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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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@ -28,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "util/string.h"
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#include "mapblock.h"
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#include <math.h>
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#include "client/renderingengine.h"
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////
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@ -184,10 +185,10 @@ void MinimapUpdateThread::getMap(v3s16 pos, s16 size, s16 height)
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//// Mapper
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////
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Minimap::Minimap(IrrlichtDevice *device, Client *client)
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Minimap::Minimap(Client *client)
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{
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this->client = client;
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this->driver = device->getVideoDriver();
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this->driver = RenderingEngine::get_video_driver();
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this->m_tsrc = client->getTextureSource();
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this->m_shdrsrc = client->getShaderSource();
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this->m_ndef = client->getNodeDefManager();
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@ -478,7 +479,7 @@ void Minimap::drawMinimap()
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return;
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updateActiveMarkers();
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v2u32 screensize = porting::getWindowSize();
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v2u32 screensize = RenderingEngine::get_instance()->getWindowSize();
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const u32 size = 0.25 * screensize.Y;
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core::rect<s32> oldViewPort = driver->getViewPort();
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