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refacto: add RenderingEngine::cleanupMeshCache
This permits to prevent client to own the mesh cache cleanup logic. It's better in RenderingEngine
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parent
e34d28af9f
commit
e0716384d6
@ -300,12 +300,7 @@ Client::~Client()
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}
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// cleanup 3d model meshes on client shutdown
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while (RenderingEngine::get_mesh_cache()->getMeshCount() != 0) {
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scene::IAnimatedMesh *mesh = RenderingEngine::get_mesh_cache()->getMeshByIndex(0);
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if (mesh)
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RenderingEngine::get_mesh_cache()->removeMesh(mesh);
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}
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m_rendering_engine->cleanupMeshCache();
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delete m_minimap;
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m_minimap = nullptr;
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@ -225,6 +225,15 @@ bool RenderingEngine::print_video_modes()
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return videomode_list != NULL;
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}
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void RenderingEngine::cleanupMeshCache()
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{
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auto mesh_cache = m_device->getSceneManager()->getMeshCache();
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while (mesh_cache->getMeshCount() != 0) {
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if (scene::IAnimatedMesh *mesh = mesh_cache->getMeshByIndex(0))
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m_rendering_engine->get_mesh_cache()->removeMesh(mesh);
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}
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}
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bool RenderingEngine::setupTopLevelWindow(const std::string &name)
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{
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// FIXME: It would make more sense for there to be a switch of some
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@ -56,6 +56,7 @@ public:
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bool setWindowIcon();
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bool setXorgWindowIconFromPath(const std::string &icon_file);
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static bool print_video_modes();
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void cleanupMeshCache();
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static RenderingEngine *get_instance() { return s_singleton; }
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