refacto: rendering engine singleton removal step 1 (filesystem)
Make the RenderingEngine filesystem member non accessible from everywhere This permits also to determine that some lua code has directly a logic to extract zip file. Move this logic inside client, it's not the lua stack role to perform a such complex operation Found also another irrlicht <1.8 compat code to remove
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@@ -45,6 +45,7 @@ struct ClientEvent;
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struct MeshMakeData;
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struct ChatMessage;
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class MapBlockMesh;
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class RenderingEngine;
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class IWritableTextureSource;
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class IWritableShaderSource;
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class IWritableItemDefManager;
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@@ -123,6 +124,7 @@ public:
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NodeDefManager *nodedef,
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ISoundManager *sound,
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MtEventManager *event,
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RenderingEngine *rendering_engine,
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bool ipv6,
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GameUI *game_ui
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);
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@@ -379,6 +381,9 @@ public:
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// Insert a media file appropriately into the appropriate manager
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bool loadMedia(const std::string &data, const std::string &filename,
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bool from_media_push = false);
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bool extractZipFile(const char *filename, const std::string &destination);
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// Send a request for conventional media transfer
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void request_media(const std::vector<std::string> &file_requests);
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@@ -469,6 +474,7 @@ private:
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NodeDefManager *m_nodedef;
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ISoundManager *m_sound;
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MtEventManager *m_event;
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RenderingEngine *m_rendering_engine;
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MeshUpdateThread m_mesh_update_thread;
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