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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

@ -67,8 +67,7 @@ typedef std::unordered_map<u16, ClientActiveObject*> ClientActiveObjectMap;
class ClientEnvironment : public Environment
{
public:
ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
ITextureSource *texturesource, Client *client);
ClientEnvironment(ClientMap *map, ITextureSource *texturesource, Client *client);
~ClientEnvironment();
Map & getMap();
@ -175,7 +174,6 @@ public:
private:
ClientMap *m_map;
LocalPlayer *m_local_player = nullptr;
scene::ISceneManager *m_smgr;
ITextureSource *m_texturesource;
Client *m_client;
ClientScripting *m_script = nullptr;