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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

@ -26,7 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
void guiScalingCache(io::path key, video::IVideoDriver *driver, video::IImage *value);
// Manually clear the cache, e.g. when switching to different worlds.
void guiScalingCacheClear(video::IVideoDriver *driver);
void guiScalingCacheClear();
/* Get a cached, high-quality pre-scaled texture for display purposes. If the
* texture is not already cached, attempt to create it. Returns a pre-scaled texture,