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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
This commit is contained in:
Loïc Blot 2017-06-26 20:11:17 +02:00 committed by GitHub
parent a8650e785d
commit b3a36f7378
50 changed files with 1568 additions and 1567 deletions

View file

@ -256,7 +256,6 @@ public:
*/
Client(
IrrlichtDevice *device,
const char *playername,
const std::string &password,
const std::string &address_name,
@ -467,7 +466,7 @@ public:
float mediaReceiveProgress();
void afterContentReceived(IrrlichtDevice *device);
void afterContentReceived();
float getRTT();
float getCurRate();
@ -486,7 +485,6 @@ public:
ITextureSource* getTextureSource();
virtual IShaderSource* getShaderSource();
IShaderSource *shsrc() { return getShaderSource(); }
scene::ISceneManager* getSceneManager();
virtual u16 allocateUnknownNodeId(const std::string &name);
virtual ISoundManager* getSoundManager();
virtual MtEventManager* getEventManager();
@ -593,7 +591,6 @@ private:
ParticleManager m_particle_manager;
con::Connection m_con;
std::string m_address_name;
IrrlichtDevice *m_device;
Camera *m_camera = nullptr;
Minimap *m_minimap = nullptr;
bool m_minimap_disabled_by_server = false;