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author | Loïc Blot <nerzhul@users.noreply.github.com> | 2017-06-26 20:11:17 +0200 |
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committer | GitHub <noreply@github.com> | 2017-06-26 20:11:17 +0200 |
commit | b3a36f7378ea0f299cfa36c81de42e00adb7292d (patch) | |
tree | 23d056b575ff0dba8cc759cc00f732099a1f3bce /src/guiTable.cpp | |
parent | a8650e785df3f12efa5f8cd3c6a695fb9e22a598 (diff) | |
download | minetest-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/guiTable.cpp')
-rw-r--r-- | src/guiTable.cpp | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/src/guiTable.cpp b/src/guiTable.cpp index 44da4aa7b..9354eef3d 100644 --- a/src/guiTable.cpp +++ b/src/guiTable.cpp @@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include <IGUISkin.h> #include <IGUIFont.h> #include <IGUIScrollBar.h> +#include "client/renderingengine.h" #include "debug.h" #include "log.h" #include "client/tile.h" @@ -79,7 +80,8 @@ GUITable::GUITable(gui::IGUIEnvironment *env, updateAbsolutePosition(); core::rect<s32> relative_rect = m_scrollbar->getRelativePosition(); - s32 width = (relative_rect.getWidth()/(2.0/3.0)) * porting::getDisplayDensity() * + s32 width = (relative_rect.getWidth()/(2.0/3.0)) * + RenderingEngine::getDisplayDensity() * g_settings->getFloat("gui_scaling"); m_scrollbar->setRelativePosition(core::rect<s32>( relative_rect.LowerRightCorner.X-width,relative_rect.UpperLeftCorner.Y, |