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