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authorLoïc Blot <nerzhul@users.noreply.github.com>2017-06-26 20:11:17 +0200
committerGitHub <noreply@github.com>2017-06-26 20:11:17 +0200
commitb3a36f7378ea0f299cfa36c81de42e00adb7292d (patch)
tree23d056b575ff0dba8cc759cc00f732099a1f3bce /src/game.h
parenta8650e785df3f12efa5f8cd3c6a695fb9e22a598 (diff)
downloaddragonfireclient-b3a36f7378ea0f299cfa36c81de42e00adb7292d.tar.xz
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
Diffstat (limited to 'src/game.h')
-rw-r--r--src/game.h3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/game.h b/src/game.h
index 4fb198be8..de3dd769f 100644
--- a/src/game.h
+++ b/src/game.h
@@ -20,7 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#ifndef GAME_HEADER
#define GAME_HEADER
-#include "irrlichttypes_extrabloated.h"
+#include "irrlichttypes.h"
#include <string>
class InputHandler;
@@ -42,7 +42,6 @@ struct GameUIFlags
void the_game(bool *kill,
bool random_input,
InputHandler *input,
- IrrlichtDevice *device,
const std::string &map_dir,
const std::string &playername,
const std::string &password,