#include <parser.h>
Inheritance diagram for iLoader:
Public Methods | |
virtual void | SetMode (int iFlags)=0 |
Set loader mode (see CS_LOADER_XXX flags above). | |
virtual iImage* | LoadImage (const char *Filename, int Format=CS_IMGFMT_INVALID)=0 |
Load an image file. More... | |
virtual iTextureHandle* | LoadTexture (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 iTextureWrapper* | LoadTexture (const char *Name, const char *FileName, int Flags=CS_TEXTURE_3D, iTextureManager *tm=NULL)=0 |
Load a texture as with LoadTexture() above and register it with the engine. More... | |
virtual iSoundData* | LoadSoundData (const char *fname)=0 |
Load a sound file and return an iSoundData object. | |
virtual iSoundHandle* | LoadSound (const char *fname)=0 |
Load a sound file and register the sound. | |
virtual iSoundWrapper* | LoadSound (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 iMeshFactoryWrapper* | LoadMeshObjectFactory (const char *fname)=0 |
Load a Mesh Object Factory from the map file. | |
virtual iMeshWrapper* | LoadMeshObject (const char *fname)=0 |
Load a mesh object from a file. More... |
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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 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. |
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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 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. |
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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. |