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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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@ -26,7 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "util/cpp11_container.h"
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#include <map>
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class IGameDef;
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class Client;
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class IShaderSource;
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/*
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@ -45,11 +45,11 @@ struct MeshMakeData
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bool m_smooth_lighting;
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bool m_show_hud;
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IGameDef *m_gamedef;
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Client *m_client;
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bool m_use_shaders;
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bool m_use_tangent_vertices;
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MeshMakeData(IGameDef *gamedef, bool use_shaders,
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MeshMakeData(Client *client, bool use_shaders,
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bool use_tangent_vertices = false);
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/*
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@ -128,7 +128,7 @@ public:
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private:
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scene::IMesh *m_mesh;
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MinimapMapblock *m_minimap_mapblock;
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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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ITextureSource *m_tsrc;
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IShaderSource *m_shdrsrc;
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