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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
This commit is contained in:
Ner'zhul 2017-01-09 20:39:22 +01:00 committed by GitHub
parent 11df7e886a
commit 8e7449e092
49 changed files with 301 additions and 409 deletions

View file

@ -59,7 +59,7 @@ class ITextureSource;
/*
ClientMap
This is the only map class that is able to render itself on screen.
*/
@ -68,7 +68,6 @@ class ClientMap : public Map, public scene::ISceneNode
public:
ClientMap(
Client *client,
IGameDef *gamedef,
MapDrawControl &control,
scene::ISceneNode* parent,
scene::ISceneManager* mgr,
@ -114,13 +113,13 @@ public:
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
renderMap(driver, SceneManager->getSceneNodeRenderPass());
}
virtual const aabb3f &getBoundingBox() const
{
return m_box;
}
void getBlocksInViewRange(v3s16 cam_pos_nodes,
void getBlocksInViewRange(v3s16 cam_pos_nodes,
v3s16 *p_blocks_min, v3s16 *p_blocks_max);
void updateDrawList(video::IVideoDriver* driver);
void renderMap(video::IVideoDriver* driver, s32 pass);
@ -132,20 +131,14 @@ public:
// For debug printing
virtual void PrintInfo(std::ostream &out);
// Check if sector was drawn on last render()
bool sectorWasDrawn(v2s16 p)
{
return (m_last_drawn_sectors.find(p) != m_last_drawn_sectors.end());
}
const MapDrawControl & getControl() const { return m_control; }
f32 getCameraFov() const { return m_camera_fov; }
private:
Client *m_client;
aabb3f m_box;
MapDrawControl &m_control;
v3f m_camera_position;
@ -154,7 +147,7 @@ private:
v3s16 m_camera_offset;
std::map<v3s16, MapBlock*> m_drawlist;
std::set<v2s16> m_last_drawn_sectors;
bool m_cache_trilinear_filter;