iLoader Struct Reference
[Loading & Saving support, Loading & Saving support]
This interface represents the map loader.
More...
#include <imap/loader.h>
Inheritance diagram for iLoader:

Public Member Functions | |
virtual bool | Load (iDocumentNode *node, iBase *&result, iRegion *region=0, bool curRegOnly=true, bool checkDupes=false)=0 |
Load a node. | |
virtual bool | Load (const char *fname, iBase *&result, iRegion *region=0, bool curRegOnly=true, bool checkDupes=false)=0 |
Load a file. | |
virtual csPtr< iImage > | LoadImage (iDataBuffer *buf, int Format=CS_IMGFMT_INVALID)=0 |
Load an image file. | |
virtual csPtr< iImage > | LoadImage (const char *Filename, int Format=CS_IMGFMT_INVALID)=0 |
Load an image file. | |
virtual bool | LoadLibrary (iDocumentNode *lib_node, iRegion *region=0, bool curRegOnly=true, bool checkDupes=false)=0 |
Load library from a 'library' node. | |
virtual bool | LoadLibraryFile (const char *filename, iRegion *region=0, bool curRegOnly=true, bool checkDupes=false)=0 |
Load library from a VFS file. | |
virtual bool | LoadMap (iDocumentNode *world_node, bool clearEngine=true, iRegion *region=0, bool curRegOnly=true, bool checkDupes=false)=0 |
Load a map from the given 'world' node. | |
virtual bool | LoadMapFile (const char *filename, bool clearEngine=true, iRegion *region=0, bool curRegOnly=true, bool checkDupes=false)=0 |
Load a map file. | |
virtual csPtr< iMeshWrapper > | LoadMeshObject (const char *fname)=0 |
Load a mesh object from a file. | |
virtual csPtr< iMeshFactoryWrapper > | LoadMeshObjectFactory (const char *fname)=0 |
Load a Mesh Object Factory from the map file. | |
virtual csPtr< iSoundWrapper > | LoadSound (const char *name, const char *fname)=0 |
Load a sound file, register the sound and create a wrapper object for it. | |
virtual csPtr< iSoundHandle > | LoadSound (const char *fname)=0 |
Load a sound file and register the sound. | |
virtual csPtr< iSoundData > | LoadSoundData (const char *fname)=0 |
Load a sound file and return an iSoundData object. | |
virtual iTextureWrapper * | LoadTexture (const char *Name, iDataBuffer *buf, int Flags=CS_TEXTURE_3D, iTextureManager *tm=0, bool reg=false, bool create_material=true)=0 |
Load a texture as with LoadTexture() above and register it with the engine. | |
virtual csPtr< iTextureHandle > | LoadTexture (iDataBuffer *buf, int Flags=CS_TEXTURE_3D, iTextureManager *tm=0, csRef< iImage > *image=0)=0 |
Load an image as with LoadImage() and create a texture handle from it. | |
virtual iTextureWrapper * | LoadTexture (const char *Name, const char *FileName, int Flags=CS_TEXTURE_3D, iTextureManager *tm=0, bool reg=false, bool create_material=true)=0 |
Load a texture as with LoadTexture() above and register it with the engine. | |
virtual csPtr< iTextureHandle > | LoadTexture (const char *Filename, int Flags=CS_TEXTURE_3D, iTextureManager *tm=0, csRef< iImage > *image=0)=0 |
Load an image as with LoadImage() and create a texture handle from it. | |
virtual csPtr< iLoaderStatus > | ThreadedLoadMapFile (const char *filename, iRegion *region=0, bool curRegOnly=true, bool checkDupes=false)=0 |
Load a map file in a thread. |
Detailed Description
This interface represents the map loader.
Definition at line 65 of file loader.h.
Member Function Documentation
|
Load a node. This is a smart function that will try to recognize what kind of node it is. It recognizes the following types of nodes:
Note! In case a world node is loaded this function will NOT clear the engine! Note! In case a mesh factory or mesh object is loaded this function will not actually do anything checkDupes is true and the mesh or factory is already in memory (with that name). This function will still return true in that case and set 'result' to the correct object. Note! Use SCF_QUERY_INTERFACE on 'result' to detect what type was loaded. |
|
Load a file. This is a smart function that will try to recognize what kind of file it is. It recognizes the following types of files:
Note! In case a world file is loaded this function will NOT clear the engine! Note! In case a mesh factory or mesh object is loaded this function will not actually do anything checkDupes is true and the mesh or factory is already in memory (with that name). This function will still return true in that case and set 'result' to the correct object. Note! Use SCF_QUERY_INTERFACE on 'result' to detect what type was loaded. |
|
Load an image file. The image will be loaded in the format requested by the engine. If no engine exists, the format is taken from the video renderer. If no video renderer exists, this function fails. You may also request an alternate format to override the above sequence. This version reads the image from a data buffer. |
|
Load an image file. The image will be loaded in the format requested by the engine. If no engine exists, the format is taken from the video renderer. If no video renderer exists, this function fails. You may also request an alternate format to override the above sequence. |
|
Load library from a 'library' node.
|
|
Load library from a VFS file.
|
|
Load a map from the given 'world' node. If 'clearEngine' is true then the current contents of the engine will be deleted before loading. If 'region' is not 0 then portals will only connect to the sectors in that region, things will only use thing templates defined in that region and meshes will only use mesh factories defined in that region. If the region is not 0 and curRegOnly is true then objects (materials, factories, ...) will only be found in the given region. If you use 'checkDupes' == true then materials, textures, and mesh factories will only be loaded if they don't already exist in the entire engine (ignoring regions). By default this is false because it is very legal for different world files to have different objects with the same name. Only use checkDupes == true if you know that your objects have unique names accross all world files. |
|
Load a map file. If 'clearEngine' is true then the current contents of the engine will be deleted before loading. If 'region' is not 0 then portals will only connect to the sectors in that region, things will only use thing templates defined in that region and meshes will only use mesh factories defined in that region. If the region is not 0 and curRegOnly is true then objects (materials, factories, ...) will only be found in the given region. If you use 'checkDupes' == true then materials, textures, and mesh factories will only be loaded if they don't already exist in the entire engine (ignoring regions). By default this is false because it is very legal for different world files to have different objects with the same name. Only use checkDupes == true if you know that your objects have unique names accross all world files. |
|
Load a mesh object from a file. The mesh object is not automatically added to any sector. |
|
Load a Mesh Object Factory from the map file.
|
|
Load a sound file, register the sound and create a wrapper object for it.
|
|
Load a sound file and register the sound.
|
|
Load a sound file and return an iSoundData object.
|
|
Load a texture as with LoadTexture() above and register it with the engine.
'Name' is the name that the engine will use for the wrapper. If 'create_material' is true then this function also creates a material for the texture. |
|
Load an image as with LoadImage() and create a texture handle from it. The 'Flags' parameter accepts the flags described in ivideo/txtmgr.h. The texture manager determines the format, so choosing an alternate format doesn't make sense here. Instead you may choose an alternate texture manager. This version reads the image from a data buffer. |
|
Load a texture as with LoadTexture() above and register it with the engine.
'Name' is the name that the engine will use for the wrapper. If 'create_material' is true then this function also creates a material for the texture. |
|
Load an image as with LoadImage() and create a texture handle from it. The 'Flags' parameter accepts the flags described in ivideo/txtmgr.h. The texture manager determines the format, so choosing an alternate format doesn't make sense here. Instead you may choose an alternate texture manager. |
|
Load a map file in a thread. If 'region' is not 0 then portals will only connect to the sectors in that region, things will only use thing templates defined in that region and meshes will only use mesh factories defined in that region. If the region is not 0 and curRegOnly is true then objects (materials, factories, ...) will only be found in the given region. If you use 'checkDupes' == true then materials, textures, and mesh factories will only be loaded if they don't already exist in the entire engine (ignoring regions). By default this is false because it is very legal for different world files to have different objects with the same name. Only use checkDupes == true if you know that your objects have unique names accross all world files. This function returns immediatelly. You can check the iLoaderStatus instance that is returned to see if the map has finished loading or if there was an error. @@ NOT IMPLEMENTED YET @@ |
The documentation for this struct was generated from the following file:
- imap/loader.h
Generated for Crystal Space by doxygen 1.4.4