crystalspace.jbind.impl.map
Class csLoader
java.lang.Object
crystalspace.jbind.impl.csNativeObject
crystalspace.jbind.impl.csutil.scf.csBase
crystalspace.jbind.impl.map.csLoader
- All Implemented Interfaces:
- iBase, iLoader, iPointer
- public class csLoader
- extends csBase
- implements iLoader
- Author:
- qan
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Method Summary |
static java.lang.Class |
getInterfaceClass()
|
static java.lang.String |
getInterfaceName()
|
static int |
getInterfaceVersion()
|
java.lang.String |
getName()
Return the name of the interface |
int |
getVersion()
Return the version of the interface |
static void |
initSCF()
|
protected boolean |
isNativePointerValidSafe()
|
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.
|
iTextureHandle |
loadTexture(java.lang.String Filename,
int Flags,
iTextureManager tm,
iPointer image)
|
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. |
Methods inherited from class crystalspace.jbind.impl.csNativeObject |
changePointer, getPointer, getPointer, getPointerArray, hashCode, isMemoryOwner, isNativePointerValid, isNativePointerValidSafe, newNativeObject, setMemoryOwner, toString |
Methods inherited from class java.lang.Object |
clone, getClass, notify, notifyAll, wait, wait, wait |
csLoader
public csLoader(iPointer nPointer)
- Parameters:
nPointer
-
getVersion
public int getVersion()
- Description copied from interface:
iBase
- Return the version of the interface
- Specified by:
getVersion
in interface iBase
- Specified by:
getVersion
in class csBase
getName
public java.lang.String getName()
- Description copied from interface:
iBase
- Return the name of the interface
- Specified by:
getName
in interface iBase
- Specified by:
getName
in class csBase
initSCF
public static void initSCF()
loadTexture
public iTextureHandle loadTexture(java.lang.String Filename,
int Flags,
iTextureManager tm,
iPointer image)
loadTexture
public iTextureHandle loadTexture(java.lang.String Filename,
int Flags,
iTextureManager tm)
- Description copied from interface:
iLoader
- 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.
- Specified by:
loadTexture
in interface iLoader
- Parameters:
Filename
- Flags
- tm
-
- Returns:
loadTexture
public iTextureHandle loadTexture(java.lang.String Filename,
int Flags)
- Description copied from interface:
iLoader
- 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.
- Specified by:
loadTexture
in interface iLoader
- Parameters:
Filename
- Flags
-
- Returns:
loadTexture
public iTextureWrapper loadTexture(java.lang.String Name,
java.lang.String FileName,
int Flags,
iTextureManager tm,
boolean reg,
boolean create_material)
- Description copied from interface:
iLoader
- 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.
- Specified by:
loadTexture
in interface iLoader
- Parameters:
Name
- FileName
- Flags
- tm
- reg
- create_material
-
- Returns:
loadTexture
public iTextureWrapper loadTexture(java.lang.String Name,
java.lang.String FileName,
int Flags,
iTextureManager tm,
boolean reg)
- Description copied from interface:
iLoader
- 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.
- Specified by:
loadTexture
in interface iLoader
- Parameters:
Name
- FileName
- Flags
- tm
- reg
-
- Returns:
loadTexture
public iTextureWrapper loadTexture(java.lang.String Name,
java.lang.String FileName,
int Flags,
iTextureManager tm)
- Description copied from interface:
iLoader
- 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.
- Specified by:
loadTexture
in interface iLoader
- Parameters:
Name
- FileName
- Flags
- tm
-
- Returns:
loadTexture
public iTextureWrapper loadTexture(java.lang.String Name,
java.lang.String FileName,
int Flags)
- Description copied from interface:
iLoader
- 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.
- Specified by:
loadTexture
in interface iLoader
- Parameters:
Name
- FileName
- Flags
-
- Returns:
loadTexture
public iTextureWrapper loadTexture(java.lang.String Name,
java.lang.String FileName)
- Description copied from interface:
iLoader
- 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.
- Specified by:
loadTexture
in interface iLoader
- Parameters:
Name
- FileName
-
- Returns:
loadTexture
public iTextureHandle loadTexture(java.lang.String Filename)
- Description copied from interface:
iLoader
- 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.
- Specified by:
loadTexture
in interface iLoader
- Parameters:
Filename
-
- Returns:
getInterfaceVersion
public static int getInterfaceVersion()
getInterfaceName
public static java.lang.String getInterfaceName()
getInterfaceClass
public static java.lang.Class getInterfaceClass()
isNativePointerValidSafe
protected boolean isNativePointerValidSafe()
loadEffectFile
public boolean loadEffectFile(java.lang.String filename)
- Description copied from interface:
iLoader
- Load and parse a effect from file.
- Specified by:
loadEffectFile
in interface iLoader
- Parameters:
filename
-
- Returns:
- See Also:
iLoader.loadEffectFile(java.lang.String)
loadImage
public iImage loadImage(java.lang.String Filename,
int Format)
- Description copied from interface:
iLoader
- 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.
- Specified by:
loadImage
in interface iLoader
- Parameters:
Filename
- Format
-
- Returns:
- See Also:
iLoader.loadImage(java.lang.String, int)
loadImage
public iImage loadImage(java.lang.String Filename)
- Description copied from interface:
iLoader
- 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.
- Specified by:
loadImage
in interface iLoader
- Parameters:
Filename
-
- Returns:
- See Also:
iLoader.loadImage(java.lang.String)
loadLibraryFile
public boolean loadLibraryFile(java.lang.String filename,
iRegion region,
boolean curRegOnly)
- Description copied from interface:
iLoader
- Load library from a VFS file.
- Specified by:
loadLibraryFile
in interface iLoader
- Parameters:
filename
- region
- curRegOnly
-
- Returns:
- See Also:
iLoader.loadLibraryFile(java.lang.String, crystalspace.jbind.interfaces.iengine.region.iRegion, boolean)
loadLibraryFile
public boolean loadLibraryFile(java.lang.String filename,
iRegion region)
- Description copied from interface:
iLoader
- Load library from a VFS file.
- Specified by:
loadLibraryFile
in interface iLoader
- Parameters:
filename
- region
-
- Returns:
- See Also:
iLoader.loadLibraryFile(java.lang.String, crystalspace.jbind.interfaces.iengine.region.iRegion)
loadLibraryFile
public boolean loadLibraryFile(java.lang.String filename)
- Description copied from interface:
iLoader
- Load library from a VFS file.
- Specified by:
loadLibraryFile
in interface iLoader
- Parameters:
filename
-
- Returns:
- See Also:
iLoader.loadLibraryFile(java.lang.String)
loadMapFile
public boolean loadMapFile(java.lang.String filename,
boolean clearEngine,
iRegion region,
boolean curRegOnly,
boolean checkDupes)
- Description copied from interface:
iLoader
- 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.
- Specified by:
loadMapFile
in interface iLoader
- Parameters:
filename
- clearEngine
- region
- curRegOnly
- checkDupes
-
- Returns:
- See Also:
iLoader.loadMapFile(java.lang.String, boolean, crystalspace.jbind.interfaces.iengine.region.iRegion, boolean, boolean)
loadMapFile
public boolean loadMapFile(java.lang.String filename,
boolean clearEngine,
iRegion region,
boolean curRegOnly)
- Description copied from interface:
iLoader
- 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.
- Specified by:
loadMapFile
in interface iLoader
- Parameters:
filename
- clearEngine
- region
- curRegOnly
-
- Returns:
- See Also:
iLoader.loadMapFile(java.lang.String, boolean, crystalspace.jbind.interfaces.iengine.region.iRegion, boolean)
loadMapFile
public boolean loadMapFile(java.lang.String filename,
boolean clearEngine,
iRegion region)
- Description copied from interface:
iLoader
- 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.
- Specified by:
loadMapFile
in interface iLoader
- Parameters:
filename
- clearEngine
- region
-
- Returns:
- See Also:
iLoader.loadMapFile(java.lang.String, boolean, crystalspace.jbind.interfaces.iengine.region.iRegion)
loadMapFile
public boolean loadMapFile(java.lang.String filename,
boolean clearEngine)
- Description copied from interface:
iLoader
- 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.
- Specified by:
loadMapFile
in interface iLoader
- Parameters:
filename
- clearEngine
-
- Returns:
- See Also:
iLoader.loadMapFile(java.lang.String, boolean)
loadMapFile
public boolean loadMapFile(java.lang.String filename)
- Description copied from interface:
iLoader
- 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.
- Specified by:
loadMapFile
in interface iLoader
- Parameters:
filename
-
- Returns:
- See Also:
iLoader.loadMapFile(java.lang.String)
loadMeshObject
public iMeshWrapper loadMeshObject(java.lang.String fname)
- Description copied from interface:
iLoader
- Load a mesh object from a file. The mesh object is not automatically added
to the engine and sector.
- Specified by:
loadMeshObject
in interface iLoader
- Parameters:
fname
-
- Returns:
- See Also:
iLoader.loadMeshObject(java.lang.String)
loadMeshObjectFactory
public iMeshFactoryWrapper loadMeshObjectFactory(java.lang.String fname)
- Description copied from interface:
iLoader
- Load a Mesh Object Factory from the map file.
- Specified by:
loadMeshObjectFactory
in interface iLoader
- Parameters:
fname
-
- Returns:
- See Also:
iLoader.loadMeshObjectFactory(java.lang.String)
loadSound
public iSoundWrapper loadSound(java.lang.String name,
java.lang.String fname)
- Description copied from interface:
iLoader
- Load a sound file, register the sound and create a wrapper object for it.
- Specified by:
loadSound
in interface iLoader
- Parameters:
name
- fname
-
- Returns:
- See Also:
iLoader.loadSound(java.lang.String, java.lang.String)
loadSound
public iSoundHandle loadSound(java.lang.String fname)
- Description copied from interface:
iLoader
- Load a sound file and register the sound.
- Specified by:
loadSound
in interface iLoader
- Parameters:
fname
-
- Returns:
- See Also:
iLoader.loadSound(java.lang.String)
loadSoundData
public iSoundData loadSoundData(java.lang.String fname)
- Description copied from interface:
iLoader
- Load a sound file and return an iSoundData object.
- Specified by:
loadSoundData
in interface iLoader
- Parameters:
fname
-
- Returns:
- See Also:
iLoader.loadSoundData(java.lang.String)
loadTexture
public iTextureHandle loadTexture(java.lang.String Filename,
int Flags,
iTextureManager tm,
iImage[] image)
- Description copied from interface:
iLoader
- 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.
- Specified by:
loadTexture
in interface iLoader
- Parameters:
Filename
- Flags
- tm
- image
-
- Returns:
- See Also:
iLoader.loadTexture(java.lang.String, int, crystalspace.jbind.interfaces.ivideo.txtmgr.iTextureManager, crystalspace.jbind.interfaces.igraphic.image.iImage[])
threadedLoadMapFile
public iLoaderStatus threadedLoadMapFile(java.lang.String filename,
iRegion region,
boolean curRegOnly,
boolean checkDupes)
- Description copied from interface:
iLoader
- 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 @@
- Specified by:
threadedLoadMapFile
in interface iLoader
- Parameters:
filename
- region
- curRegOnly
- checkDupes
-
- Returns:
- See Also:
iLoader.threadedLoadMapFile(java.lang.String, crystalspace.jbind.interfaces.iengine.region.iRegion, boolean, boolean)
threadedLoadMapFile
public iLoaderStatus threadedLoadMapFile(java.lang.String filename,
iRegion region,
boolean curRegOnly)
- Description copied from interface:
iLoader
- 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 @@
- Specified by:
threadedLoadMapFile
in interface iLoader
- Parameters:
filename
- region
- curRegOnly
-
- Returns:
- See Also:
iLoader.threadedLoadMapFile(java.lang.String, crystalspace.jbind.interfaces.iengine.region.iRegion, boolean)
threadedLoadMapFile
public iLoaderStatus threadedLoadMapFile(java.lang.String filename,
iRegion region)
- Description copied from interface:
iLoader
- 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 @@
- Specified by:
threadedLoadMapFile
in interface iLoader
- Parameters:
filename
- region
-
- Returns:
- See Also:
iLoader.threadedLoadMapFile(java.lang.String, crystalspace.jbind.interfaces.iengine.region.iRegion)
threadedLoadMapFile
public iLoaderStatus threadedLoadMapFile(java.lang.String filename)
- Description copied from interface:
iLoader
- 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 @@
- Specified by:
threadedLoadMapFile
in interface iLoader
- Parameters:
filename
-
- Returns:
- See Also:
iLoader.threadedLoadMapFile(java.lang.String)