crystalspace.jbind.interfaces.imap
Interface iLoader
- All Superinterfaces:
- iBase, iPointer
- All Known Implementing Classes:
- csLoader
- public interface iLoader
- extends iBase
This interface represents the map loader.
- Author:
- Java wrapper - Quentin Anciaux, c++ version -
http://crystal.sourceforge.net/docs/online/pubapi/structiLoader.php
Method Summary |
boolean |
loadEffectFile(java.lang.String filename)
Load and parse a effect from file. |
iImage |
loadImage(java.lang.String Filename)
Load an image file. |
iImage |
loadImage(java.lang.String Filename,
int Format)
Load an image file. |
boolean |
loadLibraryFile(java.lang.String filename)
Load library from a VFS file. |
boolean |
loadLibraryFile(java.lang.String filename,
iRegion region)
Load library from a VFS file. |
boolean |
loadLibraryFile(java.lang.String filename,
iRegion region,
boolean curRegOnly)
Load library from a VFS file. |
boolean |
loadMapFile(java.lang.String filename)
Load a map file. |
boolean |
loadMapFile(java.lang.String filename,
boolean clearEngine)
Load a map file. |
boolean |
loadMapFile(java.lang.String filename,
boolean clearEngine,
iRegion region)
Load a map file. |
boolean |
loadMapFile(java.lang.String filename,
boolean clearEngine,
iRegion region,
boolean curRegOnly)
Load a map file. |
boolean |
loadMapFile(java.lang.String filename,
boolean clearEngine,
iRegion region,
boolean curRegOnly,
boolean checkDupes)
Load a map file. |
iMeshWrapper |
loadMeshObject(java.lang.String fname)
Load a mesh object from a file. |
iMeshFactoryWrapper |
loadMeshObjectFactory(java.lang.String fname)
Load a Mesh Object Factory from the map file. |
iSoundHandle |
loadSound(java.lang.String fname)
Load a sound file and register the sound. |
iSoundWrapper |
loadSound(java.lang.String name,
java.lang.String fname)
Load a sound file, register the sound and create a wrapper object for it. |
iSoundData |
loadSoundData(java.lang.String fname)
Load a sound file and return an iSoundData object. |
iTextureHandle |
loadTexture(java.lang.String Filename)
Load an image as with LoadImage(); and create a texture handle from it.
|
iTextureHandle |
loadTexture(java.lang.String Filename,
int Flags)
Load an image as with LoadImage(); and create a texture handle from it.
|
iTextureHandle |
loadTexture(java.lang.String Filename,
int Flags,
iTextureManager tm)
Load an image as with LoadImage(); and create a texture handle from it.
|
iTextureHandle |
loadTexture(java.lang.String Filename,
int Flags,
iTextureManager tm,
iImage[] image)
Load an image as with LoadImage(); and create a texture handle from it.
|
iTextureWrapper |
loadTexture(java.lang.String Name,
java.lang.String FileName)
Load a texture as with LoadTexture(); above and register it with the
engine. |
iTextureWrapper |
loadTexture(java.lang.String Name,
java.lang.String FileName,
int Flags)
Load a texture as with LoadTexture(); above and register it with the
engine. |
iTextureWrapper |
loadTexture(java.lang.String Name,
java.lang.String FileName,
int Flags,
iTextureManager tm)
Load a texture as with LoadTexture(); above and register it with the
engine. |
iTextureWrapper |
loadTexture(java.lang.String Name,
java.lang.String FileName,
int Flags,
iTextureManager tm,
boolean reg)
Load a texture as with LoadTexture(); above and register it with the
engine. |
iTextureWrapper |
loadTexture(java.lang.String Name,
java.lang.String FileName,
int Flags,
iTextureManager tm,
boolean reg,
boolean create_material)
Load a texture as with LoadTexture(); above and register it with the
engine. |
iLoaderStatus |
threadedLoadMapFile(java.lang.String filename)
Load a map file in a thread. |
iLoaderStatus |
threadedLoadMapFile(java.lang.String filename,
iRegion region)
Load a map file in a thread. |
iLoaderStatus |
threadedLoadMapFile(java.lang.String filename,
iRegion region,
boolean curRegOnly)
Load a map file in a thread. |
iLoaderStatus |
threadedLoadMapFile(java.lang.String filename,
iRegion region,
boolean curRegOnly,
boolean checkDupes)
Load a map file in a thread. |
loadEffectFile
public boolean loadEffectFile(java.lang.String filename)
- Load and parse a effect from file.
- Parameters:
filename
-
- Returns:
loadImage
public iImage loadImage(java.lang.String Filename)
- 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.
- Parameters:
Filename
-
- Returns:
loadImage
public iImage loadImage(java.lang.String Filename,
int Format)
- 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.
- Parameters:
Filename
- Format
-
- Returns:
loadLibraryFile
public boolean loadLibraryFile(java.lang.String filename)
- Load library from a VFS file.
- Parameters:
filename
-
- Returns:
loadLibraryFile
public boolean loadLibraryFile(java.lang.String filename,
iRegion region)
- Load library from a VFS file.
- Parameters:
filename
- region
-
- Returns:
loadLibraryFile
public boolean loadLibraryFile(java.lang.String filename,
iRegion region,
boolean curRegOnly)
- Load library from a VFS file.
- Parameters:
filename
- region
- curRegOnly
-
- Returns:
loadMapFile
public boolean loadMapFile(java.lang.String filename)
- 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. 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.
- Parameters:
filename
-
- Returns:
loadMapFile
public boolean loadMapFile(java.lang.String filename,
boolean clearEngine)
- 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. 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.
- Parameters:
filename
- clearEngine
-
- Returns:
loadMapFile
public boolean loadMapFile(java.lang.String filename,
boolean clearEngine,
iRegion region)
- 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. 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.
- Parameters:
filename
- clearEngine
- region
-
- Returns:
loadMapFile
public boolean loadMapFile(java.lang.String filename,
boolean clearEngine,
iRegion region,
boolean curRegOnly)
- 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. 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.
- Parameters:
filename
- clearEngine
- region
- curRegOnly
-
- Returns:
loadMapFile
public boolean loadMapFile(java.lang.String filename,
boolean clearEngine,
iRegion region,
boolean curRegOnly,
boolean checkDupes)
- 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. 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.
- Parameters:
filename
- clearEngine
- region
- curRegOnly
- checkDupes
-
- Returns:
loadMeshObject
public iMeshWrapper loadMeshObject(java.lang.String fname)
- Load a mesh object from a file. The mesh object is not automatically added
to the engine and sector.
- Parameters:
fname
-
- Returns:
loadMeshObjectFactory
public iMeshFactoryWrapper loadMeshObjectFactory(java.lang.String fname)
- Load a Mesh Object Factory from the map file.
- Parameters:
fname
-
- Returns:
loadSound
public iSoundWrapper loadSound(java.lang.String name,
java.lang.String fname)
- Load a sound file, register the sound and create a wrapper object for it.
- Parameters:
name
- fname
-
- Returns:
loadSound
public iSoundHandle loadSound(java.lang.String fname)
- Load a sound file and register the sound.
- Parameters:
fname
-
- Returns:
loadSoundData
public iSoundData loadSoundData(java.lang.String fname)
- Load a sound file and return an iSoundData object.
- Parameters:
fname
-
- Returns:
loadTexture
public iTextureWrapper loadTexture(java.lang.String Name,
java.lang.String FileName)
- 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. 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.
- Parameters:
Name
- FileName
-
- Returns:
loadTexture
public iTextureWrapper loadTexture(java.lang.String Name,
java.lang.String FileName,
int Flags)
- 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. 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.
- Parameters:
Name
- FileName
- Flags
-
- Returns:
loadTexture
public iTextureWrapper loadTexture(java.lang.String Name,
java.lang.String FileName,
int Flags,
iTextureManager tm)
- 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. 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.
- Parameters:
Name
- FileName
- Flags
- tm
-
- Returns:
loadTexture
public iTextureWrapper loadTexture(java.lang.String Name,
java.lang.String FileName,
int Flags,
iTextureManager tm,
boolean reg)
- 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. 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.
- Parameters:
Name
- FileName
- Flags
- tm
- reg
-
- Returns:
loadTexture
public iTextureWrapper loadTexture(java.lang.String Name,
java.lang.String FileName,
int Flags,
iTextureManager tm,
boolean reg,
boolean create_material)
- 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. 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.
- Parameters:
Name
- FileName
- Flags
- tm
- reg
- create_material
-
- Returns:
loadTexture
public iTextureHandle loadTexture(java.lang.String Filename)
- 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.
- Parameters:
Filename
-
- Returns:
loadTexture
public iTextureHandle loadTexture(java.lang.String Filename,
int Flags)
- 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.
- Parameters:
Filename
- Flags
-
- Returns:
loadTexture
public iTextureHandle loadTexture(java.lang.String Filename,
int Flags,
iTextureManager tm)
- 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.
- Parameters:
Filename
- Flags
- tm
-
- Returns:
loadTexture
public iTextureHandle loadTexture(java.lang.String Filename,
int Flags,
iTextureManager tm,
iImage[] image)
- 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.
- Parameters:
Filename
- Flags
- tm
- image
-
- Returns:
threadedLoadMapFile
public iLoaderStatus threadedLoadMapFile(java.lang.String filename)
- 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
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. 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 @@
- Parameters:
filename
-
- Returns:
threadedLoadMapFile
public iLoaderStatus threadedLoadMapFile(java.lang.String filename,
iRegion region)
- 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
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. 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 @@
- Parameters:
filename
- region
-
- Returns:
threadedLoadMapFile
public iLoaderStatus threadedLoadMapFile(java.lang.String filename,
iRegion region,
boolean curRegOnly)
- 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
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. 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 @@
- Parameters:
filename
- region
- curRegOnly
-
- Returns:
threadedLoadMapFile
public iLoaderStatus threadedLoadMapFile(java.lang.String filename,
iRegion region,
boolean curRegOnly,
boolean checkDupes)
- 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
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. 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 @@
- Parameters:
filename
- region
- curRegOnly
- checkDupes
-
- Returns: