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Public API Reference |
#include <loader.h>
Inheritance diagram for iLoader:
Public Methods | |
virtual void | SetMode (int iFlags)=0 |
Set loader mode. More... | |
virtual csPtr< iImage > | LoadImage (const char *Filename, int Format=CS_IMGFMT_INVALID)=0 |
Load an image file. More... | |
virtual csPtr< iTextureHandle > | LoadTexture (const char *Filename, int Flags=CS_TEXTURE_3D, iTextureManager *tm=NULL, iImage **image=NULL)=0 |
Load an image as with LoadImage() and create a texture handle from it. More... | |
virtual iTextureWrapper * | LoadTexture (const char *Name, const char *FileName, int Flags=CS_TEXTURE_3D, iTextureManager *tm=NULL, bool reg=false, bool create_material=true)=0 |
Load a texture as with LoadTexture() above and register it with the engine. More... | |
virtual csPtr< iSoundData > | LoadSoundData (const char *fname)=0 |
Load a sound file and return an iSoundData object. More... | |
virtual csPtr< iSoundHandle > | LoadSound (const char *fname)=0 |
Load a sound file and register the sound. More... | |
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. More... | |
virtual bool | LoadMapFile (const char *filename, bool clearEngine=true, bool resolveOnlyRegion=true, bool checkDupes=false)=0 |
Load a map file. More... | |
virtual bool | LoadLibraryFile (const char *filename)=0 |
Load library from a VFS file. More... | |
virtual csPtr< iMeshFactoryWrapper > | LoadMeshObjectFactory (const char *fname)=0 |
Load a Mesh Object Factory from the map file. More... | |
virtual csPtr< iMeshWrapper > | LoadMeshObject (const char *fname)=0 |
Load a mesh object from a file. More... | |
virtual bool | LoadEffectFile (const char *filename)=0 |
Load and parse a effect from file. More... |
Definition at line 59 of file imap/loader.h.
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Load and parse a effect from file.
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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 VFS file.
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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 '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. 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 legel 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. |
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Load a mesh object from a file. The mesh object is not automatically added to the engine and sector. |
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Load a Mesh Object Factory from the map file.
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Load a sound file, register the sound and create a wrapper object for it.
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Load a sound file and register the sound.
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Load a sound file and return an iSoundData object.
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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. |
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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. |
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Set loader mode.
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