mirror of
https://github.com/minetest/minetest.git
synced 2024-08-18 20:44:16 +02:00
Get rid of global guienv variable
(It can already be accessed via the renderingengine.)
This commit is contained in:
parent
45e7a80057
commit
16da954bd7
@ -1776,7 +1776,6 @@ float Client::mediaReceiveProgress()
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}
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struct TextureUpdateArgs {
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gui::IGUIEnvironment *guienv;
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u64 last_time_ms;
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u16 last_percent;
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std::wstring text_base;
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@ -1802,7 +1801,7 @@ void Client::showUpdateProgressTexture(void *args, u32 progress, u32 max_progres
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targs->last_time_ms = time_ms;
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std::wostringstream strm;
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strm << targs->text_base << L" " << targs->last_percent << L"%...";
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m_rendering_engine->draw_load_screen(strm.str(), targs->guienv, targs->tsrc, 0,
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m_rendering_engine->draw_load_screen(strm.str(), targs->tsrc, 0,
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72 + (u16) ((18. / 100.) * (double) targs->last_percent));
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}
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}
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@ -1822,19 +1821,19 @@ void Client::afterContentReceived()
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// Rebuild inherited images and recreate textures
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infostream<<"- Rebuilding images and textures"<<std::endl;
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m_rendering_engine->draw_load_screen(wstrgettext("Loading textures..."),
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guienv, m_tsrc, 0, 70);
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m_tsrc, 0, 70);
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m_tsrc->rebuildImagesAndTextures();
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// Rebuild shaders
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infostream<<"- Rebuilding shaders"<<std::endl;
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m_rendering_engine->draw_load_screen(wstrgettext("Rebuilding shaders..."),
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guienv, m_tsrc, 0, 71);
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m_tsrc, 0, 71);
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m_shsrc->rebuildShaders();
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// Update node aliases
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infostream<<"- Updating node aliases"<<std::endl;
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m_rendering_engine->draw_load_screen(wstrgettext("Initializing nodes..."),
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guienv, m_tsrc, 0, 72);
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m_tsrc, 0, 72);
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m_nodedef->updateAliases(m_itemdef);
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for (const auto &path : getTextureDirs()) {
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TextureOverrideSource override_source(path + DIR_DELIM + "override.txt");
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@ -1847,7 +1846,6 @@ void Client::afterContentReceived()
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// Update node textures and assign shaders to each tile
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infostream<<"- Updating node textures"<<std::endl;
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TextureUpdateArgs tu_args;
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tu_args.guienv = guienv;
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tu_args.last_time_ms = porting::getTimeMs();
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tu_args.last_percent = 0;
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tu_args.text_base = wstrgettext("Initializing nodes");
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@ -1864,7 +1862,7 @@ void Client::afterContentReceived()
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if (m_mods_loaded)
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m_script->on_client_ready(m_env.getLocalPlayer());
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m_rendering_engine->draw_load_screen(wstrgettext("Done!"), guienv, m_tsrc, 0, 100);
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m_rendering_engine->draw_load_screen(wstrgettext("Done!"), m_tsrc, 0, 100);
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infostream<<"Client::afterContentReceived() done"<<std::endl;
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}
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@ -41,7 +41,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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/* mainmenumanager.h
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*/
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gui::IGUIEnvironment *guienv = nullptr;
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MainMenuManager g_menumgr;
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bool isMenuActive()
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@ -135,7 +134,7 @@ bool ClientLauncher::run(GameStartData &start_data, const Settings &cmd_args)
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m_rendering_engine->get_scene_manager()->getParameters()->
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setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
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guienv = m_rendering_engine->get_gui_env();
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gui::IGUIEnvironment *guienv = m_rendering_engine->get_gui_env();
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skin = guienv->getSkin();
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skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255, 255, 255, 255));
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skin->setColor(gui::EGDC_3D_LIGHT, video::SColor(0, 0, 0, 0));
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@ -1530,7 +1530,9 @@ bool Game::createClient(const GameStartData &start_data)
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bool Game::initGui()
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{
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m_game_ui->init();
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auto guienv = m_rendering_engine->get_gui_env();
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m_game_ui->init(guienv);
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// Remove stale "recent" chat messages from previous connections
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chat_backend->clearRecentChat();
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@ -1725,11 +1727,11 @@ bool Game::getServerContent(bool *aborted)
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if (!client->itemdefReceived()) {
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progress = 25;
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m_rendering_engine->draw_load_screen(wstrgettext("Item definitions..."),
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guienv, texture_src, dtime, progress);
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texture_src, dtime, progress);
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} else if (!client->nodedefReceived()) {
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progress = 30;
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m_rendering_engine->draw_load_screen(wstrgettext("Node definitions..."),
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guienv, texture_src, dtime, progress);
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texture_src, dtime, progress);
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} else {
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std::ostringstream message;
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std::fixed(message);
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@ -1754,7 +1756,7 @@ bool Game::getServerContent(bool *aborted)
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}
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progress = 30 + client->mediaReceiveProgress() * 35 + 0.5;
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m_rendering_engine->draw_load_screen(utf8_to_wide(message.str()), guienv,
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m_rendering_engine->draw_load_screen(utf8_to_wide(message.str()),
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texture_src, dtime, progress);
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}
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}
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@ -1805,20 +1807,23 @@ inline bool Game::handleCallbacks()
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return false;
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}
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auto guienv = m_rendering_engine->get_gui_env();
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auto guiroot = guienv->getRootGUIElement();
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if (g_gamecallback->changepassword_requested) {
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(new GUIPasswordChange(guienv, guienv->getRootGUIElement(), -1,
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(new GUIPasswordChange(guienv, guiroot, -1,
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&g_menumgr, client, texture_src))->drop();
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g_gamecallback->changepassword_requested = false;
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}
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if (g_gamecallback->changevolume_requested) {
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(new GUIVolumeChange(guienv, guienv->getRootGUIElement(), -1,
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(new GUIVolumeChange(guienv, guiroot, -1,
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&g_menumgr, texture_src))->drop();
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g_gamecallback->changevolume_requested = false;
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}
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if (g_gamecallback->keyconfig_requested) {
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(new GUIKeyChangeMenu(guienv, guienv->getRootGUIElement(), -1,
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(new GUIKeyChangeMenu(guienv, guiroot, -1,
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&g_menumgr, texture_src))->drop();
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g_gamecallback->keyconfig_requested = false;
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}
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@ -1949,6 +1954,8 @@ void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
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void Game::processUserInput(f32 dtime)
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{
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auto guienv = m_rendering_engine->get_gui_env();
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// Reset input if window not active or some menu is active
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if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
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if(m_game_focused) {
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@ -4282,7 +4289,7 @@ void FpsControl::limit(IrrlichtDevice *device, f32 *dtime)
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void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_sky)
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{
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m_rendering_engine->draw_load_screen(wstrgettext(msg), guienv, texture_src,
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m_rendering_engine->draw_load_screen(wstrgettext(msg), texture_src,
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dtime, percent, draw_sky);
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}
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@ -43,17 +43,12 @@ inline static const char *yawToDirectionString(int yaw)
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return direction[yaw];
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}
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GameUI::GameUI()
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void GameUI::init(gui::IGUIEnvironment *guienv)
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{
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if (guienv && guienv->getSkin())
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if (guienv->getSkin())
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m_statustext_initial_color = guienv->getSkin()->getColor(gui::EGDC_BUTTON_TEXT);
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else
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m_statustext_initial_color = video::SColor(255, 0, 0, 0);
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}
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void GameUI::init()
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{
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IGUIElement *guiroot = guienv->getRootGUIElement();
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gui::IGUIElement *guiroot = guienv->getRootGUIElement();
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// First line of debug text
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m_guitext = gui::StaticText::add(guienv, utf8_to_wide(PROJECT_NAME_C).c_str(),
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@ -49,9 +49,6 @@ class GameUI
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friend class TestGameUI;
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public:
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GameUI();
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~GameUI() = default;
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// Flags that can, or may, change during main game loop
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struct Flags
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{
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@ -63,7 +60,7 @@ public:
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bool show_profiler_graph = false;
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};
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void init();
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void init(gui::IGUIEnvironment *m_guienv);
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void update(const RunStats &stats, Client *client, MapDrawControl *draw_control,
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const CameraOrientation &cam, const PointedThing &pointed_old,
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const GUIChatConsole *chat_console, float dtime);
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@ -121,7 +118,7 @@ private:
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gui::IGUIStaticText *m_guitext_status = nullptr;
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std::wstring m_statustext;
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float m_statustext_time = 0.0f;
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video::SColor m_statustext_initial_color;
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video::SColor m_statustext_initial_color = video::SColor(255, 0, 0, 0);
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gui::IGUIStaticText *m_guitext_chat = nullptr; // Chat text
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u32 m_recent_chat_count = 0;
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@ -226,9 +226,9 @@ bool RenderingEngine::setWindowIcon()
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Additionally, a progressbar can be drawn when percent is set between 0 and 100.
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*/
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void RenderingEngine::draw_load_screen(const std::wstring &text,
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gui::IGUIEnvironment *guienv, ITextureSource *tsrc, float dtime,
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int percent, bool sky)
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ITextureSource *tsrc, float dtime, int percent, bool sky)
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{
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gui::IGUIEnvironment *guienv = get_gui_env();
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v2u32 screensize = getWindowSize();
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v2s32 textsize(g_fontengine->getTextWidth(text), g_fontengine->getLineHeight());
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@ -110,8 +110,7 @@ public:
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return m_device->getGUIEnvironment();
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}
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void draw_load_screen(const std::wstring &text,
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gui::IGUIEnvironment *guienv, ITextureSource *tsrc,
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void draw_load_screen(const std::wstring &text, ITextureSource *tsrc,
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float dtime = 0, int percent = 0, bool sky = true);
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void draw_scene(video::SColor skycolor, bool show_hud,
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@ -38,9 +38,6 @@ public:
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virtual void signalKeyConfigChange() = 0;
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};
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// FIXME: do we really need this global variable?
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extern gui::IGUIEnvironment *guienv;
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// Handler for the modal menus
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class MainMenuManager : public IMenuManager
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