refacto: add RenderingEngine::cleanupMeshCache

This permits to prevent client to own the mesh cache cleanup logic. It's better in RenderingEngine
This commit is contained in:
Loic Blot 2021-04-28 10:53:36 +02:00 committed by Loïc Blot
parent e34d28af9f
commit e0716384d6
3 changed files with 11 additions and 6 deletions

@ -300,12 +300,7 @@ Client::~Client()
}
// cleanup 3d model meshes on client shutdown
while (RenderingEngine::get_mesh_cache()->getMeshCount() != 0) {
scene::IAnimatedMesh *mesh = RenderingEngine::get_mesh_cache()->getMeshByIndex(0);
if (mesh)
RenderingEngine::get_mesh_cache()->removeMesh(mesh);
}
m_rendering_engine->cleanupMeshCache();
delete m_minimap;
m_minimap = nullptr;

@ -225,6 +225,15 @@ bool RenderingEngine::print_video_modes()
return videomode_list != NULL;
}
void RenderingEngine::cleanupMeshCache()
{
auto mesh_cache = m_device->getSceneManager()->getMeshCache();
while (mesh_cache->getMeshCount() != 0) {
if (scene::IAnimatedMesh *mesh = mesh_cache->getMeshByIndex(0))
m_rendering_engine->get_mesh_cache()->removeMesh(mesh);
}
}
bool RenderingEngine::setupTopLevelWindow(const std::string &name)
{
// FIXME: It would make more sense for there to be a switch of some

@ -56,6 +56,7 @@ public:
bool setWindowIcon();
bool setXorgWindowIconFromPath(const std::string &icon_file);
static bool print_video_modes();
void cleanupMeshCache();
static RenderingEngine *get_instance() { return s_singleton; }