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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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@ -31,16 +31,16 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "camera.h" // CameraModes
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#include "util/basic_macros.h"
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#include <algorithm>
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#include "client/renderingengine.h"
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ClientMap::ClientMap(
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Client *client,
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MapDrawControl &control,
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scene::ISceneNode* parent,
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scene::ISceneManager* mgr,
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s32 id
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):
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Map(dout_client, client),
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scene::ISceneNode(parent, mgr, id),
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scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
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RenderingEngine::get_scene_manager(), id),
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m_client(client),
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m_control(control),
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m_camera_position(0,0,0),
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