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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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@ -20,7 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#ifndef GAME_HEADER
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#define GAME_HEADER
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#include "irrlichttypes_extrabloated.h"
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#include "irrlichttypes.h"
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#include <string>
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class InputHandler;
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@ -42,7 +42,6 @@ struct GameUIFlags
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void the_game(bool *kill,
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bool random_input,
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InputHandler *input,
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IrrlichtDevice *device,
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const std::string &map_dir,
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const std::string &playername,
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const std::string &password,
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