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