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Refactor Game class (part 2) (#5422)
* showPauseMenu is now part of game * remove many flags parameters passed to game functions, use the member. * rename VolatileRunFlags to GameUIFlags (this will permit to share structure with client and CSM * updatePointedThing: remove pointer ref, we already have the pointer in rundata * move some attributes outside of VolatileRunFlags after renaming, to game class * rename statustext to m_statustext * make some const variables static * All those changes permit to reduce a little bit function class cost and will permit to interface CSM with some interesting Game flags * Expose GameUIFlags to client * Client now have GameUIFlags parameter and setters for other classes * Fix minimap show/hide in Lua because we now have access to the real flag
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parent
2e3778ec0c
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6 changed files with 285 additions and 266 deletions
12
src/client.h
12
src/client.h
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@ -307,6 +307,7 @@ private:
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};
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class ClientScripting;
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class GameUIFlags;
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class Client : public con::PeerHandler, public InventoryManager, public IGameDef
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{
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@ -326,7 +327,8 @@ public:
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IWritableNodeDefManager *nodedef,
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ISoundManager *sound,
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MtEventManager *event,
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bool ipv6
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bool ipv6,
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GameUIFlags *game_ui_flags
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);
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~Client();
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@ -578,6 +580,13 @@ public:
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m_client_event_queue.push(event);
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}
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void showGameChat(const bool show = true);
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void showGameHud(const bool show = true);
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void showMinimap(const bool show = true);
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void showProfiler(const bool show = true);
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void showGameFog(const bool show = true);
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void showGameDebug(const bool show = true);
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private:
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// Virtual methods from con::PeerHandler
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@ -725,6 +734,7 @@ private:
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bool m_modding_enabled;
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UNORDERED_MAP<std::string, ModMetadata *> m_mod_storages;
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float m_mod_storage_save_timer;
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GameUIFlags *m_game_ui_flags;
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DISABLE_CLASS_COPY(Client);
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};
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