iLoader Struct Reference
[Loading & Saving support, Loading & Saving support]
This interface represents the map loader.
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#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, iStreamSource *ssource=0, const char *override_name=0)=0 |
Load a node. | |
virtual bool | Load (iDataBuffer *buffer, iBase *&result, iRegion *region=0, bool curRegOnly=true, bool checkDupes=false, iStreamSource *ssource=0, const char *override_name=0)=0 |
Load a file. | |
virtual bool | Load (const char *fname, iBase *&result, iRegion *region=0, bool curRegOnly=true, bool checkDupes=false, iStreamSource *ssource=0, const char *override_name=0)=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, iStreamSource *ssource=0)=0 |
Load library from a 'library' node. | |
virtual bool | LoadLibraryFile (const char *filename, iRegion *region=0, bool curRegOnly=true, bool checkDupes=false, iStreamSource *ssource=0)=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, iStreamSource *ssource=0)=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, iStreamSource *ssource=0)=0 |
Load a map file. | |
virtual csPtr< iMeshWrapper > | LoadMeshObject (const char *fname, iStreamSource *ssource=0)=0 |
Load a mesh object from a file. | |
virtual csPtr< iMeshFactoryWrapper > | LoadMeshObjectFactory (const char *fname, iStreamSource *ssource=0)=0 |
Load a Mesh Object Factory from a file. | |
virtual bool | LoadShader (const char *filename)=0 |
Load a shader from a file. | |
virtual csPtr< iSoundWrapper > | LoadSound (const char *name, const char *fname)=0 |
Old Sound System: Load a sound file, register the sound and create a wrapper object for it. | |
virtual csPtr< iSoundHandle > | LoadSound (const char *fname)=0 |
Old Sound System: Load a sound file and register the sound. | |
virtual csPtr< iSoundData > | LoadSoundData (const char *fname)=0 |
Old Sound System: Load a sound file and return an iSoundData object. | |
virtual csPtr< iSndSysStream > | LoadSoundStream (const char *fname, int mode3d)=0 |
New Sound System: Load a sound file and create a stream from it. | |
virtual csPtr< iSndSysData > | LoadSoundSysData (const char *fname)=0 |
New Sound System: Load a sound file and return an iSndSysData object. | |
virtual iSndSysWrapper * | LoadSoundWrapper (const char *name, const char *fname, int mode3d)=0 |
New Sound System: Load a sound file, create a stream and create a wrapper object for it. | |
virtual iTextureWrapper * | LoadTexture (const char *Name, iDataBuffer *buf, int Flags=CS_TEXTURE_3D, iTextureManager *tm=0, bool reg=true, bool create_material=true, bool free_image=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=true, bool create_material=true, bool free_image=true, iRegion *region=0)=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 69 of file loader.h.
Member Function Documentation
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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:
Returns false on failure.
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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:
Returns false on failure.
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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:
Returns false on failure.
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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. |
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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. |
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Load library from a 'library' node.
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Load library from a VFS file.
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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.
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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.
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Load a mesh object from a file. The mesh object is not automatically added to any sector.
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Load a Mesh Object Factory from a file.
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Load a shader from a file.
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Old Sound System: Load a sound file, register the sound and create a wrapper object for it.
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Old Sound System: Load a sound file and register the sound.
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Old Sound System: Load a sound file and return an iSoundData object.
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New Sound System: Load a sound file and create a stream from it.
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New Sound System: Load a sound file and return an iSndSysData object.
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New Sound System: Load a sound file, create a stream and create a wrapper object for it.
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Load a texture as with LoadTexture() above and register it with the engine. This version reads the image from a data buffer.
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Load an image as with LoadImage() and create a texture handle from it. This version reads the image from a data buffer.
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Load a texture as with LoadTexture() above and register it with the engine.
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Load an image as with LoadImage() and create a texture handle from it.
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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
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