Fixed two things from a previous commit that were not working. Some minor comment changes.

git-svn-id: http://svn.code.sf.net/p/irrlicht/code/trunk@680 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
hybrid 2007-06-02 13:07:10 +00:00
parent 002dd4523d
commit 1e0ea7012b
7 changed files with 89 additions and 102 deletions

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@ -207,7 +207,7 @@ struct SEvent
};
//! Interface of an object wich can receive events.
//! Interface of an object which can receive events.
class IEventReceiver
{
public:

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@ -20,7 +20,7 @@ namespace scene
//! The mesh cache stores already loaded meshes and provides an interface to them.
/** You can access it using ISceneManager::getMeshCache(). All existing scene managers
will return a pointer to the same mesh cache, because it is shared between them. With
will return a pointer to the same mesh cache, because it is shared between them. With
this interface, it is possible to manually add new loaded meshes (if
ISceneManager::getMesh() is not sufficient), to remove them and to iterate through
already loaded meshes. */
@ -29,7 +29,7 @@ namespace scene
public:
//! destructor
virtual ~IMeshCache() = 0;
virtual ~IMeshCache() {};
//! Adds a mesh to the internal list of loaded meshes.
/** Usually, ISceneManager::getMesh() is called to load a mesh from a file.
@ -39,9 +39,9 @@ namespace scene
has been loaded. This method can be used for example by mesh loaders who need to
load more than one mesh with one call. They can add additional meshes with this
method to the scene manager. The COLLADA loader for example uses this method.
\param filename: Filename of the mesh. When called ISceneManager::getMesh() with this
parameter, the method will return the mesh parameter given with this method.
\param mesh: Pointer to a mesh which will now be referenced by this name. */
\param filename: Filename of the mesh. When called ISceneManager::getMesh() with this
parameter, the method will return the mesh parameter given with this method.
\param mesh: Pointer to a mesh which will now be referenced by this name. */
virtual void addMesh(const c8* filename, IAnimatedMesh* mesh) = 0;
//! Removes a mesh from the cache.
@ -55,7 +55,7 @@ namespace scene
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 addMesh().
/** You can load new meshes into the cache using getMesh() and addMesh().
If you ever need to access the internal mesh cache, you can do this using
removeMesh(), getMeshNumber(), getMeshByIndex() and getMeshFilename() */
virtual u32 getMeshCount() const = 0;
@ -67,7 +67,7 @@ namespace scene
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 getMeshCount()-1.
/** \param index: Index of the mesh, number between 0 and getMeshCount()-1.
Note that this number is only valid until a new mesh is loaded or removed *
\return Returns pointer to the mesh or 0 if there is none with this number. */
virtual IAnimatedMesh* getMeshByIndex(u32 index) = 0;
@ -76,8 +76,8 @@ namespace scene
/** \return Returns pointer to the mesh or 0 if there is none with this number. */
virtual IAnimatedMesh* getMeshByFilename(const c8* filename) = 0;
//! Returns name of a mesh based on its index number.
/** \param index: Index of the mesh, number between 0 and getMeshCount()-1.
//! Returns name of a mesh based on its index number.
/** \param index: Index of the mesh, number between 0 and getMeshCount()-1.
Note that this is only valid until a new mesh is loaded */
virtual const c8* getMeshFilename(u32 index) const = 0;
@ -107,11 +107,11 @@ namespace scene
getMeshIndex() or taken by some methods will change. */
virtual bool setMeshFilename(const IMesh* const mesh, const c8* filename) = 0;
//! returns if a mesh already was loaded
virtual bool isMeshLoaded(const c8* filename);
//! returns if a mesh already was loaded
virtual bool isMeshLoaded(const c8* filename) = 0;
//! Clears the whole mesh cache, removing all meshes.
/** All meshes will be reloaded completely when using ISceneManager::getMesh()
/** All meshes will be reloaded completely when using ISceneManager::getMesh()
after calling this method. */
virtual void clear() = 0;
};

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@ -2071,14 +2071,13 @@ namespace irr
namespace video
{
#ifdef _IRR_WINDOWS_API_
#ifdef _IRR_COMPILE_WITH_DIRECT3D_8_
//! creates a video driver
IVideoDriver* createDirectX8Driver(const core::dimension2d<s32>& screenSize, HWND window,
u32 bits, bool fullscreen, bool stencilbuffer,
io::IFileSystem* io, bool pureSoftware, bool highPrecisionFPU,
bool vsync, bool antiAlias)
{
#ifdef _IRR_COMPILE_WITH_DIRECT3D_8_
CD3D8Driver* dx8 = new CD3D8Driver(screenSize, window, fullscreen,
stencilbuffer, io, pureSoftware);
@ -2090,14 +2089,8 @@ IVideoDriver* createDirectX8Driver(const core::dimension2d<s32>& screenSize, HWN
}
return dx8;
#else
return 0;
#endif // _IRR_COMPILE_WITH_DIRECT3D_8_
}
#endif // _IRR_WINDOWS_API_
#endif // _IRR_COMPILE_WITH_DIRECT3D_8_
} // end namespace video
} // end namespace irr

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@ -2170,14 +2170,13 @@ namespace irr
namespace video
{
#if defined(_IRR_WINDOWS_)
#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
//! creates a video driver
IVideoDriver* createDirectX9Driver(const core::dimension2d<s32>& screenSize, HWND window,
u32 bits, bool fullscreen, bool stencilbuffer,
io::IFileSystem* io, bool pureSoftware, bool highPrecisionFPU,
bool vsync, bool antiAlias)
{
#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
CD3D9Driver* dx9 = new CD3D9Driver(screenSize, window, fullscreen, stencilbuffer, io, pureSoftware);
if (!dx9->initDriver(screenSize, window, bits, fullscreen, pureSoftware, highPrecisionFPU, vsync, antiAlias))
{
@ -2186,14 +2185,8 @@ IVideoDriver* createDirectX9Driver(const core::dimension2d<s32>& screenSize, HWN
}
return dx9;
#else
return 0;
#endif // _IRR_COMPILE_WITH_DIRECT3D_9_
}
#endif
#endif // _IRR_COMPILE_WITH_DIRECT3D_9_
} // end namespace video
} // end namespace irr

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@ -13,7 +13,7 @@
namespace irr
{
//! Interface for logging messages, warnings and errors
//! Class for logging messages, warnings and errors to stdout
class CLogger : public ILogger
{
public:

View File

@ -32,6 +32,40 @@ void CMeshCache::addMesh(const c8* filename, IAnimatedMesh* mesh)
}
//! Removes a mesh from the cache.
void CMeshCache::removeMesh(const IAnimatedMesh* const mesh)
{
if ( !mesh )
return;
for (u32 i=0; i<Meshes.size(); ++i)
{
if (Meshes[i].Mesh == mesh)
{
Meshes[i].Mesh->drop();
Meshes.erase(i);
return;
}
}
}
//! Removes a mesh from the cache.
void CMeshCache::removeMesh(const IMesh* const mesh)
{
if ( !mesh )
return;
for (u32 i=0; i<Meshes.size(); ++i)
{
if (Meshes[i].Mesh && Meshes[i].Mesh->getMesh(0) == mesh)
{
Meshes[i].Mesh->drop();
Meshes.erase(i);
return;
}
}
}
//! Returns amount of loaded meshes
u32 CMeshCache::getMeshCount() const
{
@ -39,28 +73,7 @@ u32 CMeshCache::getMeshCount() const
}
//! Returns a mesh based on its index number
IAnimatedMesh* CMeshCache::getMeshByIndex(u32 number)
{
if (number >= Meshes.size())
return 0;
return Meshes[number].Mesh;
}
//! Returns a mesh based on its file name.
IAnimatedMesh* CMeshCache::getMeshByFilename(const c8* filename)
{
MeshEntry e;
e.Name = filename;
e.Name.make_lower();
s32 id = Meshes.binary_search(e);
return (id != -1) ? Meshes[id].Mesh : 0;
}
//! Returns current number of the mesh
//! Returns current number of the mesh
s32 CMeshCache::getMeshIndex(const IAnimatedMesh* const mesh) const
{
for (u32 i=0; i<Meshes.size(); ++i)
@ -85,6 +98,27 @@ s32 CMeshCache::getMeshIndex(const IMesh* const mesh) const
}
//! Returns a mesh based on its index number
IAnimatedMesh* CMeshCache::getMeshByIndex(u32 number)
{
if (number >= Meshes.size())
return 0;
return Meshes[number].Mesh;
}
//! Returns a mesh based on its file name.
IAnimatedMesh* CMeshCache::getMeshByFilename(const c8* filename)
{
MeshEntry e;
e.Name = filename;
e.Name.make_lower();
s32 id = Meshes.binary_search(e);
return (id != -1) ? Meshes[id].Mesh : 0;
}
//! Returns name of a mesh based on its index number
const c8* CMeshCache::getMeshFilename(u32 number) const
{
@ -123,47 +157,6 @@ const c8* CMeshCache::getMeshFilename(const IMesh* const mesh) const
//! returns if a mesh already was loaded
bool CMeshCache::isMeshLoaded(const c8* filename)
{
return getMeshByFilename(filename) != 0;
}
//! Removes a mesh from the cache.
void CMeshCache::removeMesh(const IAnimatedMesh* const mesh)
{
if ( !mesh )
return;
for (u32 i=0; i<Meshes.size(); ++i)
{
if (Meshes[i].Mesh == mesh)
{
Meshes[i].Mesh->drop();
Meshes.erase(i);
return;
}
}
}
//! Removes a mesh from the cache.
void CMeshCache::removeMesh(const IMesh* const mesh)
{
if ( !mesh )
return;
for (u32 i=0; i<Meshes.size(); ++i)
{
if (Meshes[i].Mesh && Meshes[i].Mesh->getMesh(0) == mesh)
{
Meshes[i].Mesh->drop();
Meshes.erase(i);
return;
}
}
}
//! Renames a loaded mesh, if possible.
bool CMeshCache::setMeshFilename(u32 index, const c8* filename)
{
@ -209,6 +202,14 @@ bool CMeshCache::setMeshFilename(const IMesh* const mesh, const c8* filename)
return false;
}
//! returns if a mesh already was loaded
bool CMeshCache::isMeshLoaded(const c8* filename)
{
return getMeshByFilename(filename) != 0;
}
//! Clears the whole mesh cache, removing all meshes.
void CMeshCache::clear()
{

View File

@ -27,9 +27,9 @@ namespace scene
has been loaded. This method can be used for example by mesh loaders who need to
load more than one mesh with one call. They can add additional meshes with this
method to the scene manager. The COLLADA loader for example uses this method.
\param filename: Filename of the mesh. When called ISceneManager::getMesh() with this
parameter, the method will return the mesh parameter given with this method.
\param mesh: Pointer to a mesh which will now be referenced by this name. */
\param filename: Filename of the mesh. When called ISceneManager::getMesh() with this
parameter, the method will return the mesh parameter given with this method.
\param mesh: Pointer to a mesh which will now be referenced by this name. */
virtual void addMesh(const c8* filename, IAnimatedMesh* mesh);
//! Removes a mesh from the cache.
@ -43,7 +43,7 @@ namespace scene
virtual void removeMesh(const IMesh* const mesh);
//! Returns amount of loaded meshes in the cache.
/** You can load new meshes into the cache using getMesh() and addMesh().
/** You can load new meshes into the cache using getMesh() and addMesh().
If you ever need to access the internal mesh cache, you can do this using
removeMesh(), getMeshNumber(), getMeshByIndex() and getMeshFilename() */
virtual u32 getMeshCount() const;
@ -55,7 +55,7 @@ namespace scene
virtual s32 getMeshIndex(const IMesh* const mesh) const;
//! Returns a mesh based on its index number.
/** \param index: Index of the mesh, number between 0 and getMeshCount()-1.
/** \param index: Index of the mesh, number between 0 and getMeshCount()-1.
Note that this number is only valid until a new mesh is loaded or removed *
\return Returns pointer to the mesh or 0 if there is none with this number. */
virtual IAnimatedMesh* getMeshByIndex(u32 index);
@ -64,8 +64,8 @@ namespace scene
/** \return Returns pointer to the mesh or 0 if there is none with this number. */
virtual IAnimatedMesh* getMeshByFilename(const c8* filename);
//! Returns name of a mesh based on its index number.
/** \param index: Index of the mesh, number between 0 and getMeshCount()-1.
//! Returns name of a mesh based on its index number.
/** \param index: Index of the mesh, number between 0 and getMeshCount()-1.
Note that this is only valid until a new mesh is loaded */
virtual const c8* getMeshFilename(u32 index) const;