Commit 7472bcd8 authored by hybrid's avatar hybrid

Merged from 1.5 branch to trunk, all changes from 2042 to 2071. cursor...

Merged from 1.5 branch to trunk, all changes from 2042 to 2071. cursor setVisible fix, OSX FPS cam fix, ALPHA_CHANNEL_REF fix, new method draw2dRectOutline, setOverrideFont fixes, getCollisisonPoint distance bug fix.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2072 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 242c1d8d
...@@ -25,6 +25,8 @@ Changes in version 1.6 ...@@ -25,6 +25,8 @@ Changes in version 1.6
------------------------------------- -------------------------------------
Changes in version 1.5.1 (??.?? 2009) Changes in version 1.5.1 (??.?? 2009)
- Fixed OSX device bug where screen size was not set in fullscreen mode.
- OSX device now supports shift and ctrl keys. - OSX device now supports shift and ctrl keys.
- MD2 mesh loader: Now uses much less memory, reduced number of allocations when loading meshes. - MD2 mesh loader: Now uses much less memory, reduced number of allocations when loading meshes.
......
// This is a Demo of the Irrlicht Engine (c) 2005-2008 by N.Gebhardt. // This is a Demo of the Irrlicht Engine (c) 2005-2009 by N.Gebhardt.
// This file is not documented. // This file is not documented.
#include "CDemo.h" #include "CDemo.h"
......
// This is a Demo of the Irrlicht Engine (c) 2005-2008 by N.Gebhardt. // This is a Demo of the Irrlicht Engine (c) 2005-2009 by N.Gebhardt.
// This file is not documented. // This file is not documented.
#include "CMainMenu.h" #include "CMainMenu.h"
......
// This is a Demo of the Irrlicht Engine (c) 2005-2008 by N.Gebhardt. // This is a Demo of the Irrlicht Engine (c) 2005-2009 by N.Gebhardt.
// This file is not documented. // This file is not documented.
#include <irrlicht.h> #include <irrlicht.h>
......
// Copyright (C) 2008 Nikolaus Gebhardt // Copyright (C) 2008-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2008 Nikolaus Gebhardt // Copyright (C) 2008-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2008 Nikolaus Gebhardt // Copyright (C) 2008-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
...@@ -13,44 +13,43 @@ namespace video ...@@ -13,44 +13,43 @@ namespace video
//! An enum for all types of drivers the Irrlicht Engine supports. //! An enum for all types of drivers the Irrlicht Engine supports.
enum E_DRIVER_TYPE enum E_DRIVER_TYPE
{ {
//! Null driver, useful for applications to run the engine //! Null driver, useful for applications to run the engine without visualisation.
//! without visualisation. The null device is able to load /** The null device is able to load textures, but does not
//! textures, but does not render and display any graphics. render and display any graphics. */
EDT_NULL, EDT_NULL,
//! The Irrlicht Engine Software renderer, runs on all //! The Irrlicht Engine Software renderer.
//! platforms, with every hardware. It should only be used for /** Runs on all platforms, with every hardware. It should only be used for
//! 2d graphics, but it can also perform some primitive 3d 2d graphics, but it can also perform some primitive 3d
//! functions. These 3d drawing functions are quite fast, but functions. These 3d drawing functions are quite fast, but
//! very inaccurate, and don't even support clipping in 3D mode. very inaccurate, and don't even support clipping in 3D mode. */
EDT_SOFTWARE, EDT_SOFTWARE,
//! The Burning's Software Renderer, an alternative software //! The Burning's Software Renderer, an alternative software renderer
//! renderer for Irrlicht. Basically it can be described as the /** Basically it can be described as the Irrlicht Software
//! Irrlicht Software renderer on steroids. It rasterizes 3D renderer on steroids. It rasterizes 3D geometry perfectly: It
//! geometry perfectly: It is able to perform correct 3d is able to perform correct 3d clipping, perspective correct
//! clipping, perspective correct texture mapping, perspective texture mapping, perspective correct color mapping, and renders
//! correct color mapping, and renders sub pixel correct, sub sub pixel correct, sub texel correct primitives. In addition,
//! texel correct primitives. In addition, it does bilinear it does bilinear texel filtering and supports more materials
//! texel filtering and supports more materials than the than the EDT_SOFTWARE driver. This renderer has been written
//! EDT_SOFTWARE driver. This renderer has been written entirely by Thomas Alten, thanks a lot for this huge
//! entirely by Thomas Alten, thanks a lot for this huge contribution. */
//! contribution.
EDT_BURNINGSVIDEO, EDT_BURNINGSVIDEO,
//! Direct3D8 device, only available on Win32 platforms. //! Direct3D8 device, only available on Win32 platforms.
//! Performs hardware accelerated rendering of 3D and 2D /** Performs hardware accelerated rendering of 3D and 2D
//! primitives. primitives. */
EDT_DIRECT3D8, EDT_DIRECT3D8,
//! Direct3D 9 device, only available on Win32 platforms. //! Direct3D 9 device, only available on Win32 platforms.
//! Performs hardware accelerated rendering of 3D and 2D /** Performs hardware accelerated rendering of 3D and 2D
//! primitives. primitives. */
EDT_DIRECT3D9, EDT_DIRECT3D9,
//! OpenGL device, available on most platforms. //! OpenGL device, available on most platforms.
//! Performs hardware accelerated rendering of 3D and 2D /** Performs hardware accelerated rendering of 3D and 2D
//! primitives. primitives. */
EDT_OPENGL EDT_OPENGL
}; };
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
...@@ -35,3 +35,4 @@ const c8* const GUIAlignmentNames[] = ...@@ -35,3 +35,4 @@ const c8* const GUIAlignmentNames[] =
} // namespace irr } // namespace irr
#endif // __E_GUI_ALIGNMENT_H_INCLUDED__ #endif // __E_GUI_ALIGNMENT_H_INCLUDED__
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
...@@ -88,8 +88,7 @@ enum EGUI_ELEMENT_TYPE ...@@ -88,8 +88,7 @@ enum EGUI_ELEMENT_TYPE
//! Unknown type. //! Unknown type.
EGUIET_ELEMENT, EGUIET_ELEMENT,
//! This enum is never used, it only forces the compiler to //! This enum is never used, it only forces the compiler to compile this enumeration to 32 bit.
//! compile these enumeration values to 32 bit.
EGUIET_FORCE_32_BIT = 0x7fffffff EGUIET_FORCE_32_BIT = 0x7fffffff
}; };
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
This diff is collapsed.
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
...@@ -33,3 +33,4 @@ enum EMESSAGE_BOX_FLAG ...@@ -33,3 +33,4 @@ enum EMESSAGE_BOX_FLAG
} // namespace irr } // namespace irr
#endif #endif
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
...@@ -46,8 +46,7 @@ namespace scene ...@@ -46,8 +46,7 @@ namespace scene
//! Unknown scene node animator //! Unknown scene node animator
ESNAT_UNKNOWN, ESNAT_UNKNOWN,
//! This enum is never used, it only forces the compiler to //! This enum is never used, it only forces the compiler to compile this enumeration to 32 bit.
//! compile these enumeration values to 32 bit.
ESNAT_FORCE_32_BIT = 0x7fffffff ESNAT_FORCE_32_BIT = 0x7fffffff
}; };
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
...@@ -70,11 +70,11 @@ namespace scene ...@@ -70,11 +70,11 @@ namespace scene
ESNT_MD3_SCENE_NODE = MAKE_IRR_ID('m','d','3','_'), ESNT_MD3_SCENE_NODE = MAKE_IRR_ID('m','d','3','_'),
//! Maya Camera Scene Node //! Maya Camera Scene Node
//! Legacy, for loading version <= 1.4.x .irr files /** Legacy, for loading version <= 1.4.x .irr files */
ESNT_CAMERA_MAYA = MAKE_IRR_ID('c','a','m','M'), ESNT_CAMERA_MAYA = MAKE_IRR_ID('c','a','m','M'),
//! First Person Shooter Camera //! First Person Shooter Camera
//! Legacy, for loading version <= 1.4.x .irr files /** Legacy, for loading version <= 1.4.x .irr files */
ESNT_CAMERA_FPS = MAKE_IRR_ID('c','a','m','F'), ESNT_CAMERA_FPS = MAKE_IRR_ID('c','a','m','F'),
//! Unknown scene node //! Unknown scene node
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2007-2008 Nikolaus Gebhardt / Thomas Alten // Copyright (C) 2007-2009 Nikolaus Gebhardt / Thomas Alten
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
...@@ -146,7 +146,7 @@ namespace scene ...@@ -146,7 +146,7 @@ namespace scene
setTarget() will update its rotation so that its +Z axis will setTarget() will update its rotation so that its +Z axis will
point at the target point. FPS camera use this binding by point at the target point. FPS camera use this binding by
default; other cameras do not. default; other cameras do not.
\param binding true to bind the camera's scene node rotation \param bound True to bind the camera's scene node rotation
and targetting, false to unbind them. and targetting, false to unbind them.
@see getTargetAndRotationBinding() */ @see getTargetAndRotationBinding() */
virtual void bindTargetAndRotation(bool bound) = 0; virtual void bindTargetAndRotation(bool bound) = 0;
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2008 Nikolaus Gebhardt // Copyright (C) 2008-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
...@@ -358,7 +358,7 @@ struct SJoystickInfo ...@@ -358,7 +358,7 @@ struct SJoystickInfo
//! The ID of the joystick //! The ID of the joystick
/** This is an internal Irrlicht index; it does not map directly /** This is an internal Irrlicht index; it does not map directly
* to any particular hardware joystick. It corresponds to the * to any particular hardware joystick. It corresponds to the
* @ref SJoystickEvent Joystick ID. */ * irr::SJoystickEvent Joystick ID. */
u8 Joystick; u8 Joystick;
//! The name that the joystick uses to identify itself. //! The name that the joystick uses to identify itself.
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
...@@ -119,7 +119,9 @@ public: ...@@ -119,7 +119,9 @@ public:
//! Returns the base part of a filename, i.e. the name without the directory //! Returns the base part of a filename, i.e. the name without the directory
//! part. If no directory is prefixed, the full name is returned. //! part. If no directory is prefixed, the full name is returned.
/** \param filename: The file to get the basename from */ /** \param filename: The file to get the basename from
\param keepExtension True if filename with extension is returned otherwise everything
after the final '.' is removed as well. */
virtual core::stringc getFileBasename(const core::stringc& filename, bool keepExtension=true) const = 0; virtual core::stringc getFileBasename(const core::stringc& filename, bool keepExtension=true) const = 0;
//! Creates a list of files and directories in the current working directory and returns it. //! Creates a list of files and directories in the current working directory and returns it.
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
...@@ -12,7 +12,6 @@ namespace irr ...@@ -12,7 +12,6 @@ namespace irr
{ {
namespace gui namespace gui
{ {
class IGUIFont;
class IGUISpriteBank; class IGUISpriteBank;
//! Enumeration for listbox colors //! Enumeration for listbox colors
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
...@@ -460,7 +460,8 @@ namespace gui ...@@ -460,7 +460,8 @@ namespace gui
implementations to find out how to draw the part exactly. implementations to find out how to draw the part exactly.
\param active: Specifies if the tab is currently active. \param active: Specifies if the tab is currently active.
\param rect: Defining area where to draw. \param rect: Defining area where to draw.
\param clip: Clip area. */ \param clip: Clip area.
\param alignment Alignment of GUI element. */
virtual void draw3DTabButton(IGUIElement* element, bool active, virtual void draw3DTabButton(IGUIElement* element, bool active,
const core::rect<s32>& rect, const core::rect<s32>* clip=0, gui::EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT) = 0; const core::rect<s32>& rect, const core::rect<s32>* clip=0, gui::EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT) = 0;
...@@ -471,7 +472,9 @@ namespace gui ...@@ -471,7 +472,9 @@ namespace gui
\param border: Specifies if the border should be drawn. \param border: Specifies if the border should be drawn.
\param background: Specifies if the background should be drawn. \param background: Specifies if the background should be drawn.
\param rect: Defining area where to draw. \param rect: Defining area where to draw.
\param clip: Clip area. */ \param clip: Clip area.
\param tabHeight Height of tab.
\param alignment Alignment of GUI element. */
virtual void draw3DTabBody(IGUIElement* element, bool border, bool background, virtual void draw3DTabBody(IGUIElement* element, bool border, bool background,
const core::rect<s32>& rect, const core::rect<s32>* clip=0, s32 tabHeight=-1, gui::EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT ) = 0; const core::rect<s32>& rect, const core::rect<s32>* clip=0, s32 tabHeight=-1, gui::EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT ) = 0;
......
// Copyright (C) 2006-2008 Michael Zeilfelder // Copyright (C) 2006-2009 Michael Zeilfelder
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2003-2008 Nikolaus Gebhardt // Copyright (C) 2003-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
...@@ -79,8 +79,6 @@ namespace gui ...@@ -79,8 +79,6 @@ namespace gui
EGTDF_COUNT EGTDF_COUNT
}; };
class IGUIFont;
//! Default list box GUI element. //! Default list box GUI element.
class IGUITable : public IGUIElement class IGUITable : public IGUIElement
{ {
...@@ -90,7 +88,7 @@ namespace gui ...@@ -90,7 +88,7 @@ namespace gui
: IGUIElement(EGUIET_TABLE, environment, parent, id, rectangle) {} : IGUIElement(EGUIET_TABLE, environment, parent, id, rectangle) {}
//! Adds a column //! Adds a column
//! If columnIndex is outside the current range, do push new colum at the end /** If columnIndex is outside the current range, do push new colum at the end */
virtual void addColumn(const wchar_t* caption, s32 columnIndex=-1) = 0; virtual void addColumn(const wchar_t* caption, s32 columnIndex=-1) = 0;
//! remove a column from the table //! remove a column from the table
...@@ -101,8 +99,8 @@ namespace gui ...@@ -101,8 +99,8 @@ namespace gui
//! Makes a column active. This will trigger an ordering process. //! Makes a column active. This will trigger an ordering process.
/** \param idx: The id of the column to make active. /** \param idx: The id of the column to make active.
//! \param doOrder: Do also the ordering which depending on mode for active column \param doOrder: Do also the ordering which depending on mode for active column
\return Returns true if successful. */ \return True if successful. */
virtual bool setActiveColumn(s32 idx, bool doOrder=false) = 0; virtual bool setActiveColumn(s32 idx, bool doOrder=false) = 0;
//! Returns which header is currently active //! Returns which header is currently active
...@@ -120,11 +118,9 @@ namespace gui ...@@ -120,11 +118,9 @@ namespace gui
//! can columns be resized by dran 'n drop? //! can columns be resized by dran 'n drop?
virtual bool hasResizableColumns() const = 0; virtual bool hasResizableColumns() const = 0;
//! This tells the table control which ordering mode should be used when //! This tells the table control which ordering mode should be used when a column header is clicked.
//! a column header is clicked. /** \param columnIndex The index of the column header.
/** \param columnIndex: The index of the column header. \param mode: One of the modes defined in EGUI_COLUMN_ORDERING */
\param state: If true, a EGET_TABLE_HEADER_CHANGED message will be sent and you can order the table data as you whish.*/
//! \param mode: One of the modes defined in EGUI_COLUMN_ORDERING
virtual void setColumnOrdering(u32 columnIndex, EGUI_COLUMN_ORDERING mode) = 0; virtual void setColumnOrdering(u32 columnIndex, EGUI_COLUMN_ORDERING mode) = 0;
//! Returns which row is currently selected //! Returns which row is currently selected
...@@ -134,10 +130,12 @@ namespace gui ...@@ -134,10 +130,12 @@ namespace gui
virtual s32 getRowCount() const = 0; virtual s32 getRowCount() const = 0;
//! adds a row to the table //! adds a row to the table
/** \param rowIndex: zero based index of rows. The row will be inserted at this /** \param rowIndex Zero based index of rows. The row will be
position, if a row already exist there, it will be placed after it. If the row inserted at this position, if a row already exist there, it
is larger than the actual number of row by more than one, it won't be created. will be placed after it. If the row is larger than the actual
Note that if you create a row that's not at the end, there might be performance issues*/ number of row by more than one, it won't be created. Note that
if you create a row that's not at the end, there might be
performance issues. */
virtual void addRow(u32 rowIndex) = 0; virtual void addRow(u32 rowIndex) = 0;
//! Remove a row from the table //! Remove a row from the table
...@@ -149,11 +147,13 @@ namespace gui ...@@ -149,11 +147,13 @@ namespace gui
//! Swap two row positions. This is useful for a custom ordering algo. //! Swap two row positions. This is useful for a custom ordering algo.
virtual void swapRows(u32 rowIndexA, u32 rowIndexB) = 0; virtual void swapRows(u32 rowIndexA, u32 rowIndexB) = 0;
//! This tells the table to start ordering all the rows. You need to explicitly //! This tells the table to start ordering all the rows.
//! tell the table to re order the rows when a new row is added or the cells data is /** You need to explicitly tell the table to re order the rows
//! changed. This makes the system more flexible and doesn't make you pay the cost of when a new row is added or the cells data is changed. This
//! ordering when adding a lot of rows. makes the system more flexible and doesn't make you pay the
//! \param columnIndex: When set to -1 the active column is used. cost of ordering when adding a lot of rows.
\param columnIndex: When set to -1 the active column is used.
\param mode Ordering mode of the rows. */
virtual void orderRows(s32 columnIndex=-1, EGUI_ORDERING_MODE mode=EGOM_NONE) = 0; virtual void orderRows(s32 columnIndex=-1, EGUI_ORDERING_MODE mode=EGOM_NONE) = 0;
//! Set the text of a cell //! Set the text of a cell
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2008 Nikolaus Gebhardt // Copyright (C) 2008-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
...@@ -79,10 +79,10 @@ namespace scene ...@@ -79,10 +79,10 @@ namespace scene
/** \param mesh Mesh on which the operation is performed. /** \param mesh Mesh on which the operation is performed.
\param factor Vector which defines the scale for each axis. \param factor Vector which defines the scale for each axis.
\param level Number of texture coord, starting from 1. Support for level 2 exists for LightMap buffers. */ \param level Number of texture coord, starting from 1. Support for level 2 exists for LightMap buffers. */
virtual void scaleTCoords(scene::IMesh* mesh, const core::vector2df& factor, u32 layer=1) const =0; virtual void scaleTCoords(scene::IMesh* mesh, const core::vector2df& factor, u32 level=1) const =0;
//! Scale the texture coords of a meshbuffer. //! Scale the texture coords of a meshbuffer.
/** \param mesh Mesh on which the operation is performed. /** \param buffer Meshbuffer on which the operation is performed.
\param factor Vector which defines the scale for each axis. \param factor Vector which defines the scale for each axis.
\param level Number of texture coord, starting from 1. Support for level 2 exists for LightMap buffers. */ \param level Number of texture coord, starting from 1. Support for level 2 exists for LightMap buffers. */
virtual void scaleTCoords(scene::IMeshBuffer* buffer, const core::vector2df& factor, u32 level=1) const =0; virtual void scaleTCoords(scene::IMeshBuffer* buffer, const core::vector2df& factor, u32 level=1) const =0;
...@@ -106,8 +106,8 @@ namespace scene ...@@ -106,8 +106,8 @@ namespace scene
//! Clones a static IMesh into a modifiable SMesh. //! Clones a static IMesh into a modifiable SMesh.
/** All meshbuffers in the returned SMesh /** All meshbuffers in the returned SMesh
are of type SMeshBuffer or SMeshBufferLightMap. are of type SMeshBuffer or SMeshBufferLightMap.
\param mesh: Mesh to copy. \param mesh Mesh to copy.
\return Returns the cloned mesh. If you no longer need the \return Cloned mesh. If you no longer need the
cloned mesh, you should call SMesh::drop(). See cloned mesh, you should call SMesh::drop(). See
IReferenceCounted::drop() for more information. */ IReferenceCounted::drop() for more information. */
virtual SMesh* createMeshCopy(IMesh* mesh) const = 0; virtual SMesh* createMeshCopy(IMesh* mesh) const = 0;
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2006-2008 Nikolaus Gebhardt / Thomas Alten // Copyright (C) 2006-2009 Nikolaus Gebhardt / Thomas Alten
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt // Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine". // This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h // For conditions of distribution and use, see copyright notice in irrlicht.h
......
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