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Unit renames from engine 3.0.0 -> 4.0.0:
(Note: This is a complete list of renames, including many internal units
that aren't really useful for normal engine usage.
Your program probably uses only a little fraction of units mentioned below.
In other words, don't be scared by the length of list below :)
Just try to recompile your program and you will see which units you need to rename.
)
ProgressUnit CastleProgress
CastleProgress CastleWindowProgress
KeysMouse CastleKeysMouse
ConvexHullUnit CastleConvexHull
RenderingCameraUnit CastleRenderingCamera
VectorMath CastleVectors
Font2PascalUnit CastleFont2Pascal
Base3D Castle3D.pas
Boxes3D CastleBoxes
Frustums CastleFrustum
Noise CastleNoise
Triangulator CastleTriangulate
NormalsCalculator CastleNormals
CastleRecentFiles CastleWindowRecentFiles
RecentFiles CastleRecentFiles
LCLRecentFiles CastleLCLRecentFiles
Shaders CastleShaders
ALUtils CastleALUtils
ArraysGenerator CastleArraysGenerator
Background CastleBackground
Cameras CastleCameras
CubeMap CastleCubeMaps
Curve CastleCurves
DataURI CastleDataURI
DDS CastleDDS
EFX CastleEFX
EnumerateFiles CastleFindFiles
FileFilters CastleFileFilters
GenericStructList CastleGenericLists
GeometryArrays CastleGeometryArrays
NURBS CastleNURBS
OnScreenMenu CastleOnScreenMenu
OnScreenMenuImages CastleOnScreenMenuImages
PrecalculatedAnimation CastlePrecalculatedAnimation
PrecalculatedAnimationCore CastlePrecalculatedAnimationCore
ProgressConsole CastleProgressConsole
Quaternions CastleQuaternions
RaysWindow CastleRays
RayTracer CastleRayTracer
Sectorswaypoints CastleSectors
ShapeOctree CastleShapeOctree
SoundFile CastleSoundFile
SpaceFillingCurves CastleSpaceFillingCurves
SphereSampling CastleSphereSampling
SphericalHarmonics CastleSphericalHarmonics
TextureImages CastleTextureImages
TriangleOctree CastleTriangleOctree
UIControls CastleUIControls
Videos CastleVideos
VorbisCodec CastleVorbisCodec
VorbisDecoder CastleVorbisDecoder
VorbisFile CastleVorbisFile
WindowModes CastleWindowModes
WindowsFonts CastleWindowsFonts
WinFontConvert CastleWinFontConvert
XlibUtils CastleXlib
GLCubeMap CastleGLCubeMaps
GLImages CastleGLImages
GLRenderer CastleRenderer
GLRendererLights CastleRendererLights
GLRendererShader CastleRendererShader
GLRendererTextureEnv CastleRendererTextureEnv
GLShaders CastleGLShaders
GLShadowVolumeRenderer CastleGLShadowVolumes
GLVersionUnit CastleGLVersion
Shape CastleShapes
Images CastleImages
Triangle X3DTriangles
(note: there is also new CastleTriangles unit containing part of previous
VectorMath.)
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Explanation of naming convention:
See also naming_engine_3.0.txt, we follow it, except we surrender
in the case of Castle prefix for unit names.
Units:
Generally, we name all units CastleXxx. (Avoiding this prefix in unit name
didn't really work Ok in engine 3.0.0, we had too many generically-named units
that had to be renamed. And having half of the units with Castle prefix, half without
is not consistent. So rename all.)
We try to avoid double prefixes, like CastleGLXxx, as they tend to make long complicated names.
E.g. there was a GLRenderer in engine 3.0.0, in 4.0.0 it's named CastleRenderer,
not CastleGLRenderer --- we dropped the GL prefix, since we have Castle prefix.
Classes:
Classes only use TCastle prefix if they are registered on Lazarus component palette,
or if they really sound overly generic (like TItem, that is now TInventoryItem)
or conflict with widely used (in common RTL, FCL, LCL) identifiers (like TImage,
that is now TCastleImage). Generally we avoid adding prefixes to classes
(or other identifiers), they looked too ugly in engine in 2.x versions.
Pascal allows to coexist two equal identifiers in different units without problems,
so let's make use of on it.
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