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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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@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "settings.h"
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#include "util/numeric.h"
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#include <stdio.h>
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#include "client/renderingengine.h"
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/* Maintain a static cache to store the images that correspond to textures
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* in a format that's manipulable by code. Some platforms exhibit issues
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@ -48,18 +49,18 @@ void guiScalingCache(io::path key, video::IVideoDriver *driver, video::IImage *v
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}
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// Manually clear the cache, e.g. when switching to different worlds.
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void guiScalingCacheClear(video::IVideoDriver *driver)
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void guiScalingCacheClear()
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{
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for (std::map<io::path, video::IImage *>::iterator it = g_imgCache.begin();
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it != g_imgCache.end(); ++it) {
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if (it->second != NULL)
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if (it->second)
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it->second->drop();
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}
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g_imgCache.clear();
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for (std::map<io::path, video::ITexture *>::iterator it = g_txrCache.begin();
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it != g_txrCache.end(); ++it) {
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if (it->second != NULL)
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driver->removeTexture(it->second);
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if (it->second)
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RenderingEngine::get_video_driver()->removeTexture(it->second);
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}
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g_txrCache.clear();
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}
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