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iLoader Struct Reference

This interface represents the map loader. More...

#include <parser.h>

Inheritance diagram for iLoader:

iBase List of all members.

Public Methods

virtual void SetMode (int iFlags)=0
 Set loader mode (see CS_LOADER_XXX flags above).

virtual iImageLoadImage (const char *Filename, int Format=CS_IMGFMT_INVALID)=0
 Load an image file. More...

virtual iTextureHandleLoadTexture (const char *Filename, int Flags=CS_TEXTURE_3D, iTextureManager *tm=NULL)=0
 Load an image as with LoadImage() and create a texture handle from it. More...

virtual iTextureWrapperLoadTexture (const char *Name, const char *FileName, int Flags=CS_TEXTURE_3D, iTextureManager *tm=NULL, bool reg=false)=0
 Load a texture as with LoadTexture() above and register it with the engine. More...

virtual iSoundDataLoadSoundData (const char *fname)=0
 Load a sound file and return an iSoundData object.

virtual iSoundHandleLoadSound (const char *fname)=0
 Load a sound file and register the sound.

virtual iSoundWrapperLoadSound (const char *name, const char *fname)=0
 Load a sound file, register the sound and create a wrapper object for it.

virtual bool LoadMapFile (const char *filename, bool ClearEngine=true, bool ResolveOnlyRegion=true)=0
 Load a map file. More...

virtual bool LoadLibraryFile (const char *filename)=0
 Load library from a VFS file.

virtual iMeshFactoryWrapperLoadMeshObjectFactory (const char *fname)=0
 Load a Mesh Object Factory from the map file.

virtual iMeshWrapperLoadMeshObject (const char *fname)=0
 Load a mesh object from a file. More...


Detailed Description

This interface represents the map loader.


Member Function Documentation

iImage * iLoader::LoadImage ( const char * Filename,
int Format = CS_IMGFMT_INVALID ) [pure virtual]
 

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.

bool iLoader::LoadMapFile ( const char * filename,
bool ClearEngine = true,
bool ResolveOnlyRegion = true ) [pure virtual]
 

Load a map file.

If 'ClearEngine' is true then the current contents of the engine will be deleted before loading. If 'ResolveOnlyRegion' is true then portals will only connect to the sectors in the current region, things will only use thing templates defined in the current region and meshes will only use mesh factories defined in the current region.

iMeshWrapper * iLoader::LoadMeshObject ( const char * fname ) [pure virtual]
 

Load a mesh object from a file.

The mesh object is not automatically added to the engine and sector.

iTextureWrapper * iLoader::LoadTexture ( const char * Name,
const char * FileName,
int Flags = CS_TEXTURE_3D,
iTextureManager * tm = NULL,
bool reg = false ) [pure virtual]
 

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. This function also creates a material for the texture. If 'register' is true then the texture and material will be registered to the texture manager. Set 'register' to false if you plan on calling 'engine->Prepare()' later as that function will take care of registering too.

iTextureHandle * iLoader::LoadTexture ( const char * Filename,
int Flags = CS_TEXTURE_3D,
iTextureManager * tm = NULL ) [pure virtual]
 

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.


The documentation for this struct was generated from the following file:
Generated for Crystal Space by doxygen 1.2.5 written by Dimitri van Heesch, ©1997-2000