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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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@@ -114,7 +114,6 @@ public:
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* Should be called from the main thread.
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*/
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virtual Palette* getPalette(const std::string &name) = 0;
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virtual IrrlichtDevice* getDevice()=0;
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virtual bool isKnownSourceImage(const std::string &name)=0;
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virtual video::ITexture* generateTextureFromMesh(
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const TextureFromMeshParams ¶ms)=0;
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@@ -133,7 +132,6 @@ public:
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virtual video::ITexture* getTexture(u32 id)=0;
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virtual video::ITexture* getTexture(
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const std::string &name, u32 *id = nullptr)=0;
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virtual IrrlichtDevice* getDevice()=0;
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virtual bool isKnownSourceImage(const std::string &name)=0;
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virtual video::ITexture* generateTextureFromMesh(
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const TextureFromMeshParams ¶ms)=0;
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@@ -146,7 +144,7 @@ public:
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virtual video::ITexture *getShaderFlagsTexture(bool normalmap_present)=0;
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};
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IWritableTextureSource* createTextureSource(IrrlichtDevice *device);
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IWritableTextureSource *createTextureSource();
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#ifdef __ANDROID__
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video::IImage * Align2Npot2(video::IImage * image, video::IVideoDriver* driver);
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@@ -302,7 +300,7 @@ struct TileSpec
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++)
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layers[layer] = TileLayer();
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}
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/*!
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* Returns true if this tile can be merged with the other tile.
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*/
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