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iLoaderContext Struct Reference
[Loading & Saving support]

This interface gives the context for the loader. More...

#include <ldrctxt.h>

Inheritance diagram for iLoaderContext:

iBase List of all members.

Public Methods

virtual iSector * FindSector (const char *name)=0
 Find a sector.

virtual iMaterialWrapper * FindMaterial (const char *filename)=0
 Find a material.

virtual iMaterialWrapper * FindNamedMaterial (const char *name, const char *filename)=0
 Same as FindMaterial but there is no assumption that the name and the filename are the same.

virtual iMeshFactoryWrapper * FindMeshFactory (const char *name)=0
 Find a mesh factory.

virtual iMeshWrapper * FindMeshObject (const char *name)=0
 Find a mesh object.

virtual iTextureWrapper * FindTexture (const char *filename)=0
 Find a texture.

virtual iTextureWrapper * FindNamedTexture (const char *name, const char *filename)=0
 Find a texture with the given name.

virtual iLight * FindLight (const char *name)=0
 Find a light.

virtual bool CheckDupes () const=0
 Return true if we check for dupes (to avoid objects with same name being loaded again.

virtual iRegion * GetRegion () const=0
 Return a region if we only want to load in that region.

virtual bool CurrentRegionOnly () const=0
 Return true if we only want to look for objects in the region given by GetRegion().


Detailed Description

This interface gives the context for the loader.

It basically gives loading plugins a way to find materials, meshes, and sectors. In all these cases region-qualified names can be used (i.e. 'regionname/objectname') or normal object names.

WARNING! When a context is created it should not be modified afterwards. Some loader plugins will keep a reference to the context when they support delayed loading. In that case they still need the original contents in the context. So a loader that creates a context should create a new one every time.

Definition at line 51 of file ldrctxt.h.


Member Function Documentation

virtual bool iLoaderContext::CheckDupes (    )  [pure virtual]
 

Return true if we check for dupes (to avoid objects with same name being loaded again.

virtual bool iLoaderContext::CurrentRegionOnly (    )  [pure virtual]
 

Return true if we only want to look for objects in the region given by GetRegion().

virtual iLight* iLoaderContext::FindLight (  const char *    name )  [pure virtual]
 

Find a light.

virtual iMaterialWrapper* iLoaderContext::FindMaterial (  const char *    filename )  [pure virtual]
 

Find a material.

If not found, try to use the filename supplied to find a matching texture. If that isn't found, try to load the texture using the filename. If loaded then it is also Prepared.

virtual iMeshFactoryWrapper* iLoaderContext::FindMeshFactory (  const char *    name )  [pure virtual]
 

Find a mesh factory.

virtual iMeshWrapper* iLoaderContext::FindMeshObject (  const char *    name )  [pure virtual]
 

Find a mesh object.

virtual iMaterialWrapper* iLoaderContext::FindNamedMaterial (  const char *    name,
const char *    filename
)  [pure virtual]
 

Same as FindMaterial but there is no assumption that the name and the filename are the same.

This is useful if the filename has /'s in it (a pathname), since region searching will mean that names with /'s will never be found correctly.

virtual iTextureWrapper* iLoaderContext::FindNamedTexture (  const char *    name,
const char *    filename
)  [pure virtual]
 

Find a texture with the given name.

If not found, attempt to load the supplied filename and prepare the texture using the supplied name.

virtual iSector* iLoaderContext::FindSector (  const char *    name )  [pure virtual]
 

Find a sector.

virtual iTextureWrapper* iLoaderContext::FindTexture (  const char *    filename )  [pure virtual]
 

Find a texture.

If not found, attempt to load and prepare the texture using the supplied filename as the name.

virtual iRegion* iLoaderContext::GetRegion (    )  [pure virtual]
 

Return a region if we only want to load in that region.

0 otherwise. If not 0 then all objects will be created in the region.


The documentation for this struct was generated from the following file:
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