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Decouples renderer code from VideoMode to get backend device.
Differential Revision: https://code.wildfiregames.com/D5043 This was SVN commit r27693.
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+6
-3
@@ -1,4 +1,4 @@
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/* Copyright (C) 2022 Wildfire Games.
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/* Copyright (C) 2023 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@@ -32,12 +32,13 @@
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#include "ps/CConsole.h"
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#include "ps/CLogger.h"
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#include "ps/CStr.h"
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#include "ps/GameSetup/GameSetup.h"
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#include "ps/Loader.h"
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#include "ps/LoaderThunks.h"
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#include "ps/Profile.h"
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#include "ps/Replay.h"
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#include "ps/World.h"
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#include "ps/GameSetup/GameSetup.h"
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#include "ps/VideoMode.h"
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#include "renderer/Renderer.h"
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#include "renderer/SceneRenderer.h"
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#include "renderer/TimeManager.h"
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@@ -70,7 +71,9 @@ const CStr CGame::EventNameSimulationUpdate = "SimulationUpdate";
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CGame::CGame(bool replayLog):
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m_World(new CWorld(this)),
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m_Simulation2(new CSimulation2(&m_World->GetUnitManager(), g_ScriptContext, m_World->GetTerrain())),
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m_GameView(CRenderer::IsInitialised() ? new CGameView(this) : nullptr),
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// TODO: we need to remove that global dependency. Maybe the game view
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// should be created outside only if needed.
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m_GameView(CRenderer::IsInitialised() ? new CGameView(g_VideoMode.GetBackendDevice(), this) : nullptr),
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m_GameStarted(false),
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m_Paused(false),
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m_SimRate(1.0f),
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