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Environment & IGameDef code refactoring (#4985)
* Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused
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49 changed files with 301 additions and 409 deletions
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@ -33,7 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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class LocalPlayer;
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struct MapDrawControl;
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class IGameDef;
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class Client;
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class WieldMeshSceneNode;
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struct Nametag {
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@ -61,7 +61,7 @@ class Camera
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{
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public:
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Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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IGameDef *gamedef);
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Client *client);
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~Camera();
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// Get player scene node.
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@ -189,7 +189,7 @@ private:
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// draw control
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MapDrawControl& m_draw_control;
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IGameDef *m_gamedef;
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Client *m_client;
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video::IVideoDriver *m_driver;
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// Absolute camera position
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