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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

@ -150,11 +150,9 @@ public:
* @param smgr scene manager to add scene elements to
* @param data struct to transfer data to main game handling
*/
GUIEngine(irr::IrrlichtDevice *dev,
JoystickController *joystick,
GUIEngine(JoystickController *joystick,
gui::IGUIElement *parent,
IMenuManager *menumgr,
scene::ISceneManager *smgr,
MainMenuData *data,
bool &kill);
@ -192,8 +190,6 @@ private:
/** update size of topleftext element */
void updateTopLeftTextSize();
/** device to draw at */
irr::IrrlichtDevice *m_device = nullptr;
/** parent gui element */
gui::IGUIElement *m_parent = nullptr;
/** manager to add menus to */