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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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@ -124,17 +124,12 @@ extern bool isMenuActive();
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class MainGameCallback : public IGameCallback
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{
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public:
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MainGameCallback(IrrlichtDevice *a_device):
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device(a_device)
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{
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}
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MainGameCallback() {}
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virtual ~MainGameCallback() {}
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virtual void exitToOS()
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{
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shutdown_requested = true;
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#ifndef __ANDROID__
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device->closeDevice();
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#endif
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}
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virtual void disconnect()
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@ -170,8 +165,6 @@ public:
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bool shutdown_requested = false;
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bool keyconfig_changed = false;
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IrrlichtDevice *device;
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};
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extern MainGameCallback *g_gamecallback;
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