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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

@ -287,8 +287,7 @@ class GUIFormSpecMenu : public GUIModalMenu
};
public:
GUIFormSpecMenu(irr::IrrlichtDevice* dev,
JoystickController *joystick,
GUIFormSpecMenu(JoystickController *joystick,
gui::IGUIElement* parent, s32 id,
IMenuManager *menumgr,
Client *client,
@ -378,7 +377,6 @@ protected:
v2s32 pos_offset;
std::stack<v2s32> container_stack;
irr::IrrlichtDevice* m_device;
InventoryManager *m_invmgr;
ISimpleTextureSource *m_tsrc;
Client *m_client;
@ -386,7 +384,6 @@ protected:
std::string m_formspec_string;
InventoryLocation m_current_inventory_location;
std::vector<ListDrawSpec> m_inventorylists;
std::vector<ListRingSpec> m_inventory_rings;
std::vector<ImageDrawSpec> m_backgrounds;