter(1) IReferenceCounted()
{ : DebugName(0), ReferenceCounter(1)
} {
}
//! Destructor.
virtual ~IReferenceCounted() //! Destructor.
{ virtual ~IReferenceCounted()
} {
}
//! Grabs the object. Increments the reference counter by one.
/** Someone who calls grab() to an object, should later also //! Grabs the object. Increments the reference counter by one.
call drop() to it. If an object never gets as much drop() as /** Someone who calls grab() to an object, should later also
grab() calls, it will never be destroyed. The call drop() to it. If an object never gets as much drop() as
IReferenceCounted class provides a basic reference counting grab() calls, it will never be destroyed. The
mechanism with its methods grab() and drop(). Most objects of IReferenceCounted class provides a basic reference counting
the Irrlicht Engine are derived from IReferenceCounted, and so mechanism with its methods grab() and drop(). Most objects of
they are reference counted. the Irrlicht Engine are derived from IReferenceCounted, and so
they are reference counted.
When you create an object in the Irrlicht engine, calling a
method which starts with 'create', an object is created, and When you create an object in the Irrlicht engine, calling a
you get a pointer to the new object. If you no longer need the method which starts with 'create', an object is created, and
object, you have to call drop(). This will destroy the object, you get a pointer to the new object. If you no longer need the
if grab() was not called in another part of you program, object, you have to call drop(). This will destroy the object,
because this part still needs the object. Note, that you only if grab() was not called in another part of you program,
need to call drop() to the object, if you created it, and the because this part still needs the object. Note, that you only
method had a 'create' in it. need to call drop() to the object, if you created it, and the
method had a 'create' in it.
A simple example:
A simple example:
If you want to create a texture, you may want to call an
imaginable method IDriver::createTexture. You call If you want to create a texture, you may want to call an
ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128)); imaginable method IDriver::createTexture. You call
If you no longer need the texture, call texture->drop(). ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
If you want to load a texture, you may want to call imaginable If you no longer need the texture, call texture->drop().
method IDriver::loadTexture. You do this like If you want to load a texture, you may want to call imaginable
ITexture* texture = driver->loadTexture("example.jpg"); method IDriver::loadTexture. You do this like
You will not have to drop the pointer to the loaded texture, ITexture* texture = driver->loadTexture("example.jpg");
because the name of the method does not start with 'create'. You will not have to drop the pointer to the loaded texture,
The texture is stored somewhere by the driver. */ because the name of the method does not start with 'create'.
void grab() const { ++ReferenceCounter; } The texture is stored somewhere by the driver. */
void grab() const { ++ReferenceCounter; }
//! Drops the object. Decrements the reference counter by one.
/** The IReferenceCounted class provides a basic reference //! Drops the object. Decrements the reference counter by one.
counting mechanism with its methods grab() and drop(). Most /** The IReferenceCounted class provides a basic reference
objects of the Irrlicht Engine are derived from counting mechanism with its methods grab() and drop(). Most
IReferenceCounted, and so they are reference counted. objects of the Irrlicht Engine are derived from
IReferenceCounted, and so they are reference counted.
When you create an object in the Irrlicht engine, calling a
method which starts with 'create', an object is created, and When you create an object in the Irrlicht engine, calling a
you get a pointer to the new object. If you no longer need the method which starts with 'create', an object is created, and
object, you have to call drop(). This will destroy the object, you get a pointer to the new object. If you no longer need the
if grab() was not called in another part of you program, object, you have to call drop(). This will destroy the object,
because this part still needs the object. Note, that you only if grab() was not called in another part of you program,
need to call drop() to the object, if you created it, and the because this part still needs the object. Note, that you only
method had a 'create' in it. need to call drop() to the object, if you created it, and the
method had a 'create' in it.
A simple example:
A simple example:
If you want to create a texture, you may want to call an
imaginable method IDriver::createTexture. You call If you want to create a texture, you may want to call an
ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128)); imaginable method IDriver::createTexture. You call
If you no longer need the texture, call texture->drop(). ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
If you want to load a texture, you may want to call imaginable If you no longer need the texture, call texture->drop().
method IDriver::loadTexture. You do this like If you want to load a texture, you may want to call imaginable
ITexture* texture = driver->loadTexture("example.jpg"); method IDriver::loadTexture. You do this like
You will not have to drop the pointer to the loaded texture, ITexture* texture = driver->loadTexture("example.jpg");
because the name of the method does not start with 'create'. You will not have to drop the pointer to the loaded texture,
The texture is stored somewhere by the driver. because the name of the method does not start with 'create'.
\return True, if the object was deleted. */ The texture is stored somewhere by the driver.
bool drop() const \return True, if the object was deleted. */
{ bool drop() const
// someone is doing bad reference counting. {
_IRR_DEBUG_BREAK_IF(ReferenceCounter <= 0) // someone is doing bad reference counting.
_IRR_DEBUG_BREAK_IF(ReferenceCounter <= 0)
--ReferenceCounter;
if (!ReferenceCounter) --ReferenceCounter;
{ if (!ReferenceCounter)
delete this; {
return true; delete this;
} return true;
}
return false;
} return false;
}
//! Get the reference count.
/** \return Current value of the reference counter. */ //! Get the reference count.
s32 getReferenceCount() const /** \return Current value of the reference counter. */
{ s32 getReferenceCount() const
return ReferenceCounter; {
} return ReferenceCounter;
}
//! Returns the debug name of the object.
/** The Debugname may only be set and changed by the object //! Returns the debug name of the object.
itself. This method should only be used in Debug mode. /** The Debugname may only be set and changed by the object
\return Returns a string, previously set by setDebugName(); */ itself. This method should only be used in Debug mode.
const c8* getDebugName() const \return Returns a string, previously set by setDebugName(); */
{ const c8* getDebugName() const
return DebugName; {
} return DebugName;
}
protected:
protected:
//! Sets the debug name of the object.
/** The Debugname may only be set and changed by the object //! Sets the debug name of the object.
itself. This method should only be used in Debug mode. /** The Debugname may only be set and changed by the object
\param newName: New debug name to set. */ itself. This method should only be used in Debug mode.
void setDebugName(const c8* newName) \param newName: New debug name to set. */
{ void setDebugName(const c8* newName)
DebugName = newName; {
} DebugName = newName;
}
private:
private:
//! The debug name.
const c8* DebugName; //! The debug name.
const c8* DebugName;
//! The reference counter. Mutable to do reference counting on const objects.
mutable s32 ReferenceCounter; //! The reference counter. Mutable to do reference counting on const objects.
}; mutable s32 ReferenceCounter;
};
} // end namespace irr
} // end namespace irr
#endif

@ -1,126 +1,129 @@
// Copyright (C) 2015 Patryk Nadrowski // Copyright (C) 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 __I_RENDER_TARGET_H_INCLUDED__
#define __I_RENDER_TARGET_H_INCLUDED__
#include "IReferenceCounted.h"
#include "EDriverTypes.h" #include "IReferenceCounted.h"
#include "irrArray.h" #include "EDriverTypes.h"
#include "irrArray.h"
namespace irr
{ namespace irr
namespace video {
{ namespace video
class ITexture; {
class ITexture;
//! Enumeration of cube texture surfaces
enum E_CUBE_SURFACE //! Enumeration of cube texture surfaces
{ enum E_CUBE_SURFACE
ECS_POSX = 0, {
ECS_NEGX, ECS_POSX = 0,
ECS_POSY, ECS_NEGX,
ECS_NEGY, ECS_POSY,
ECS_POSZ, ECS_NEGY,
ECS_NEGZ ECS_POSZ,
}; ECS_NEGZ
};
//! Interface of a Render Target.
class IRenderTarget : public virtual IReferenceCounted //! Interface of a Render Target.
{ class IRenderTarget : public virtual IReferenceCounted
public: {
public:
//! constructor
IRenderTarget() : DepthStencil(0), DriverType(EDT_NULL) //! constructor
{ IRenderTarget() : DepthStencil(0), DriverType(EDT_NULL)
} {
}
//! Returns an array of previously set textures.
const core::array<ITexture*>& getTexture() const //! Returns an array of previously set textures.
{ const core::array<ITexture*>& getTexture() const
return Textures; {
} return Textures;
}
//! Returns a of previously set depth / depth-stencil texture.
ITexture* getDepthStencil() const //! Returns a of previously set depth / depth-stencil texture.
{ ITexture* getDepthStencil() const
return DepthStencil; {
} return DepthStencil;
}
//! Returns an array of active surface for cube textures
const core::array<E_CUBE_SURFACE>& getCubeSurfaces() const //! Returns an array of active surface for cube textures
{ const core::array<E_CUBE_SURFACE>& getCubeSurfaces() const
return CubeSurfaces; {
} return CubeSurfaces;
}
//! Set multiple textures.
/** Set multiple textures for the render target. //! Set multiple textures.
\param texture Array of texture objects. These textures are used for a color outputs. /** Set multiple textures for the render target.
\param depthStencil Depth or packed depth-stencil texture. This texture is used as depth \param texture Array of texture objects. These textures are used for a color outputs.
or depth-stencil buffer. You can pass getDepthStencil() if you don't want to change it. \param depthStencil Depth or packed depth-stencil texture. This texture is used as depth
\param cubeSurfaces When rendering to cube textures, set the surface to be used for each texture. Can be empty otherwise. or depth-stencil buffer. You can pass getDepthStencil() if you don't want to change it.
*/ \param cubeSurfaces When rendering to cube textures, set the surface to be used for each texture. Can be empty otherwise.
void setTexture(const core::array<ITexture*>& texture, ITexture* depthStencil, const core::array<E_CUBE_SURFACE>& cubeSurfaces = core::array<E_CUBE_SURFACE>()) */
{ void setTexture(const core::array<ITexture*>& texture, ITexture* depthStencil, const core::array<E_CUBE_SURFACE>& cubeSurfaces = core::array<E_CUBE_SURFACE>())
setTextures(texture.const_pointer(), texture.size(), depthStencil, cubeSurfaces.const_pointer(), cubeSurfaces.size()); {
} setTextures(texture.const_pointer(), texture.size(), depthStencil, cubeSurfaces.const_pointer(), cubeSurfaces.size());
}
//! Sets one texture + depthStencil
//! You can pass getDepthStencil() for depthStencil if you don't want to change that one //! Sets one texture + depthStencil
void setTexture(ITexture* texture, ITexture* depthStencil) //! You can pass getDepthStencil() for depthStencil if you don't want to change that one
{ void setTexture(ITexture* texture, ITexture* depthStencil)
if ( texture ) {
{ if ( texture )
setTextures(&texture, 1, depthStencil); {
} setTextures(&texture, 1, depthStencil);
else }
{ else
setTextures(0, 0, depthStencil); {
} setTextures(0, 0, depthStencil);
} }
}
//! Set one cube surface texture.
void setTexture(ITexture* texture, ITexture* depthStencil, E_CUBE_SURFACE cubeSurface) //! Set one cube surface texture.
{ void setTexture(ITexture* texture, ITexture* depthStencil, E_CUBE_SURFACE cubeSurface)
if ( texture ) {
{ if ( texture )
setTextures(&texture, 1, depthStencil, &cubeSurface, 1); {
} setTextures(&texture, 1, depthStencil, &cubeSurface, 1);
else }
{ else
setTextures(0, 0, depthStencil, &cubeSurface, 1); {
} setTextures(0, 0, depthStencil, &cubeSurface, 1);
} }
}
//! Get driver type of render target.
E_DRIVER_TYPE getDriverType() const //! Get driver type of render target.
{ E_DRIVER_TYPE getDriverType() const
return DriverType; {
} return DriverType;
}
protected:
protected:
//! Set multiple textures.
// NOTE: working with pointers instead of arrays to avoid unnecessary memory allocations for the single textures case //! Set multiple textures.
virtual void setTextures(ITexture* const * textures, u32 numTextures, ITexture* depthStencil, const E_CUBE_SURFACE* cubeSurfaces=0, u32 numCubeSurfaces=0) = 0; // NOTE: working with pointers instead of arrays to avoid unnecessary memory allocations for the single textures case
virtual void setTextures(ITexture* const * textures, u32 numTextures, ITexture* depthStencil, const E_CUBE_SURFACE* cubeSurfaces=0, u32 numCubeSurfaces=0) = 0;
//! Textures assigned to render target.
core::array<ITexture*> Textures; //! Textures assigned to render target.
core::array<ITexture*> Textures;
//! Depth or packed depth-stencil texture assigned to render target.
ITexture* DepthStencil; //! Depth or packed depth-stencil texture assigned to render target.
ITexture* DepthStencil;
//! Active surface of cube textures
core::array<E_CUBE_SURFACE> CubeSurfaces; //! Active surface of cube textures
core::array<E_CUBE_SURFACE> CubeSurfaces;
//! Driver type of render target.
E_DRIVER_TYPE DriverType; //! Driver type of render target.
E_DRIVER_TYPE DriverType;
private:
// no copying (IReferenceCounted still allows that for reasons which take some time to work around) private:
IRenderTarget(const IRenderTarget&); // no copying (IReferenceCounted still allows that for reasons which take some time to work around)
IRenderTarget& operator=(const IRenderTarget&); IRenderTarget(const IRenderTarget&);
}; IRenderTarget& operator=(const IRenderTarget&);
};
}
} }
}
#endif

@ -1,35 +1,38 @@
// 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_SCENE_COLLISION_MANAGER_H_INCLUDED__
#define __I_SCENE_COLLISION_MANAGER_H_INCLUDED__
#include "IReferenceCounted.h"
#include "position2d.h" #include "IReferenceCounted.h"
#include "line3d.h" #include "position2d.h"
#include "line3d.h"
namespace irr
{ namespace irr
{
namespace scene
{ namespace scene
class ICameraSceneNode; {
class ICameraSceneNode;
class ISceneCollisionManager : public virtual IReferenceCounted
{ class ISceneCollisionManager : public virtual IReferenceCounted
public: {
public:
//! Returns a 3d ray which would go through the 2d screen coordinates.
/** \param pos: Screen coordinates in pixels. //! Returns a 3d ray which would go through the 2d screen coordinates.
\param camera: Camera from which the ray starts. If null, the /** \param pos: Screen coordinates in pixels.
active camera is used. \param camera: Camera from which the ray starts. If null, the
\return Ray starting from the position of the camera and ending active camera is used.
at a length of the far value of the camera at a position which \return Ray starting from the position of the camera and ending
would be behind the 2d screen coordinates. */ at a length of the far value of the camera at a position which
virtual core::line3d<f32> getRayFromScreenCoordinates( would be behind the 2d screen coordinates. */
const core::position2d<s32>& pos, const ICameraSceneNode* camera = 0) = 0; virtual core::line3d<f32> getRayFromScreenCoordinates(
const core::position2d<s32>& pos, const ICameraSceneNode* camera = 0) = 0;
};
};
} // end namespace scene
} // end namespace irr } // end namespace scene
} // end namespace irr
#endif

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@ -1,81 +1,85 @@
// 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_SHADER_CONSTANT_SET_CALLBACT_H_INCLUDED__
#define __I_SHADER_CONSTANT_SET_CALLBACT_H_INCLUDED__
#include "IReferenceCounted.h"
#include "IReferenceCounted.h"
namespace irr
{ namespace irr
namespace video {
{ namespace video
class IMaterialRendererServices; {
class SMaterial; class IMaterialRendererServices;
class SMaterial;
//! Interface making it possible to set constants for gpu programs every frame.
/** Implement this interface in an own class and pass a pointer to it to one of //! Interface making it possible to set constants for gpu programs every frame.
the methods in IGPUProgrammingServices when creating a shader. The /** Implement this interface in an own class and pass a pointer to it to one of
OnSetConstants method will be called every frame now. */ the methods in IGPUProgrammingServices when creating a shader. The
class IShaderConstantSetCallBack : public virtual IReferenceCounted OnSetConstants method will be called every frame now. */
{ class IShaderConstantSetCallBack : public virtual IReferenceCounted
public: {
public:
//! Called to let the callBack know the used material (optional method)
/** //! Called to let the callBack know the used material (optional method)
\code /**
class MyCallBack : public IShaderConstantSetCallBack \code
{ class MyCallBack : public IShaderConstantSetCallBack
const video::SMaterial *UsedMaterial; {
const video::SMaterial *UsedMaterial;
OnSetMaterial(const video::SMaterial& material)
{ OnSetMaterial(const video::SMaterial& material)
UsedMaterial=&material; {
} UsedMaterial=&material;
}
OnSetConstants(IMaterialRendererServices* services, s32 userData)
{ OnSetConstants(IMaterialRendererServices* services, s32 userData)
services->setVertexShaderConstant("myColor", reinterpret_cast<f32*>(&UsedMaterial->color), 4); {
} services->setVertexShaderConstant("myColor", reinterpret_cast<f32*>(&UsedMaterial->color), 4);
} }
\endcode }
*/ \endcode
virtual void OnSetMaterial(const SMaterial& material) { } */
virtual void OnSetMaterial(const SMaterial& material) { }
//! Called by the engine when the vertex and/or pixel shader constants for an material renderer should be set.
/** //! Called by the engine when the vertex and/or pixel shader constants for an material renderer should be set.
Implement the IShaderConstantSetCallBack in an own class and implement your own /**
OnSetConstants method using the given IMaterialRendererServices interface. Implement the IShaderConstantSetCallBack in an own class and implement your own
Pass a pointer to this class to one of the methods in IGPUProgrammingServices OnSetConstants method using the given IMaterialRendererServices interface.
when creating a shader. The OnSetConstants method will now be called every time Pass a pointer to this class to one of the methods in IGPUProgrammingServices
before geometry is being drawn using your shader material. A sample implementation when creating a shader. The OnSetConstants method will now be called every time
would look like this: before geometry is being drawn using your shader material. A sample implementation
\code would look like this:
virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData) \code
{ virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
video::IVideoDriver* driver = services->getVideoDriver(); {
video::IVideoDriver* driver = services->getVideoDriver();
// set clip matrix at register 4
core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION)); // set clip matrix at register 4
worldViewProj *= driver->getTransform(video::ETS_VIEW); core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
worldViewProj *= driver->getTransform(video::ETS_WORLD); worldViewProj *= driver->getTransform(video::ETS_VIEW);
services->setVertexShaderConstant(&worldViewProj.M[0], 4, 4); worldViewProj *= driver->getTransform(video::ETS_WORLD);
// for high level shading languages, this would be another solution: services->setVertexShaderConstant(&worldViewProj.M[0], 4, 4);
//services->setVertexShaderConstant("mWorldViewProj", worldViewProj.M, 16); // for high level shading languages, this would be another solution:
//services->setVertexShaderConstant("mWorldViewProj", worldViewProj.M, 16);
// set some light color at register 9
video::SColorf col(0.0f,1.0f,1.0f,0.0f); // set some light color at register 9
services->setVertexShaderConstant(reinterpret_cast<const f32*>(&col), 9, 1); video::SColorf col(0.0f,1.0f,1.0f,0.0f);
// for high level shading languages, this would be another solution: services->setVertexShaderConstant(reinterpret_cast<const f32*>(&col), 9, 1);
//services->setVertexShaderConstant("myColor", reinterpret_cast<f32*>(&col), 4); // for high level shading languages, this would be another solution:
} //services->setVertexShaderConstant("myColor", reinterpret_cast<f32*>(&col), 4);
\endcode }
\param services: Pointer to an interface providing methods to set the constants for the shader. \endcode
\param userData: Userdata int which can be specified when creating the shader. \param services: Pointer to an interface providing methods to set the constants for the shader.
*/ \param userData: Userdata int which can be specified when creating the shader.
virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData) = 0; */
}; virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData) = 0;
};
} // end namespace video
} // end namespace irr } // end namespace video
} // end namespace irr
#endif

@ -1,223 +1,225 @@
// 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_SKINNED_MESH_H_INCLUDED__
#define __I_SKINNED_MESH_H_INCLUDED__
#include "irrArray.h"
#include "IBoneSceneNode.h" #include "irrArray.h"
#include "IAnimatedMesh.h" #include "IBoneSceneNode.h"
#include "SSkinMeshBuffer.h" #include "IAnimatedMesh.h"
#include "SSkinMeshBuffer.h"
#include <optional>
namespace irr
namespace irr {
{ namespace scene
namespace scene {
{
enum E_INTERPOLATION_MODE
enum E_INTERPOLATION_MODE {
{ // constant does use the current key-values without interpolation
// constant does use the current key-values without interpolation EIM_CONSTANT = 0,
EIM_CONSTANT = 0,
// linear interpolation
// linear interpolation EIM_LINEAR,
EIM_LINEAR,
//! count of all available interpolation modes
//! count of all available interpolation modes EIM_COUNT
EIM_COUNT };
};
//! Interface for using some special functions of Skinned meshes
//! Interface for using some special functions of Skinned meshes class ISkinnedMesh : public IAnimatedMesh
class ISkinnedMesh : public IAnimatedMesh {
{ public:
public:
//! Gets joint count.
//! Gets joint count. /** \return Amount of joints in the skeletal animated mesh. */
/** \return Amount of joints in the skeletal animated mesh. */ virtual u32 getJointCount() const = 0;
virtual u32 getJointCount() const = 0;
//! Gets the name of a joint.
//! Gets the name of a joint. /** \param number: Zero based index of joint. The last joint
/** \param number: Zero based index of joint. The last joint has the number getJointCount()-1;
has the number getJointCount()-1; \return Name of joint and null if an error happened. */
\return Name of joint and null if an error happened. */ virtual const c8* getJointName(u32 number) const = 0;
virtual const std::optional<std::string> &getJointName(u32 number) const = 0;
//! Gets a joint number from its name
//! Gets a joint number from its name /** \param name: Name of the joint.
/** \param name: Name of the joint. \return Number of the joint or -1 if not found. */
\return Number of the joint or std::nullopt if not found. */ virtual s32 getJointNumber(const c8* name) const = 0;
virtual std::optional<u32> getJointNumber(const std::string &name) const = 0;
//! Use animation from another mesh
//! Use animation from another mesh /** The animation is linked (not copied) based on joint names
/** The animation is linked (not copied) based on joint names so make sure they are unique.
so make sure they are unique. \return True if all joints in this mesh were
\return True if all joints in this mesh were matched up (empty names will not be matched, and it's case
matched up (empty names will not be matched, and it's case sensitive). Unmatched joints will not be animated. */
sensitive). Unmatched joints will not be animated. */ virtual bool useAnimationFrom(const ISkinnedMesh *mesh) = 0;
virtual bool useAnimationFrom(const ISkinnedMesh *mesh) = 0;
//! Update Normals when Animating
//! Update Normals when Animating /** \param on If false don't animate, which is faster.
/** \param on If false don't animate, which is faster. Else update normals, which allows for proper lighting of
Else update normals, which allows for proper lighting of animated meshes. */
animated meshes. */ virtual void updateNormalsWhenAnimating(bool on) = 0;
virtual void updateNormalsWhenAnimating(bool on) = 0;
//! Sets Interpolation Mode
//! Sets Interpolation Mode virtual void setInterpolationMode(E_INTERPOLATION_MODE mode) = 0;
virtual void setInterpolationMode(E_INTERPOLATION_MODE mode) = 0;
//! Animates this mesh's joints based on frame input
//! Animates this mesh's joints based on frame input virtual void animateMesh(f32 frame, f32 blend)=0;
virtual void animateMesh(f32 frame, f32 blend)=0;
//! Preforms a software skin on this mesh based of joint positions
//! Preforms a software skin on this mesh based of joint positions virtual void skinMesh() = 0;
virtual void skinMesh() = 0;
//! converts the vertex type of all meshbuffers to tangents.
//! converts the vertex type of all meshbuffers to tangents. /** E.g. used for bump mapping. */
/** E.g. used for bump mapping. */ virtual void convertMeshToTangents() = 0;
virtual void convertMeshToTangents() = 0;
//! Allows to enable hardware skinning.
//! Allows to enable hardware skinning. /* This feature is not implemented in Irrlicht yet */
/* This feature is not implemented in Irrlicht yet */ virtual bool setHardwareSkinning(bool on) = 0;
virtual bool setHardwareSkinning(bool on) = 0;
//! Refreshes vertex data cached in joints such as positions and normals
//! Refreshes vertex data cached in joints such as positions and normals virtual void refreshJointCache() = 0;
virtual void refreshJointCache() = 0;
//! Moves the mesh into static position.
//! Moves the mesh into static position. virtual void resetAnimation() = 0;
virtual void resetAnimation() = 0;
//! A vertex weight
//! A vertex weight struct SWeight
struct SWeight {
{ //! Index of the mesh buffer
//! Index of the mesh buffer u16 buffer_id; //I doubt 32bits is needed
u16 buffer_id; //I doubt 32bits is needed
//! Index of the vertex
//! Index of the vertex u32 vertex_id; //Store global ID here
u32 vertex_id; //Store global ID here
//! Weight Strength/Percentage (0-1)
//! Weight Strength/Percentage (0-1) f32 strength;
f32 strength;
private:
private: //! Internal members used by CSkinnedMesh
//! Internal members used by CSkinnedMesh friend class CSkinnedMesh;
friend class CSkinnedMesh; char *Moved;
char *Moved; core::vector3df StaticPos;
core::vector3df StaticPos; core::vector3df StaticNormal;
core::vector3df StaticNormal; };
};
//! Animation keyframe which describes a new position
//! Animation keyframe which describes a new position struct SPositionKey
struct SPositionKey {
{ f32 frame;
f32 frame; core::vector3df position;
core::vector3df position; };
};
//! Animation keyframe which describes a new scale
//! Animation keyframe which describes a new scale struct SScaleKey
struct SScaleKey {
{ f32 frame;
f32 frame; core::vector3df scale;
core::vector3df scale; };
};
//! Animation keyframe which describes a new rotation
//! Animation keyframe which describes a new rotation struct SRotationKey
struct SRotationKey {
{ f32 frame;
f32 frame; core::quaternion rotation;
core::quaternion rotation; };
};
//! Joints
//! Joints struct SJoint
struct SJoint {
{ SJoint() : UseAnimationFrom(0), GlobalSkinningSpace(false),
SJoint() : UseAnimationFrom(0), GlobalSkinningSpace(false), positionHint(-1),scaleHint(-1),rotationHint(-1)
positionHint(-1),scaleHint(-1),rotationHint(-1) {
{ }
}
//! The name of this joint
//! The name of this joint core::stringc Name;
std::optional<std::string> Name;
//! Local matrix of this joint
//! Local matrix of this joint core::matrix4 LocalMatrix;
core::matrix4 LocalMatrix;
//! List of child joints
//! List of child joints core::array<SJoint*> Children;
core::array<SJoint*> Children;
//! List of attached meshes
//! List of attached meshes core::array<u32> AttachedMeshes;
core::array<u32> AttachedMeshes;
//! Animation keys causing translation change
//! Animation keys causing translation change core::array<SPositionKey> PositionKeys;
core::array<SPositionKey> PositionKeys;
//! Animation keys causing scale change
//! Animation keys causing scale change core::array<SScaleKey> ScaleKeys;
core::array<SScaleKey> ScaleKeys;
//! Animation keys causing rotation change
//! Animation keys causing rotation change core::array<SRotationKey> RotationKeys;
core::array<SRotationKey> RotationKeys;
//! Skin weights
//! Skin weights core::array<SWeight> Weights;
core::array<SWeight> Weights;
//! Unnecessary for loaders, will be overwritten on finalize
//! Unnecessary for loaders, will be overwritten on finalize core::matrix4 GlobalMatrix;
core::matrix4 GlobalMatrix; core::matrix4 GlobalAnimatedMatrix;
core::matrix4 GlobalAnimatedMatrix; core::matrix4 LocalAnimatedMatrix;
core::matrix4 LocalAnimatedMatrix; core::vector3df Animatedposition;
core::vector3df Animatedposition; core::vector3df Animatedscale;
core::vector3df Animatedscale; core::quaternion Animatedrotation;
core::quaternion Animatedrotation;
core::matrix4 GlobalInversedMatrix; //the x format pre-calculates this
core::matrix4 GlobalInversedMatrix; //the x format pre-calculates this
private:
private: //! Internal members used by CSkinnedMesh
//! Internal members used by CSkinnedMesh friend class CSkinnedMesh;
friend class CSkinnedMesh;
SJoint *UseAnimationFrom;
SJoint *UseAnimationFrom; bool GlobalSkinningSpace;
bool GlobalSkinningSpace;
s32 positionHint;
s32 positionHint; s32 scaleHint;
s32 scaleHint; s32 rotationHint;
s32 rotationHint; };
};
//Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_
//Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_
//these functions will use the needed arrays, set values, etc to help the loaders
//these functions will use the needed arrays, set values, etc to help the loaders
//! exposed for loaders: to add mesh buffers
//! exposed for loaders: to add mesh buffers virtual core::array<SSkinMeshBuffer*>& getMeshBuffers() = 0;
virtual core::array<SSkinMeshBuffer*>& getMeshBuffers() = 0;
//! exposed for loaders: joints list
//! exposed for loaders: joints list virtual core::array<SJoint*>& getAllJoints() = 0;
virtual core::array<SJoint*>& getAllJoints() = 0;
//! exposed for loaders: joints list
//! exposed for loaders: joints list virtual const core::array<SJoint*>& getAllJoints() const = 0;
virtual const core::array<SJoint*>& getAllJoints() const = 0;
//! loaders should call this after populating the mesh
//! loaders should call this after populating the mesh virtual void finalize() = 0;
virtual void finalize() = 0;
//! Adds a new meshbuffer to the mesh, access it as last one
//! Adds a new meshbuffer to the mesh, access it as last one virtual SSkinMeshBuffer* addMeshBuffer() = 0;
virtual SSkinMeshBuffer* addMeshBuffer() = 0;
//! Adds a new joint to the mesh, access it as last one
//! Adds a new joint to the mesh, access it as last one virtual SJoint* addJoint(SJoint *parent=0) = 0;
virtual SJoint* addJoint(SJoint *parent=0) = 0;
//! Adds a new weight to the mesh, access it as last one
//! Adds a new weight to the mesh, access it as last one virtual SWeight* addWeight(SJoint *joint) = 0;
virtual SWeight* addWeight(SJoint *joint) = 0;
//! Adds a new position key to the mesh, access it as last one
//! Adds a new position key to the mesh, access it as last one virtual SPositionKey* addPositionKey(SJoint *joint) = 0;
virtual SPositionKey* addPositionKey(SJoint *joint) = 0; //! Adds a new scale key to the mesh, access it as last one
//! Adds a new scale key to the mesh, access it as last one virtual SScaleKey* addScaleKey(SJoint *joint) = 0;
virtual SScaleKey* addScaleKey(SJoint *joint) = 0; //! Adds a new rotation key to the mesh, access it as last one
//! Adds a new rotation key to the mesh, access it as last one virtual SRotationKey* addRotationKey(SJoint *joint) = 0;
virtual SRotationKey* addRotationKey(SJoint *joint) = 0;
//! Check if the mesh is non-animated
//! Check if the mesh is non-animated virtual bool isStatic()=0;
virtual bool isStatic()=0; };
};
} // end namespace scene
} // end namespace scene } // end namespace irr
} // end namespace irr
#endif

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