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.
 
Methods inherited from interface crystalspace.jbind.interfaces.iutil.scf.iBase
decRef, getName, getRefCount, getVersion, incRef, queryInterface, queryInterfaceSafe
 
Methods inherited from interface crystalspace.jbind.interfaces.iPointer
changePointer, getPointer, isMemoryOwner, setMemoryOwner
 

Method Detail

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: