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