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