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refacto: RenderingEngine is now better hidden

* No more access to the singleton instance from everywhere (RenderingEngine::get_instance dropped)
* RenderingEngine::get_timer_time is now non static
* RenderingEngine::draw_menu_scene is now non static
* RenderingEngine::draw_scene is now non static
* RenderingEngine::{initialize,finalize} are now non static
* RenderingEngine::run is now non static
* RenderingEngine::getWindowSize now have a static helper. It was mandatory to hide the global get_instance access
This commit is contained in:
Loic Blot 2021-04-28 12:48:13 +02:00 committed by Loïc Blot
parent 74125a74d3
commit 258101a910
14 changed files with 112 additions and 121 deletions

View file

@ -80,7 +80,7 @@ ClientLauncher::~ClientLauncher()
delete g_fontengine;
delete g_gamecallback;
delete RenderingEngine::get_instance();
delete m_rendering_engine;
#if USE_SOUND
g_sound_manager_singleton.reset();
@ -101,7 +101,7 @@ bool ClientLauncher::run(GameStartData &start_data, const Settings &cmd_args)
// List video modes if requested
if (list_video_modes)
return RenderingEngine::print_video_modes();
return m_rendering_engine->print_video_modes();
#if USE_SOUND
if (g_settings->getBool("enable_sound"))
@ -120,12 +120,12 @@ bool ClientLauncher::run(GameStartData &start_data, const Settings &cmd_args)
return true;
}
if (RenderingEngine::get_video_driver() == NULL) {
if (m_rendering_engine->get_video_driver() == NULL) {
errorstream << "Could not initialize video driver." << std::endl;
return false;
}
RenderingEngine::get_instance()->setupTopLevelWindow(PROJECT_NAME_C);
m_rendering_engine->setupTopLevelWindow(PROJECT_NAME_C);
/*
This changes the minimum allowed number of vertices in a VBO.
@ -136,15 +136,15 @@ bool ClientLauncher::run(GameStartData &start_data, const Settings &cmd_args)
// Create game callback for menus
g_gamecallback = new MainGameCallback();
RenderingEngine::get_instance()->setResizable(true);
m_rendering_engine->setResizable(true);
init_input();
RenderingEngine::get_scene_manager()->getParameters()->
m_rendering_engine->get_scene_manager()->getParameters()->
setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
guienv = RenderingEngine::get_gui_env();
skin = RenderingEngine::get_gui_env()->getSkin();
guienv = m_rendering_engine->get_gui_env();
skin = guienv->getSkin();
skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255, 255, 255, 255));
skin->setColor(gui::EGDC_3D_LIGHT, video::SColor(0, 0, 0, 0));
skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255, 30, 30, 30));
@ -166,7 +166,7 @@ bool ClientLauncher::run(GameStartData &start_data, const Settings &cmd_args)
sprite_path.append("checkbox_16.png");
// Texture dimensions should be a power of 2
gui::IGUISpriteBank *sprites = skin->getSpriteBank();
video::IVideoDriver *driver = RenderingEngine::get_video_driver();
video::IVideoDriver *driver = m_rendering_engine->get_video_driver();
video::ITexture *sprite_texture = driver->getTexture(sprite_path.c_str());
if (sprite_texture) {
s32 sprite_id = sprites->addTextureAsSprite(sprite_texture);
@ -184,7 +184,7 @@ bool ClientLauncher::run(GameStartData &start_data, const Settings &cmd_args)
// Create the menu clouds
if (!g_menucloudsmgr)
g_menucloudsmgr = RenderingEngine::get_scene_manager()->createNewSceneManager();
g_menucloudsmgr = m_rendering_engine->get_scene_manager()->createNewSceneManager();
if (!g_menuclouds)
g_menuclouds = new Clouds(g_menucloudsmgr, -1, rand());
g_menuclouds->setHeight(100.0f);
@ -212,11 +212,11 @@ bool ClientLauncher::run(GameStartData &start_data, const Settings &cmd_args)
bool retval = true;
bool *kill = porting::signal_handler_killstatus();
while (RenderingEngine::run() && !*kill &&
while (m_rendering_engine->run() && !*kill &&
!g_gamecallback->shutdown_requested) {
// Set the window caption
const wchar_t *text = wgettext("Main Menu");
RenderingEngine::get_raw_device()->
m_rendering_engine->get_raw_device()->
setWindowCaption((utf8_to_wide(PROJECT_NAME_C) +
L" " + utf8_to_wide(g_version_hash) +
L" [" + text + L"]").c_str());
@ -224,14 +224,14 @@ bool ClientLauncher::run(GameStartData &start_data, const Settings &cmd_args)
try { // This is used for catching disconnects
RenderingEngine::get_gui_env()->clear();
m_rendering_engine->get_gui_env()->clear();
/*
We need some kind of a root node to be able to add
custom gui elements directly on the screen.
Otherwise they won't be automatically drawn.
*/
guiroot = RenderingEngine::get_gui_env()->addStaticText(L"",
guiroot = m_rendering_engine->get_gui_env()->addStaticText(L"",
core::rect<s32>(0, 0, 10000, 10000));
bool game_has_run = launch_game(error_message, reconnect_requested,
@ -254,29 +254,30 @@ bool ClientLauncher::run(GameStartData &start_data, const Settings &cmd_args)
}
// Break out of menu-game loop to shut down cleanly
if (!RenderingEngine::get_raw_device()->run() || *kill) {
if (!m_rendering_engine->run() || *kill) {
if (!g_settings_path.empty())
g_settings->updateConfigFile(g_settings_path.c_str());
break;
}
RenderingEngine::get_video_driver()->setTextureCreationFlag(
m_rendering_engine->get_video_driver()->setTextureCreationFlag(
video::ETCF_CREATE_MIP_MAPS, g_settings->getBool("mip_map"));
#ifdef HAVE_TOUCHSCREENGUI
receiver->m_touchscreengui = new TouchScreenGUI(RenderingEngine::get_raw_device(), receiver);
receiver->m_touchscreengui = new TouchScreenGUI(m_rendering_engine->get_raw_device(), receiver);
g_touchscreengui = receiver->m_touchscreengui;
#endif
the_game(
kill,
input,
m_rendering_engine,
start_data,
error_message,
chat_backend,
&reconnect_requested
);
RenderingEngine::get_scene_manager()->clear();
m_rendering_engine->get_scene_manager()->clear();
#ifdef HAVE_TOUCHSCREENGUI
delete g_touchscreengui;
@ -344,8 +345,8 @@ void ClientLauncher::init_args(GameStartData &start_data, const Settings &cmd_ar
bool ClientLauncher::init_engine()
{
receiver = new MyEventReceiver();
new RenderingEngine(receiver);
return RenderingEngine::get_raw_device() != nullptr;
m_rendering_engine = new RenderingEngine(receiver);
return m_rendering_engine->get_raw_device() != nullptr;
}
void ClientLauncher::init_input()
@ -362,7 +363,7 @@ void ClientLauncher::init_input()
// Make sure this is called maximum once per
// irrlicht device, otherwise it will give you
// multiple events for the same joystick.
if (RenderingEngine::get_raw_device()->activateJoysticks(infos)) {
if (m_rendering_engine->get_raw_device()->activateJoysticks(infos)) {
infostream << "Joystick support enabled" << std::endl;
joystick_infos.reserve(infos.size());
for (u32 i = 0; i < infos.size(); i++) {
@ -469,7 +470,7 @@ bool ClientLauncher::launch_game(std::string &error_message,
start_data.address.empty() && !start_data.name.empty();
}
if (!RenderingEngine::run())
if (!m_rendering_engine->run())
return false;
if (!start_data.isSinglePlayer() && start_data.name.empty()) {
@ -541,14 +542,14 @@ bool ClientLauncher::launch_game(std::string &error_message,
void ClientLauncher::main_menu(MainMenuData *menudata)
{
bool *kill = porting::signal_handler_killstatus();
video::IVideoDriver *driver = RenderingEngine::get_video_driver();
video::IVideoDriver *driver = m_rendering_engine->get_video_driver();
infostream << "Waiting for other menus" << std::endl;
while (RenderingEngine::get_raw_device()->run() && !*kill) {
while (m_rendering_engine->run() && !*kill) {
if (!isMenuActive())
break;
driver->beginScene(true, true, video::SColor(255, 128, 128, 128));
RenderingEngine::get_gui_env()->drawAll();
m_rendering_engine->get_gui_env()->drawAll();
driver->endScene();
// On some computers framerate doesn't seem to be automatically limited
sleep_ms(25);
@ -557,14 +558,14 @@ void ClientLauncher::main_menu(MainMenuData *menudata)
// Cursor can be non-visible when coming from the game
#ifndef ANDROID
RenderingEngine::get_raw_device()->getCursorControl()->setVisible(true);
m_rendering_engine->get_raw_device()->getCursorControl()->setVisible(true);
#endif
/* show main menu */
GUIEngine mymenu(&input->joystick, guiroot, &g_menumgr, menudata, *kill);
GUIEngine mymenu(&input->joystick, guiroot, m_rendering_engine, &g_menumgr, menudata, *kill);
/* leave scene manager in a clean state */
RenderingEngine::get_scene_manager()->clear();
m_rendering_engine->get_scene_manager()->clear();
}
void ClientLauncher::speed_tests()