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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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@ -24,7 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <string>
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struct ItemStack;
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class IGameDef;
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class Client;
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class ITextureSource;
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struct TileSpec;
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@ -42,7 +42,7 @@ public:
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v3f wield_scale, ITextureSource *tsrc);
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void setExtruded(const std::string &imagename,
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v3f wield_scale, ITextureSource *tsrc, u8 num_frames);
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void setItem(const ItemStack &item, IGameDef *gamedef);
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void setItem(const ItemStack &item, Client *client);
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// Sets the vertex color of the wield mesh.
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// Must only be used if the constructor was called with lighting = false
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@ -77,7 +77,7 @@ private:
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aabb3f m_bounding_box;
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};
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scene::IMesh *getItemMesh(IGameDef *gamedef, const ItemStack &item);
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scene::IMesh *getItemMesh(Client *client, const ItemStack &item);
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scene::IMesh *getExtrudedMesh(ITextureSource *tsrc,
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const std::string &imagename);
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