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Isolate irrlicht references and use a singleton (#6041)
* Add Device3D class which will contain IrrlichtDevice interface move getSupportedVideoDrivers to Device3D Add Device3D singleton & use it in various places Rename Device3D to Rendering engine & add helper functions to various device pointers More singleton work RenderingEngine owns draw_load_screen move draw functions to RenderingEngine Reduce IrrlichtDevice exposure and guienvironment RenderingEngine: Expose get_timer_time() to remove device from guiEngine Make irrlichtdevice & scene manager less exposed * Code style fixes * Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly * enum paralax => enum parallax
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50 changed files with 1568 additions and 1567 deletions
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@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "client/inputhandler.h"
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#include "gameparams.h"
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class RenderingEngine;
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class ClientLauncher
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{
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@ -43,10 +44,8 @@ protected:
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GameParams &game_params, const Settings &cmd_args);
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void main_menu(MainMenuData *menudata);
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bool create_engine_device();
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void speed_tests();
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bool print_video_modes();
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bool list_video_modes = false;
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bool skip_main_menu = false;
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@ -55,12 +54,10 @@ protected:
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std::string address = "";
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std::string playername = "";
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std::string password = "";
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IrrlichtDevice *device = nullptr;
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InputHandler *input = nullptr;
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MyEventReceiver *receiver = nullptr;
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gui::IGUISkin *skin = nullptr;
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gui::IGUIFont *font = nullptr;
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scene::ISceneManager *smgr = nullptr;
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SubgameSpec gamespec;
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WorldSpec worldspec;
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bool simple_singleplayer_mode;
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