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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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@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#ifndef SERVER
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#include "client/tile.h"
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#include "shader.h"
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class Client;
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#endif
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#include "itemgroup.h"
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#include "sound.h" // SimpleSoundSpec
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@ -322,8 +323,7 @@ struct ContentFeatures
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u32 shader_id, bool use_normal_texture, bool backface_culling,
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u8 alpha, u8 material_type);
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void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
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scene::ISceneManager *smgr, scene::IMeshManipulator *meshmanip,
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IGameDef *gamedef, const TextureSettings &tsettings);
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scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings);
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#endif
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};
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