Merged from 1.5 branch to trunk, all changes from 2042 to 2071. cursor setVisible fix, OSX FPS cam fix, ALPHA_CHANNEL_REF fix, new method draw2dRectOutline, setOverrideFont fixes, getCollisisonPoint distance bug fix.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2072 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
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@ -25,6 +25,8 @@ Changes in version 1.6
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-------------------------------------
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Changes in version 1.5.1 (??.?? 2009)
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- Fixed OSX device bug where screen size was not set in fullscreen mode.
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- OSX device now supports shift and ctrl keys.
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- MD2 mesh loader: Now uses much less memory, reduced number of allocations when loading meshes.
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@ -1,4 +1,4 @@
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// This is a Demo of the Irrlicht Engine (c) 2005-2008 by N.Gebhardt.
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// This is a Demo of the Irrlicht Engine (c) 2005-2009 by N.Gebhardt.
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// This file is not documented.
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#include "CDemo.h"
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@ -1,4 +1,4 @@
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// This is a Demo of the Irrlicht Engine (c) 2005-2008 by N.Gebhardt.
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// This is a Demo of the Irrlicht Engine (c) 2005-2009 by N.Gebhardt.
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// This file is not documented.
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#include "CMainMenu.h"
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@ -1,4 +1,4 @@
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// This is a Demo of the Irrlicht Engine (c) 2005-2008 by N.Gebhardt.
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// This is a Demo of the Irrlicht Engine (c) 2005-2009 by N.Gebhardt.
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// This file is not documented.
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#include <irrlicht.h>
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@ -1,4 +1,4 @@
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// Copyright (C) 2008 Nikolaus Gebhardt
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// Copyright (C) 2008-2009 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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@ -1,4 +1,4 @@
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// Copyright (C) 2008 Nikolaus Gebhardt
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// Copyright (C) 2008-2009 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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@ -1,4 +1,4 @@
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// Copyright (C) 2002-2008 Nikolaus Gebhardt
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// Copyright (C) 2002-2009 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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@ -1,4 +1,4 @@
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// Copyright (C) 2008 Nikolaus Gebhardt
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// Copyright (C) 2008-2009 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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@ -1,4 +1,4 @@
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// Copyright (C) 2002-2008 Nikolaus Gebhardt
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// Copyright (C) 2002-2009 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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@ -1,4 +1,4 @@
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// Copyright (C) 2002-2008 Nikolaus Gebhardt
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// Copyright (C) 2002-2009 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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@ -1,4 +1,4 @@
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// Copyright (C) 2002-2008 Nikolaus Gebhardt
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// Copyright (C) 2002-2009 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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@ -1,4 +1,4 @@
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// Copyright (C) 2002-2008 Nikolaus Gebhardt
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// Copyright (C) 2002-2009 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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@ -13,44 +13,43 @@ namespace video
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//! An enum for all types of drivers the Irrlicht Engine supports.
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enum E_DRIVER_TYPE
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{
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//! Null driver, useful for applications to run the engine
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//! without visualisation. The null device is able to load
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//! textures, but does not render and display any graphics.
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//! Null driver, useful for applications to run the engine without visualisation.
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/** The null device is able to load textures, but does not
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render and display any graphics. */
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EDT_NULL,
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//! The Irrlicht Engine Software renderer, runs on all
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//! platforms, with every hardware. It should only be used for
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//! 2d graphics, but it can also perform some primitive 3d
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//! functions. These 3d drawing functions are quite fast, but
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//! very inaccurate, and don't even support clipping in 3D mode.
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//! The Irrlicht Engine Software renderer.
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/** Runs on all platforms, with every hardware. It should only be used for
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2d graphics, but it can also perform some primitive 3d
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functions. These 3d drawing functions are quite fast, but
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very inaccurate, and don't even support clipping in 3D mode. */
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EDT_SOFTWARE,
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//! The Burning's Software Renderer, an alternative software
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//! renderer for Irrlicht. Basically it can be described as the
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//! Irrlicht Software renderer on steroids. It rasterizes 3D
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//! geometry perfectly: It is able to perform correct 3d
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//! clipping, perspective correct texture mapping, perspective
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//! correct color mapping, and renders sub pixel correct, sub
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//! texel correct primitives. In addition, it does bilinear
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//! texel filtering and supports more materials than the
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//! EDT_SOFTWARE driver. This renderer has been written
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//! entirely by Thomas Alten, thanks a lot for this huge
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//! contribution.
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//! The Burning's Software Renderer, an alternative software renderer
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/** Basically it can be described as the Irrlicht Software
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renderer on steroids. It rasterizes 3D geometry perfectly: It
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is able to perform correct 3d clipping, perspective correct
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texture mapping, perspective correct color mapping, and renders
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sub pixel correct, sub texel correct primitives. In addition,
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it does bilinear texel filtering and supports more materials
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than the EDT_SOFTWARE driver. This renderer has been written
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entirely by Thomas Alten, thanks a lot for this huge
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contribution. */
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EDT_BURNINGSVIDEO,
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//! Direct3D8 device, only available on Win32 platforms.
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//! Performs hardware accelerated rendering of 3D and 2D
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//! primitives.
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/** Performs hardware accelerated rendering of 3D and 2D
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primitives. */
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EDT_DIRECT3D8,
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//! Direct3D 9 device, only available on Win32 platforms.
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//! Performs hardware accelerated rendering of 3D and 2D
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//! primitives.
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/** Performs hardware accelerated rendering of 3D and 2D
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primitives. */
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EDT_DIRECT3D9,
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//! OpenGL device, available on most platforms.
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//! Performs hardware accelerated rendering of 3D and 2D
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//! primitives.
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/** Performs hardware accelerated rendering of 3D and 2D
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primitives. */
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EDT_OPENGL
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};
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// Copyright (C) 2002-2008 Nikolaus Gebhardt
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// Copyright (C) 2002-2009 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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@ -35,3 +35,4 @@ const c8* const GUIAlignmentNames[] =
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} // namespace irr
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#endif // __E_GUI_ALIGNMENT_H_INCLUDED__
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// Copyright (C) 2002-2008 Nikolaus Gebhardt
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// Copyright (C) 2002-2009 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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@ -88,8 +88,7 @@ enum EGUI_ELEMENT_TYPE
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//! Unknown type.
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EGUIET_ELEMENT,
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//! This enum is never used, it only forces the compiler to
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//! compile these enumeration values to 32 bit.
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//! This enum is never used, it only forces the compiler to compile this enumeration to 32 bit.
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EGUIET_FORCE_32_BIT = 0x7fffffff
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};
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// Copyright (C) 2002-2008 Nikolaus Gebhardt
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// Copyright (C) 2002-2009 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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// Copyright (C) 2002-2008 Nikolaus Gebhardt
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// Copyright (C) 2002-2009 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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// Copyright (C) 2002-2008 Nikolaus Gebhardt
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// Copyright (C) 2002-2009 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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@ -13,37 +13,39 @@ namespace video
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//! Abstracted and easy to use fixed function/programmable pipeline material modes.
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enum E_MATERIAL_TYPE
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{
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//! Standard solid material. Only first texture is used, which
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//! is supposed to be the diffuse material.
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//! Standard solid material.
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/** Only first texture is used, which is supposed to be the
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diffuse material. */
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EMT_SOLID = 0,
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//! Solid material with 2 texture layers. The second is blended
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//! onto the first using the alpha value of the vertex colors.
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//! This material is currently not implemented in OpenGL.
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//! Solid material with 2 texture layers.
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/** The second is blended onto the first using the alpha value
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of the vertex colors. This material is currently not implemented in OpenGL.
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*/
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EMT_SOLID_2_LAYER,
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//! Material type with standard lightmap technique:
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//! There should be 2 textures: The first texture layer is a
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//! diffuse map, the second is a light map. Dynamic light is
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//! ignored.
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//! Material type with standard lightmap technique
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/** There should be 2 textures: The first texture layer is a
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diffuse map, the second is a light map. Dynamic light is
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ignored. */
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EMT_LIGHTMAP,
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//! Material type with lightmap technique like EMT_LIGHTMAP. But
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//! lightmap and diffuse texture are added instead of modulated.
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//! Material type with lightmap technique like EMT_LIGHTMAP.
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/** But lightmap and diffuse texture are added instead of modulated. */
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EMT_LIGHTMAP_ADD,
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//! Material type with standard lightmap technique:
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//! There should be 2 textures: The first texture layer is a
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//! diffuse map, the second is a light map. Dynamic light is
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//! ignored. The texture colors are effectively multiplied by 2
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//! for brightening. Like known in DirectX as D3DTOP_MODULATE2X.
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//! Material type with standard lightmap technique
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/** There should be 2 textures: The first texture layer is a
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diffuse map, the second is a light map. Dynamic light is
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ignored. The texture colors are effectively multiplied by 2
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for brightening. Like known in DirectX as D3DTOP_MODULATE2X. */
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EMT_LIGHTMAP_M2,
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//! Material type with standard lightmap technique:
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//! There should be 2 textures: The first texture layer is a
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//! diffuse map, the second is a light map. Dynamic light is
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//! ignored. The texture colors are effectively multiplyied by 4
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//! for brightening. Like known in DirectX as D3DTOP_MODULATE4X.
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//! Material type with standard lightmap technique
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/** There should be 2 textures: The first texture layer is a
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diffuse map, the second is a light map. Dynamic light is
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ignored. The texture colors are effectively multiplyied by 4
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for brightening. Like known in DirectX as D3DTOP_MODULATE4X. */
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EMT_LIGHTMAP_M4,
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//! Like EMT_LIGHTMAP, but also supports dynamic lighting.
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@ -55,153 +57,142 @@ namespace video
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//! Like EMT_LIGHTMAP_4, but also supports dynamic lighting.
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EMT_LIGHTMAP_LIGHTING_M4,
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//! Detail mapped material. The first texture is diffuse color
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//! map, the second is added to this and usually displayed with
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//! a bigger scale value so that it adds more detail. The
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//! detail map is added to the diffuse map using ADD_SIGNED, so
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//! that it is possible to add and substract color from the
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//! diffuse map. For example a value of (127,127,127) will not
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//! change the appearance of the diffuse map at all. Often used
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//! for terrain rendering.
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//! Detail mapped material.
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/** The first texture is diffuse color map, the second is added
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to this and usually displayed with a bigger scale value so that
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it adds more detail. The detail map is added to the diffuse map
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using ADD_SIGNED, so that it is possible to add and substract
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color from the diffuse map. For example a value of
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(127,127,127) will not change the appearance of the diffuse map
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at all. Often used for terrain rendering. */
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EMT_DETAIL_MAP,
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//! Makes the material look like it was reflection the
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//! environment around it. To make this possible, a texture
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//! called 'sphere map' is used, which must be set as the first
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//! texture.
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//! Look like a reflection of the environment around it.
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/** To make this possible, a texture called 'sphere map' is
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used, which must be set as the first texture. */
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EMT_SPHERE_MAP,
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//! A reflecting material with an optional additional non
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//! reflecting texture layer. The reflection map should be set
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//! as first texture.
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//! A reflecting material with an optional non reflecting texture layer.
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/** The reflection map should be set as first texture. */
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EMT_REFLECTION_2_LAYER,
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//! A transparent material. Only the first texture is used.
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//! The new color is calculated by simply adding the source
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//! color and the dest color. This means if for example a
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//! billboard using a texture with black background and a red
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//! circle on it is drawn with this material, the result is
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//! that only the red circle will be drawn a little bit
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//! transparent, and everything which was black is 100%
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//! transparent and not visible. This material type is useful
|
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//! for particle effects.
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//! A transparent material.
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/** Only the first texture is used. The new color is calculated
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by simply adding the source color and the dest color. This
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means if for example a billboard using a texture with black
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background and a red circle on it is drawn with this material,
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the result is that only the red circle will be drawn a little
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bit transparent, and everything which was black is 100%
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transparent and not visible. This material type is useful for
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particle effects. */
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EMT_TRANSPARENT_ADD_COLOR,
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//! Makes the material transparent based on the texture alpha
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//! channel. The final color is blended together from the
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//! destination color and the texture color, using the alpha
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//! channel value as blend factor. Only first texture is used.
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//! If you are using this material with small textures, it is a
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//! good idea to load the texture in 32 bit mode
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//! (video::IVideoDriver::setTextureCreationFlag()). Also, an
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//! alpha ref is used, which can be manipulated using
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//! SMaterial::MaterialTypeParam. If set to 0, the alpha ref
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//! gets its default value which is 0.5f and means that
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//! pixels with an alpha value >127 will be written, others not.
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//! In other, simple words: this value controls how sharp the
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//! edges become when going from a transparent to a solid spot
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//! on the texture.
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//! Makes the material transparent based on the texture alpha channel.
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/** The final color is blended together from the destination
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color and the texture color, using the alpha channel value as
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blend factor. Only first texture is used. If you are using
|
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this material with small textures, it is a good idea to load
|
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the texture in 32 bit mode
|
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(video::IVideoDriver::setTextureCreationFlag()). Also, an alpha
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ref is used, which can be manipulated using
|
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SMaterial::MaterialTypeParam. This value controls how sharp the
|
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edges become when going from a transparent to a solid spot on
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the texture. */
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EMT_TRANSPARENT_ALPHA_CHANNEL,
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//! Makes the material transparent based on the texture alpha
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//! channel. If the alpha channel value is greater than 127, a
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//! pixel is written to the target, otherwise not. This
|
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//! material does not use alpha blending and is a lot faster
|
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//! than EMT_TRANSPARENT_ALPHA_CHANNEL. It is ideal for drawing
|
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//! stuff like leafes of plants, because the borders are not
|
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//! blurry but sharp. Only first texture is used. If you are
|
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//! using this material with small textures and 3d object, it
|
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//! is a good idea to load the texture in 32 bit mode
|
||||
//! (video::IVideoDriver::setTextureCreationFlag()).
|
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//! Makes the material transparent based on the texture alpha channel.
|
||||
/** If the alpha channel value is greater than 127, a
|
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pixel is written to the target, otherwise not. This
|
||||
material does not use alpha blending and is a lot faster
|
||||
than EMT_TRANSPARENT_ALPHA_CHANNEL. It is ideal for drawing
|
||||
stuff like leafes of plants, because the borders are not
|
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blurry but sharp. Only first texture is used. If you are
|
||||
using this material with small textures and 3d object, it
|
||||
is a good idea to load the texture in 32 bit mode
|
||||
(video::IVideoDriver::setTextureCreationFlag()). */
|
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EMT_TRANSPARENT_ALPHA_CHANNEL_REF,
|
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|
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//! Makes the material transparent based on the vertex alpha
|
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//! value.
|
||||
//! Makes the material transparent based on the vertex alpha value.
|
||||
EMT_TRANSPARENT_VERTEX_ALPHA,
|
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|
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//! A transparent reflecting material with an optional
|
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//! additional non reflecting texture layer. The reflection map
|
||||
//! should be set as first texture. The transparency depends on
|
||||
//! the alpha value in the vertex colors. A texture which will
|
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//! not reflect can be set as second texture. Please note that
|
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//! this material type is currently not 100% implemented in
|
||||
//! OpenGL.
|
||||
//! A transparent reflecting material with an optional additional non reflecting texture layer.
|
||||
/** The reflection map should be set as first texture. The
|
||||
transparency depends on the alpha value in the vertex colors. A
|
||||
texture which will not reflect can be set as second texture.
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||||
Please note that this material type is currently not 100%
|
||||
implemented in OpenGL. */
|
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EMT_TRANSPARENT_REFLECTION_2_LAYER,
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|
||||
//! A solid normal map renderer. First texture is the color
|
||||
//! map, the second should be the normal map. Note that you
|
||||
//! should use this material only when drawing geometry
|
||||
//! consisting of vertices of type S3DVertexTangents
|
||||
//! (EVT_TANGENTS). You can convert any mesh into this format
|
||||
//! using IMeshManipulator::createMeshWithTangents() (See
|
||||
//! SpecialFX2 Tutorial). This shader runs on vertex shader
|
||||
//! 1.1 and pixel shader 1.1 capable hardware and falls back to
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||||
//! a fixed function lighted material if this hardware is not
|
||||
//! available. Only two lights are supported by this shader,
|
||||
//! if there are more, the nearest two are chosen.
|
||||
//! A solid normal map renderer.
|
||||
/** First texture is the color map, the second should be the
|
||||
normal map. Note that you should use this material only when
|
||||
drawing geometry consisting of vertices of type
|
||||
S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into
|
||||
this format using IMeshManipulator::createMeshWithTangents()
|
||||
(See SpecialFX2 Tutorial). This shader runs on vertex shader
|
||||
1.1 and pixel shader 1.1 capable hardware and falls back to a
|
||||
fixed function lighted material if this hardware is not
|
||||
available. Only two lights are supported by this shader, if
|
||||
there are more, the nearest two are chosen. */
|
||||
EMT_NORMAL_MAP_SOLID,
|
||||
|
||||
//! A transparent normal map renderer. First texture is the
|
||||
//! color map, the second should be the normal map. Note that
|
||||
//! you should use this material only when drawing geometry
|
||||
//! consisting of vertices of type S3DVertexTangents
|
||||
//! (EVT_TANGENTS). You can convert any mesh into this format
|
||||
//! using IMeshManipulator::createMeshWithTangents() (See
|
||||
//! SpecialFX2 Tutorial). This shader runs on vertex shader
|
||||
//! 1.1 and pixel shader 1.1 capable hardware and falls back to
|
||||
//! a fixed function lighted material if this hardware is not
|
||||
//! available. Only two lights are supported by this shader,
|
||||
//! if there are more, the nearest two are chosen.
|
||||
//! A transparent normal map renderer.
|
||||
/** First texture is the color map, the second should be the
|
||||
normal map. Note that you should use this material only when
|
||||
drawing geometry consisting of vertices of type
|
||||
S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into
|
||||
this format using IMeshManipulator::createMeshWithTangents()
|
||||
(See SpecialFX2 Tutorial). This shader runs on vertex shader
|
||||
1.1 and pixel shader 1.1 capable hardware and falls back to a
|
||||
fixed function lighted material if this hardware is not
|
||||
available. Only two lights are supported by this shader, if
|
||||
there are more, the nearest two are chosen. */
|
||||
EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR,
|
||||
|
||||
//! A transparent (based on the vertex alpha value) normal map
|
||||
//! renderer. First texture is the color map, the second
|
||||
//! should be the normal map. Note that you should use this
|
||||
//! material only when drawing geometry consisting of vertices
|
||||
//! of type S3DVertexTangents (EVT_TANGENTS). You can convert
|
||||
//! any mesh into this format using
|
||||
//! IMeshManipulator::createMeshWithTangents() (See SpecialFX2
|
||||
//! Tutorial). This shader runs on vertex shader 1.1 and pixel
|
||||
//! shader 1.1 capable hardware and falls back to a fixed
|
||||
//! function lighted material if this hardware is not available.
|
||||
//! Only two lights are supported by this shader, if there are
|
||||
//! more, the nearest two are chosen.
|
||||
//! A transparent (based on the vertex alpha value) normal map renderer.
|
||||
/** First texture is the color map, the second should be the
|
||||
normal map. Note that you should use this material only when
|
||||
drawing geometry consisting of vertices of type
|
||||
S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into
|
||||
this format using IMeshManipulator::createMeshWithTangents()
|
||||
(See SpecialFX2 Tutorial). This shader runs on vertex shader
|
||||
1.1 and pixel shader 1.1 capable hardware and falls back to a
|
||||
fixed function lighted material if this hardware is not
|
||||
available. Only two lights are supported by this shader, if
|
||||
there are more, the nearest two are chosen. */
|
||||
EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA,
|
||||
|
||||
//! Just like EMT_NORMAL_MAP_SOLID, but uses parallax mapping
|
||||
//! too, which looks a lot more realistic. This only works when
|
||||
//! the hardware supports at least vertex shader 1.1 and pixel
|
||||
//! shader 1.4. First texture is the color map, the second
|
||||
//! should be the normal map. The normal map texture should
|
||||
//! contain the height value in the alpha component. The
|
||||
//! IVideoDriver::makeNormalMapTexture() method writes this
|
||||
//! value automatically when creating normal maps from a
|
||||
//! heightmap when using a 32 bit texture. The height scale of
|
||||
//! the material (affecting the bumpiness) is being controlled
|
||||
//! by the SMaterial::MaterialTypeParam member. If set to
|
||||
//! zero, the default value (0.02f) will be applied. Otherwise
|
||||
//! the value set in SMaterial::MaterialTypeParam is taken. This
|
||||
//! value depends on with which scale the texture is mapped on
|
||||
//! the material. Too high or low values of MaterialTypeParam
|
||||
//! can result in strange artifacts.
|
||||
//! Just like EMT_NORMAL_MAP_SOLID, but uses parallax mapping.
|
||||
/** Looks a lot more realistic. This only works when the
|
||||
hardware supports at least vertex shader 1.1 and pixel shader
|
||||
1.4. First texture is the color map, the second should be the
|
||||
normal map. The normal map texture should contain the height
|
||||
value in the alpha component. The
|
||||
IVideoDriver::makeNormalMapTexture() method writes this value
|
||||
automatically when creating normal maps from a heightmap when
|
||||
using a 32 bit texture. The height scale of the material
|
||||
(affecting the bumpiness) is being controlled by the
|
||||
SMaterial::MaterialTypeParam member. If set to zero, the
|
||||
default value (0.02f) will be applied. Otherwise the value set
|
||||
in SMaterial::MaterialTypeParam is taken. This value depends on
|
||||
with which scale the texture is mapped on the material. Too
|
||||
high or low values of MaterialTypeParam can result in strange
|
||||
artifacts. */
|
||||
EMT_PARALLAX_MAP_SOLID,
|
||||
|
||||
//! A material just like EMT_PARALLAX_MAP_SOLID, but it is
|
||||
//! transparent, using EMT_TRANSPARENT_ADD_COLOR as base
|
||||
//! material.
|
||||
//! A material like EMT_PARALLAX_MAP_SOLID, but transparent.
|
||||
/** Using EMT_TRANSPARENT_ADD_COLOR as base material. */
|
||||
EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR,
|
||||
|
||||
//! A material just like EMT_PARALLAX_MAP_SOLID, but it is
|
||||
//! transparent, using EMT_TRANSPARENT_VERTEX_ALPHA as base
|
||||
//! material.
|
||||
//! A material like EMT_PARALLAX_MAP_SOLID, but transparent.
|
||||
/** Using EMT_TRANSPARENT_VERTEX_ALPHA as base material. */
|
||||
EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA,
|
||||
|
||||
//! BlendFunc = source * sourceFactor + dest * destFactor ( E_BLEND_FUNC )
|
||||
//! Using only first texture. Generic blending method.
|
||||
/** Using only first texture. Generic blending method. */
|
||||
EMT_ONETEXTURE_BLEND,
|
||||
|
||||
//! This value is not used. It only forces this enumeration to
|
||||
//! compile in 32 bit.
|
||||
//! This value is not used. It only forces this enumeration to compile to 32 bit.
|
||||
EMT_FORCE_32BIT = 0x7fffffff
|
||||
};
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
@ -33,3 +33,4 @@ enum EMESSAGE_BOX_FLAG
|
||||
} // namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
@ -46,8 +46,7 @@ namespace scene
|
||||
//! Unknown scene node animator
|
||||
ESNAT_UNKNOWN,
|
||||
|
||||
//! This enum is never used, it only forces the compiler to
|
||||
//! compile these enumeration values to 32 bit.
|
||||
//! This enum is never used, it only forces the compiler to compile this enumeration to 32 bit.
|
||||
ESNAT_FORCE_32_BIT = 0x7fffffff
|
||||
};
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
@ -70,11 +70,11 @@ namespace scene
|
||||
ESNT_MD3_SCENE_NODE = MAKE_IRR_ID('m','d','3','_'),
|
||||
|
||||
//! Maya Camera Scene Node
|
||||
//! Legacy, for loading version <= 1.4.x .irr files
|
||||
/** Legacy, for loading version <= 1.4.x .irr files */
|
||||
ESNT_CAMERA_MAYA = MAKE_IRR_ID('c','a','m','M'),
|
||||
|
||||
//! First Person Shooter Camera
|
||||
//! Legacy, for loading version <= 1.4.x .irr files
|
||||
/** Legacy, for loading version <= 1.4.x .irr files */
|
||||
ESNT_CAMERA_FPS = MAKE_IRR_ID('c','a','m','F'),
|
||||
|
||||
//! Unknown scene node
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2007-2008 Nikolaus Gebhardt / Thomas Alten
|
||||
// Copyright (C) 2007-2009 Nikolaus Gebhardt / Thomas Alten
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
@ -146,7 +146,7 @@ namespace scene
|
||||
setTarget() will update its rotation so that its +Z axis will
|
||||
point at the target point. FPS camera use this binding by
|
||||
default; other cameras do not.
|
||||
\param binding true to bind the camera's scene node rotation
|
||||
\param bound True to bind the camera's scene node rotation
|
||||
and targetting, false to unbind them.
|
||||
@see getTargetAndRotationBinding() */
|
||||
virtual void bindTargetAndRotation(bool bound) = 0;
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2008-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
@ -358,7 +358,7 @@ struct SJoystickInfo
|
||||
//! The ID of the joystick
|
||||
/** This is an internal Irrlicht index; it does not map directly
|
||||
* to any particular hardware joystick. It corresponds to the
|
||||
* @ref SJoystickEvent Joystick ID. */
|
||||
* irr::SJoystickEvent Joystick ID. */
|
||||
u8 Joystick;
|
||||
|
||||
//! The name that the joystick uses to identify itself.
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
@ -119,7 +119,9 @@ public:
|
||||
|
||||
//! Returns the base part of a filename, i.e. the name without the directory
|
||||
//! part. If no directory is prefixed, the full name is returned.
|
||||
/** \param filename: The file to get the basename from */
|
||||
/** \param filename: The file to get the basename from
|
||||
\param keepExtension True if filename with extension is returned otherwise everything
|
||||
after the final '.' is removed as well. */
|
||||
virtual core::stringc getFileBasename(const core::stringc& filename, bool keepExtension=true) const = 0;
|
||||
|
||||
//! Creates a list of files and directories in the current working directory and returns it.
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
@ -12,7 +12,6 @@ namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
class IGUIFont;
|
||||
class IGUISpriteBank;
|
||||
|
||||
//! Enumeration for listbox colors
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
@ -460,7 +460,8 @@ namespace gui
|
||||
implementations to find out how to draw the part exactly.
|
||||
\param active: Specifies if the tab is currently active.
|
||||
\param rect: Defining area where to draw.
|
||||
\param clip: Clip area. */
|
||||
\param clip: Clip area.
|
||||
\param alignment Alignment of GUI element. */
|
||||
virtual void draw3DTabButton(IGUIElement* element, bool active,
|
||||
const core::rect<s32>& rect, const core::rect<s32>* clip=0, gui::EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT) = 0;
|
||||
|
||||
@ -471,7 +472,9 @@ namespace gui
|
||||
\param border: Specifies if the border should be drawn.
|
||||
\param background: Specifies if the background should be drawn.
|
||||
\param rect: Defining area where to draw.
|
||||
\param clip: Clip area. */
|
||||
\param clip: Clip area.
|
||||
\param tabHeight Height of tab.
|
||||
\param alignment Alignment of GUI element. */
|
||||
virtual void draw3DTabBody(IGUIElement* element, bool border, bool background,
|
||||
const core::rect<s32>& rect, const core::rect<s32>* clip=0, s32 tabHeight=-1, gui::EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT ) = 0;
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2006-2008 Michael Zeilfelder
|
||||
// Copyright (C) 2006-2009 Michael Zeilfelder
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2003-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2003-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
@ -79,8 +79,6 @@ namespace gui
|
||||
EGTDF_COUNT
|
||||
};
|
||||
|
||||
class IGUIFont;
|
||||
|
||||
//! Default list box GUI element.
|
||||
class IGUITable : public IGUIElement
|
||||
{
|
||||
@ -90,7 +88,7 @@ namespace gui
|
||||
: IGUIElement(EGUIET_TABLE, environment, parent, id, rectangle) {}
|
||||
|
||||
//! Adds a column
|
||||
//! If columnIndex is outside the current range, do push new colum at the end
|
||||
/** If columnIndex is outside the current range, do push new colum at the end */
|
||||
virtual void addColumn(const wchar_t* caption, s32 columnIndex=-1) = 0;
|
||||
|
||||
//! remove a column from the table
|
||||
@ -101,8 +99,8 @@ namespace gui
|
||||
|
||||
//! Makes a column active. This will trigger an ordering process.
|
||||
/** \param idx: The id of the column to make active.
|
||||
//! \param doOrder: Do also the ordering which depending on mode for active column
|
||||
\return Returns true if successful. */
|
||||
\param doOrder: Do also the ordering which depending on mode for active column
|
||||
\return True if successful. */
|
||||
virtual bool setActiveColumn(s32 idx, bool doOrder=false) = 0;
|
||||
|
||||
//! Returns which header is currently active
|
||||
@ -120,11 +118,9 @@ namespace gui
|
||||
//! can columns be resized by dran 'n drop?
|
||||
virtual bool hasResizableColumns() const = 0;
|
||||
|
||||
//! This tells the table control which ordering mode should be used when
|
||||
//! a column header is clicked.
|
||||
/** \param columnIndex: The index of the column header.
|
||||
\param state: If true, a EGET_TABLE_HEADER_CHANGED message will be sent and you can order the table data as you whish.*/
|
||||
//! \param mode: One of the modes defined in EGUI_COLUMN_ORDERING
|
||||
//! This tells the table control which ordering mode should be used when a column header is clicked.
|
||||
/** \param columnIndex The index of the column header.
|
||||
\param mode: One of the modes defined in EGUI_COLUMN_ORDERING */
|
||||
virtual void setColumnOrdering(u32 columnIndex, EGUI_COLUMN_ORDERING mode) = 0;
|
||||
|
||||
//! Returns which row is currently selected
|
||||
@ -134,10 +130,12 @@ namespace gui
|
||||
virtual s32 getRowCount() const = 0;
|
||||
|
||||
//! adds a row to the table
|
||||
/** \param rowIndex: zero based index of rows. The row will be inserted at this
|
||||
position, if a row already exist there, it will be placed after it. If the row
|
||||
is larger than the actual number of row by more than one, it won't be created.
|
||||
Note that if you create a row that's not at the end, there might be performance issues*/
|
||||
/** \param rowIndex Zero based index of rows. The row will be
|
||||
inserted at this position, if a row already exist there, it
|
||||
will be placed after it. If the row is larger than the actual
|
||||
number of row by more than one, it won't be created. Note that
|
||||
if you create a row that's not at the end, there might be
|
||||
performance issues. */
|
||||
virtual void addRow(u32 rowIndex) = 0;
|
||||
|
||||
//! Remove a row from the table
|
||||
@ -149,11 +147,13 @@ namespace gui
|
||||
//! Swap two row positions. This is useful for a custom ordering algo.
|
||||
virtual void swapRows(u32 rowIndexA, u32 rowIndexB) = 0;
|
||||
|
||||
//! This tells the table to start ordering all the rows. You need to explicitly
|
||||
//! tell the table to re order the rows when a new row is added or the cells data is
|
||||
//! changed. This makes the system more flexible and doesn't make you pay the cost of
|
||||
//! ordering when adding a lot of rows.
|
||||
//! \param columnIndex: When set to -1 the active column is used.
|
||||
//! This tells the table to start ordering all the rows.
|
||||
/** You need to explicitly tell the table to re order the rows
|
||||
when a new row is added or the cells data is changed. This
|
||||
makes the system more flexible and doesn't make you pay the
|
||||
cost of ordering when adding a lot of rows.
|
||||
\param columnIndex: When set to -1 the active column is used.
|
||||
\param mode Ordering mode of the rows. */
|
||||
virtual void orderRows(s32 columnIndex=-1, EGUI_ORDERING_MODE mode=EGOM_NONE) = 0;
|
||||
|
||||
//! Set the text of a cell
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2008-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
@ -79,10 +79,10 @@ namespace scene
|
||||
/** \param mesh Mesh on which the operation is performed.
|
||||
\param factor Vector which defines the scale for each axis.
|
||||
\param level Number of texture coord, starting from 1. Support for level 2 exists for LightMap buffers. */
|
||||
virtual void scaleTCoords(scene::IMesh* mesh, const core::vector2df& factor, u32 layer=1) const =0;
|
||||
virtual void scaleTCoords(scene::IMesh* mesh, const core::vector2df& factor, u32 level=1) const =0;
|
||||
|
||||
//! Scale the texture coords of a meshbuffer.
|
||||
/** \param mesh Mesh on which the operation is performed.
|
||||
/** \param buffer Meshbuffer on which the operation is performed.
|
||||
\param factor Vector which defines the scale for each axis.
|
||||
\param level Number of texture coord, starting from 1. Support for level 2 exists for LightMap buffers. */
|
||||
virtual void scaleTCoords(scene::IMeshBuffer* buffer, const core::vector2df& factor, u32 level=1) const =0;
|
||||
@ -106,8 +106,8 @@ namespace scene
|
||||
//! Clones a static IMesh into a modifiable SMesh.
|
||||
/** All meshbuffers in the returned SMesh
|
||||
are of type SMeshBuffer or SMeshBufferLightMap.
|
||||
\param mesh: Mesh to copy.
|
||||
\return Returns the cloned mesh. If you no longer need the
|
||||
\param mesh Mesh to copy.
|
||||
\return Cloned mesh. If you no longer need the
|
||||
cloned mesh, you should call SMesh::drop(). See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual SMesh* createMeshCopy(IMesh* mesh) const = 0;
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2006-2008 Nikolaus Gebhardt / Thomas Alten
|
||||
// Copyright (C) 2006-2009 Nikolaus Gebhardt / Thomas Alten
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Copyright (C) 2002-2008 Nikolaus Gebhardt
|
||||
// Copyright (C) 2002-2009 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
@ -145,7 +145,7 @@ namespace scene
|
||||
//! Destructor
|
||||
virtual ~ISceneManager() {}
|
||||
|
||||
//! Returns pointer to an animateable mesh. Loads the file if not loaded already.
|
||||
//! Get pointer to an animateable mesh. Loads the file if not loaded already.
|
||||
/**
|
||||
* If you want to remove a loaded mesh from the cache again, use removeMesh().
|
||||
* Currently there are the following mesh formats supported:
|
||||
@ -330,13 +330,12 @@ namespace scene
|
||||
* If you would like to implement and add your own file format loader to Irrlicht,
|
||||
* see addExternalMeshLoader().
|
||||
* \param filename: Filename of the mesh to load.
|
||||
* \return Returns NULL if failed and the pointer to the mesh if
|
||||
* successful.
|
||||
* \return Null if failed, otherwise pointer to the mesh.
|
||||
* This pointer should not be dropped. See IReferenceCounted::drop() for more information.
|
||||
**/
|
||||
virtual IAnimatedMesh* getMesh(const c8* filename) = 0;
|
||||
|
||||
//! Returns pointer to an animateable mesh. Loads the file if not loaded already.
|
||||
//! Get pointer to an animateable mesh. Loads the file if not loaded already.
|
||||
/** Works just as getMesh(const char* filename). If you want to
|
||||
remove a loaded mesh from the cache again, use removeMesh().
|
||||
\param file File handle of the mesh to load.
|
||||
@ -345,19 +344,19 @@ namespace scene
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IAnimatedMesh* getMesh(io::IReadFile* file) = 0;
|
||||
|
||||
//! Returns an interface to the mesh cache which is shared beween all existing scene managers.
|
||||
//! Get interface to the mesh cache which is shared beween all existing scene managers.
|
||||
/** 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. */
|
||||
virtual IMeshCache* getMeshCache() = 0;
|
||||
|
||||
//! Returns the video driver.
|
||||
/** \return Returns pointer to the video Driver.
|
||||
//! Get the video driver.
|
||||
/** \return Pointer to the video Driver.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
||||
virtual video::IVideoDriver* getVideoDriver() = 0;
|
||||
|
||||
//! Returns the active GUIEnvironment
|
||||
/** \return Returns pointer to the GUIEnvironment
|
||||
//! Get the active GUIEnvironment
|
||||
/** \return Pointer to the GUIEnvironment
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
||||
virtual gui::IGUIEnvironment* getGUIEnvironment() = 0;
|
||||
|
||||
@ -393,7 +392,7 @@ namespace scene
|
||||
scene node will be placed.
|
||||
\param rotation: Initital rotation of the scene node.
|
||||
\param scale: Initial scale of the scene node.
|
||||
\return Returns pointer to the created test scene node. This
|
||||
\return Pointer to the created test scene node. This
|
||||
pointer should not be dropped. See IReferenceCounted::drop()
|
||||
for more information. */
|
||||
virtual IMeshSceneNode* addCubeSceneNode(f32 size=10.0f, ISceneNode* parent=0, s32 id=-1,
|
||||
@ -411,7 +410,7 @@ namespace scene
|
||||
scene node will be placed.
|
||||
\param rotation: Initital rotation of the scene node.
|
||||
\param scale: Initial scale of the scene node.
|
||||
\return Returns pointer to the created test scene node. This
|
||||
\return Pointer to the created test scene node. This
|
||||
pointer should not be dropped. See IReferenceCounted::drop()
|
||||
for more information. */
|
||||
virtual IMeshSceneNode* addSphereSceneNode(f32 radius=5.0f, s32 polyCount=16,
|
||||
@ -429,7 +428,7 @@ namespace scene
|
||||
\param rotation: Initital rotation of the scene node.
|
||||
\param scale: Initial scale of the scene node.
|
||||
\param alsoAddIfMeshPointerZero: Add the scene node even if a 0 pointer is passed.
|
||||
\return Returns pointer to the created scene node.
|
||||
\return Pointer to the created scene node.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
||||
virtual IAnimatedMeshSceneNode* addAnimatedMeshSceneNode(IAnimatedMesh* mesh,
|
||||
ISceneNode* parent=0, s32 id=-1,
|
||||
@ -447,7 +446,7 @@ namespace scene
|
||||
\param rotation: Initital rotation of the scene node.
|
||||
\param scale: Initial scale of the scene node.
|
||||
\param alsoAddIfMeshPointerZero: Add the scene node even if a 0 pointer is passed.
|
||||
\return Returns pointer to the created scene node.
|
||||
\return Pointer to the created scene node.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
||||
virtual IMeshSceneNode* addMeshSceneNode(IMesh* mesh, ISceneNode* parent=0, s32 id=-1,
|
||||
const core::vector3df& position = core::vector3df(0,0,0),
|
||||
@ -519,7 +518,7 @@ namespace scene
|
||||
\param parent: Parent scene node of the camera. Can be null. If the parent moves,
|
||||
the camera will move too.
|
||||
\param id: id of the camera. This id can be used to identify the camera.
|
||||
\return Returns pointer to interface to camera if successful, otherwise 0.
|
||||
\return Pointer to interface to camera if successful, otherwise 0.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
||||
virtual ICameraSceneNode* addCameraSceneNode(ISceneNode* parent = 0,
|
||||
const core::vector3df& position = core::vector3df(0,0,0),
|
||||
@ -614,7 +613,7 @@ namespace scene
|
||||
the ILightSceneNode::getLightData() method.
|
||||
\param radius: Radius of the light.
|
||||
\param id: id of the node. This id can be used to identify the node.
|
||||
\return Returns pointer to the interface of the light if successful, otherwise NULL.
|
||||
\return Pointer to the interface of the light if successful, otherwise NULL.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
||||
virtual ILightSceneNode* addLightSceneNode(ISceneNode* parent = 0,
|
||||
const core::vector3df& position = core::vector3df(0,0,0),
|
||||
@ -634,7 +633,7 @@ namespace scene
|
||||
\param id: An id of the node. This id can be used to identify the node.
|
||||
\param colorTop: The color of the vertices at the top of the billboard (default: white).
|
||||
\param colorBottom: The color of the vertices at the bottom of the billboard (default: white).
|
||||
\return Returns pointer to the billboard if successful, otherwise NULL.
|
||||
\return Pointer to the billboard if successful, otherwise NULL.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
||||
virtual IBillboardSceneNode* addBillboardSceneNode(ISceneNode* parent = 0,
|
||||
const core::dimension2d<f32>& size = core::dimension2d<f32>(10.0f, 10.0f),
|
||||
@ -654,7 +653,7 @@ namespace scene
|
||||
so this should be null. Note: If a parent is set to the skybox, the box will not
|
||||
change how it is drawn.
|
||||
\param id: An id of the node. This id can be used to identify the node.
|
||||
\return Returns a pointer to the sky box if successful, otherwise NULL.
|
||||
\return Pointer to the sky box if successful, otherwise NULL.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
||||
virtual ISceneNode* addSkyBoxSceneNode(video::ITexture* top, video::ITexture* bottom,
|
||||
video::ITexture* left, video::ITexture* right, video::ITexture* front,
|
||||
@ -675,7 +674,7 @@ namespace scene
|
||||
so this should be null. Note: If a parent is set, the dome will not
|
||||
change how it is drawn.
|
||||
\param id: An id of the node. This id can be used to identify the node.
|
||||
\return Returns a pointer to the sky dome if successful, otherwise NULL.
|
||||
\return Pointer to the sky dome if successful, otherwise NULL.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
||||
virtual ISceneNode* addSkyDomeSceneNode(video::ITexture* texture,
|
||||
u32 horiRes=16, u32 vertRes=8,
|
||||
@ -693,7 +692,7 @@ namespace scene
|
||||
scene node will be placed.
|
||||
\param rotation: Initital rotation of the scene node.
|
||||
\param scale: Initial scale of the scene node.
|
||||
\return Returns pointer to the created scene node.
|
||||
\return Pointer to the created scene node.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
||||
virtual IParticleSystemSceneNode* addParticleSystemSceneNode(
|
||||
bool withDefaultEmitter=true, ISceneNode* parent=0, s32 id=-1,
|
||||
@ -752,7 +751,7 @@ namespace scene
|
||||
know what you are doing, this might lead to strange behaviour.
|
||||
\param smoothFactor: The number of times the vertices are smoothed.
|
||||
\param addAlsoIfHeightmapEmpty: Add terrain node even with empty heightmap.
|
||||
\return Returns pointer to the created scene node. Can be null
|
||||
\return Pointer to the created scene node. Can be null
|
||||
if the terrain could not be created, for example because the
|
||||
heightmap could not be loaded. The returned pointer should
|
||||
not be dropped. See IReferenceCounted::drop() for more
|
||||
@ -790,7 +789,7 @@ namespace scene
|
||||
know what you are doing, this might lead to strange behaviour.
|
||||
\param smoothFactor: The number of times the vertices are smoothed.
|
||||
\param addAlsoIfHeightmapEmpty: Add terrain node even with empty heightmap.
|
||||
\return Returns pointer to the created scene node. Can be null
|
||||
\return Pointer to the created scene node. Can be null
|
||||
if the terrain could not be created, for example because the
|
||||
heightmap could not be loaded. The returned pointer should
|
||||
not be dropped. See IReferenceCounted::drop() for more
|
||||
@ -807,7 +806,7 @@ namespace scene
|
||||
|
||||
//! Adds a quake3 scene node to the scene graph.
|
||||
/** A Quake3 Scene renders multiple meshes for a specific HighLanguage Shader (Quake3 Style )
|
||||
\return Returns a pointer to the quake3 scene node if successful, otherwise NULL.
|
||||
\return Pointer to the quake3 scene node if successful, otherwise NULL.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
||||
virtual ISceneNode* addQuake3SceneNode(IMeshBuffer* meshBuffer, const quake3::SShader * shader,
|
||||
ISceneNode* parent=0, s32 id=-1
|
||||
@ -817,7 +816,7 @@ namespace scene
|
||||
//! Adds an empty scene node to the scene graph.
|
||||
/** Can be used for doing advanced transformations
|
||||
or structuring the scene graph.
|
||||
\return Returns pointer to the created scene node.
|
||||
\return Pointer to the created scene node.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
||||
virtual ISceneNode* addEmptySceneNode(ISceneNode* parent=0, s32 id=-1) = 0;
|
||||
|
||||
@ -826,7 +825,7 @@ namespace scene
|
||||
set/getRotation and set/getScale. Its just a simple scene node that takes a
|
||||
matrix as relative transformation, making it possible to insert any transformation
|
||||
anywhere into the scene graph.
|
||||
\return Returns pointer to the created scene node.
|
||||
\return Pointer to the created scene node.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
||||
virtual IDummyTransformationSceneNode* addDummyTransformationSceneNode(
|
||||
ISceneNode* parent=0, s32 id=-1) = 0;
|
||||
@ -844,9 +843,10 @@ namespace scene
|
||||
\param parent The billboard's parent. Pass 0 to use the root scene node.
|
||||
\param size The billboard's width and height.
|
||||
\param position The billboards position relative to its parent.
|
||||
\param id: An id of the node. This id can be used to identify the node.
|
||||
\param colorTop: The color of the vertices at the top of the billboard (default: white).
|
||||
\param colorBottom: The color of the vertices at the bottom of the billboard (default: white).
|
||||
\return Returns pointer to the billboard if successful, otherwise NULL.
|
||||
\return Pointer to the billboard if successful, otherwise NULL.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
||||
virtual IBillboardTextSceneNode* addBillboardTextSceneNode( gui::IGUIFont* font, const wchar_t* text,
|
||||
ISceneNode* parent = 0,
|
||||
@ -877,7 +877,7 @@ namespace scene
|
||||
will be countHills.X * countHills.Y hills.
|
||||
\param textureRepeatCount: Defines how often the texture will be repeated in
|
||||
x and y direction.
|
||||
\return Returns null if the creation failed. The reason could be that you
|
||||
\return Null if the creation failed. The reason could be that you
|
||||
specified some invalid parameters or that a mesh with that name already
|
||||
exists. If successful, a pointer to the mesh is returned.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
||||
@ -906,7 +906,7 @@ namespace scene
|
||||
\param stretchSize: Parameter defining how big a is pixel on the heightmap.
|
||||
\param maxHeight: Defines how high a white pixel on the heighmap is.
|
||||
\param defaultVertexBlockSize: Defines the initial dimension between vertices.
|
||||
\return Returns null if the creation failed. The reason could be that you
|
||||
\return Null if the creation failed. The reason could be that you
|
||||
specified some invalid parameters, that a mesh with that name already
|
||||
exists, or that a texture could not be found. If successful, a pointer to the mesh is returned.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
||||
@ -942,38 +942,38 @@ namespace scene
|
||||
f32 radius=5.f, u32 polyCountX = 16,
|
||||
u32 polyCountY = 16) = 0;
|
||||
|
||||
//! Returns the root scene node.
|
||||
//! Gets the root scene node.
|
||||
/** This is the scene node which is parent
|
||||
of all scene nodes. The root scene node is a special scene node which
|
||||
only exists to manage all scene nodes. It will not be rendered and cannot
|
||||
be removed from the scene.
|
||||
\return Returns a pointer to the root scene node. */
|
||||
\return Pointer to the root scene node. */
|
||||
virtual ISceneNode* getRootSceneNode() = 0;
|
||||
|
||||
//! Returns the first scene node with the specified id.
|
||||
//! Get the first scene node with the specified id.
|
||||
/** \param id: The id to search for
|
||||
\param start: Scene node to start from. All children of this scene
|
||||
node are searched. If null is specified, the root scene node is
|
||||
taken.
|
||||
\return Returns pointer to the first scene node with this id,
|
||||
\return Pointer to the first scene node with this id,
|
||||
and null if no scene node could be found. */
|
||||
virtual ISceneNode* getSceneNodeFromId(s32 id, ISceneNode* start=0) = 0;
|
||||
|
||||
//! Returns the first scene node with the specified name.
|
||||
//! Get the first scene node with the specified name.
|
||||
/** \param name: The name to search for
|
||||
\param start: Scene node to start from. All children of this scene
|
||||
node are searched. If null is specified, the root scene node is
|
||||
taken.
|
||||
\return Returns pointer to the first scene node with this id,
|
||||
\return Pointer to the first scene node with this id,
|
||||
and null if no scene node could be found. */
|
||||
virtual ISceneNode* getSceneNodeFromName(const c8* name, ISceneNode* start=0) = 0;
|
||||
|
||||
//! Returns the first scene node with the specified type.
|
||||
//! Get the first scene node with the specified type.
|
||||
/** \param type: The type to search for
|
||||
\param start: Scene node to start from. All children of this scene
|
||||
node are searched. If null is specified, the root scene node is
|
||||
taken.
|
||||
\return Returns pointer to the first scene node with this type,
|
||||
\return Pointer to the first scene node with this type,
|
||||
and null if no scene node could be found. */
|
||||
virtual ISceneNode* getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode* start=0) = 0;
|
||||
|
||||
@ -1000,7 +1000,7 @@ namespace scene
|
||||
//! Sets the color of stencil buffers shadows drawn by the scene manager.
|
||||
virtual void setShadowColor(video::SColor color = video::SColor(150,0,0,0)) = 0;
|
||||
|
||||
//! Returns the current color of shadows.
|
||||
//! Get the current color of shadows.
|
||||
virtual video::SColor getShadowColor() const = 0;
|
||||
|
||||
//! Registers a node for rendering it at a specific time.
|
||||
@ -1051,7 +1051,7 @@ namespace scene
|
||||
move from the start point to the end point.
|
||||
\param loop: If set to false, the node stops when the end point is reached.
|
||||
If loop is true, the node begins again at the start.
|
||||
\return Returns the animator. Attach it to a scene node with ISceneNode::addAnimator()
|
||||
\return The animator. Attach it to a scene node with ISceneNode::addAnimator()
|
||||
and the animator will animate it.
|
||||
If you no longer need the animator, you should call ISceneNodeAnimator::drop().
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
@ -1064,7 +1064,7 @@ namespace scene
|
||||
should be visible.
|
||||
\param loop: If set to to false, the last texture remains set, and the animation
|
||||
stops. If set to true, the animation restarts with the first texture.
|
||||
\return Returns the animator. Attach it to a scene node with ISceneNode::addAnimator()
|
||||
\return The animator. Attach it to a scene node with ISceneNode::addAnimator()
|
||||
and the animator will animate it.
|
||||
If you no longer need the animator, you should call ISceneNodeAnimator::drop().
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
@ -1073,7 +1073,7 @@ namespace scene
|
||||
|
||||
//! Creates a scene node animator, which deletes the scene node after some time automatically.
|
||||
/** \param timeMs: Time in milliseconds, after when the node will be deleted.
|
||||
\return Returns the animator. Attach it to a scene node with ISceneNode::addAnimator()
|
||||
\return The animator. Attach it to a scene node with ISceneNode::addAnimator()
|
||||
and the animator will animate it.
|
||||
If you no longer need the animator, you should call ISceneNodeAnimator::drop().
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
@ -1106,7 +1106,7 @@ namespace scene
|
||||
it completely. If this is not what you want, you may specify a translation
|
||||
for the ellipsoid.
|
||||
\param slidingValue: DOCUMENTATION NEEDED.
|
||||
\return Returns the animator. Attach it to a scene node with ISceneNode::addAnimator()
|
||||
\return The animator. Attach it to a scene node with ISceneNode::addAnimator()
|
||||
and the animator will cause it to do collision detection and response.
|
||||
If you no longer need the animator, you should call ISceneNodeAnimator::drop().
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
@ -1144,7 +1144,7 @@ namespace scene
|
||||
\endcode
|
||||
\param mesh: Mesh of which the triangles are taken.
|
||||
\param node: Scene node of which visibility and transformation is used.
|
||||
\return Returns the selector, or null if not successful.
|
||||
\return The selector, or null if not successful.
|
||||
If you no longer need the selector, you should call ITriangleSelector::drop().
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
virtual ITriangleSelector* createTriangleSelector(IMesh* mesh, ISceneNode* node) = 0;
|
||||
@ -1155,7 +1155,7 @@ namespace scene
|
||||
queried, the triangle selector gets the bounding box of the scene node,
|
||||
an creates new triangles. In this way, it works good with animated scene nodes.
|
||||
\param node: Scene node of which the bounding box, visibility and transformation is used.
|
||||
\return Returns the selector, or null if not successful.
|
||||
\return The selector, or null if not successful.
|
||||
If you no longer need the selector, you should call ITriangleSelector::drop().
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
virtual ITriangleSelector* createTriangleSelectorFromBoundingBox(ISceneNode* node) = 0;
|
||||
@ -1180,7 +1180,7 @@ namespace scene
|
||||
\param minimalPolysPerNode: Specifies the minimal polygons contained a octree node.
|
||||
If a node gets less polys the this value, it will not be splitted into
|
||||
smaller nodes.
|
||||
\return Returns the selector, or null if not successful.
|
||||
\return The selector, or null if not successful.
|
||||
If you no longer need the selector, you should call ITriangleSelector::drop().
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
virtual ITriangleSelector* createOctTreeTriangleSelector(IMesh* mesh,
|
||||
@ -1191,7 +1191,7 @@ namespace scene
|
||||
collection of one or more triangle selectors providing together
|
||||
the interface of one triangle selector. In this way,
|
||||
collision tests can be done with different triangle soups in one pass.
|
||||
\return Returns the selector, or null if not successful.
|
||||
\return The selector, or null if not successful.
|
||||
If you no longer need the selector, you should call ITriangleSelector::drop().
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
virtual IMetaTriangleSelector* createMetaTriangleSelector() = 0;
|
||||
@ -1211,10 +1211,10 @@ namespace scene
|
||||
\param externalLoader: Implementation of a new mesh loader. */
|
||||
virtual void addExternalMeshLoader(IMeshLoader* externalLoader) = 0;
|
||||
|
||||
//! Returns a pointer to the scene collision manager.
|
||||
//! Get pointer to the scene collision manager.
|
||||
virtual ISceneCollisionManager* getSceneCollisionManager() = 0;
|
||||
|
||||
//! Returns a pointer to the mesh manipulator.
|
||||
//! Get pointer to the mesh manipulator.
|
||||
virtual IMeshManipulator* getMeshManipulator() = 0;
|
||||
|
||||
//! Adds a scene node to the deletion queue.
|
||||
@ -1237,7 +1237,7 @@ namespace scene
|
||||
/** All scene nodes are removed. */
|
||||
virtual void clear() = 0;
|
||||
|
||||
//! Returns interface to the parameters set in this scene.
|
||||
//! Get interface to the parameters set in this scene.
|
||||
/** String parameters can be used by plugins and mesh loaders.
|
||||
For example the CMS and LMTS loader want a parameter named 'CSM_TexturePath'
|
||||
and 'LMTS_TexturePath' set to the path were attached textures can be found. See
|
||||
@ -1245,7 +1245,7 @@ namespace scene
|
||||
COLLADA_CREATE_SCENE_INSTANCES, DMF_TEXTURE_PATH and DMF_USE_MATERIALS_DIRS*/
|
||||
virtual io::IAttributes* getParameters() = 0;
|
||||
|
||||
//! Returns current render pass.
|
||||
//! Get current render pass.
|
||||
/** All scene nodes are being rendered in a specific order.
|
||||
First lights, cameras, sky boxes, solid geometry, and then transparent
|
||||
stuff. During the rendering process, scene nodes may want to know what the scene
|
||||
@ -1254,7 +1254,7 @@ namespace scene
|
||||
pass currently is active they can render the correct part of their geometry. */
|
||||
virtual E_SCENE_NODE_RENDER_PASS getSceneNodeRenderPass() const = 0;
|
||||
|
||||
//! Returns the default scene node factory which can create all built in scene nodes
|
||||
//! Get the default scene node factory which can create all built in scene nodes
|
||||
virtual ISceneNodeFactory* getDefaultSceneNodeFactory() = 0;
|
||||
|
||||
//! Adds a scene node factory to the scene manager.
|
||||
@ -1262,13 +1262,13 @@ namespace scene
|
||||
able to create automaticly, for example when loading data from xml files. */
|
||||
virtual void registerSceneNodeFactory(ISceneNodeFactory* factoryToAdd) = 0;
|
||||
|
||||
//! Returns amount of registered scene node factories.
|
||||
//! Get amount of registered scene node factories.
|
||||
virtual u32 getRegisteredSceneNodeFactoryCount() const = 0;
|
||||
|
||||
//! Returns a scene node factory by index
|
||||
//! Get a scene node factory by index
|
||||
virtual ISceneNodeFactory* getSceneNodeFactory(u32 index) = 0;
|
||||
|
||||
//! Returns the default scene node animator factory which can create all built-in scene node animators
|
||||
//! Get the default scene node animator factory which can create all built-in scene node animators
|
||||
virtual ISceneNodeAnimatorFactory* getDefaultSceneNodeAnimatorFactory() = 0;
|
||||
|
||||
//! Adds a scene node animator factory to the scene manager.
|
||||
@ -1276,13 +1276,13 @@ namespace scene
|
||||
able to create automaticly, for example when loading data from xml files. */
|
||||
virtual void registerSceneNodeAnimatorFactory(ISceneNodeAnimatorFactory* factoryToAdd) = 0;
|
||||
|
||||
//! Returns amount of registered scene node animator factories.
|
||||
//! Get amount of registered scene node animator factories.
|
||||
virtual u32 getRegisteredSceneNodeAnimatorFactoryCount() const = 0;
|
||||
|
||||
//! Returns a scene node animator factory by index
|
||||
//! Get scene node animator factory by index
|
||||
virtual ISceneNodeAnimatorFactory* getSceneNodeAnimatorFactory(u32 index) = 0;
|
||||
|
||||
//! Returns a typename from a scene node type or null if not found
|
||||
//! Get typename from a scene node type or null if not found
|
||||
virtual const c8* getSceneNodeTypeName(ESCENE_NODE_TYPE type) = 0;
|
||||
|
||||
//! Adds a scene node to the scene by name
|
||||
@ -1318,7 +1318,7 @@ namespace scene
|
||||
\param userDataSerializer: If you want to save some user data for every scene node into the
|
||||
file, implement the ISceneUserDataSerializer interface and provide it as parameter here.
|
||||
Otherwise, simply specify 0 as this parameter.
|
||||
\return Returns true if successful. */
|
||||
\return True if successful. */
|
||||
virtual bool saveScene(const c8* filename, ISceneUserDataSerializer* userDataSerializer=0) = 0;
|
||||
|
||||
//! Saves the current scene into a file.
|
||||
@ -1330,7 +1330,7 @@ namespace scene
|
||||
\param userDataSerializer: If you want to save some user data for every scene node into the
|
||||
file, implement the ISceneUserDataSerializer interface and provide it as parameter here.
|
||||
Otherwise, simply specify 0 as this parameter.
|
||||
\return Returns true if successful. */
|
||||
\return True if successful. */
|
||||
virtual bool saveScene(io::IWriteFile* file, ISceneUserDataSerializer* userDataSerializer=0) = 0;
|
||||
|
||||
//! Loads a scene. Note that the current scene is not cleared before.
|
||||
@ -1343,7 +1343,7 @@ namespace scene
|
||||
implement the ISceneUserDataSerializer interface and provide it
|
||||
as parameter here. Otherwise, simply specify 0 as this
|
||||
parameter.
|
||||
\return Returns true if successful. */
|
||||
\return True if successful. */
|
||||
virtual bool loadScene(const c8* filename, ISceneUserDataSerializer* userDataSerializer=0) = 0;
|
||||
|
||||
//! Loads a scene. Note that the current scene is not cleared before.
|
||||
@ -1356,10 +1356,10 @@ namespace scene
|
||||
implement the ISceneUserDataSerializer interface and provide it
|
||||
as parameter here. Otherwise, simply specify 0 as this
|
||||
parameter.
|
||||
\return Returns true if successful. */
|
||||
\return True if successful. */
|
||||
virtual bool loadScene(io::IReadFile* file, ISceneUserDataSerializer* userDataSerializer=0) = 0;
|
||||
|
||||
//! Returns a mesh writer implementation if available
|
||||
//! Get a mesh writer implementation if available
|
||||
/** Note: You need to drop() the pointer after use again, see IReferenceCounted::drop()
|
||||
for details. */
|
||||
virtual IMeshWriter* createMeshWriter(EMESH_WRITER_TYPE type) = 0;
|
||||
@ -1367,7 +1367,7 @@ namespace scene
|
||||
//! Sets ambient color of the scene
|
||||
virtual void setAmbientLight(const video::SColorf &ambientColor) = 0;
|
||||
|
||||
//! Returns ambient color of the scene
|
||||
//! Get ambient color of the scene
|
||||
virtual const video::SColorf& getAmbientLight() const = 0;
|
||||
|
||||
//! Register a custom callbacks manager which gets callbacks during scene rendering.
|
||||
|
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Reference in New Issue
Block a user