Decouples renderer code from VideoMode to get backend device.

Differential Revision: https://code.wildfiregames.com/D5043
This was SVN commit r27693.
This commit is contained in:
vladislavbelov
2023-06-14 07:06:22 +00:00
parent 5893c4bc85
commit 8f78ac1ef8
25 changed files with 146 additions and 140 deletions
+6 -3
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2022 Wildfire Games.
/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -32,12 +32,13 @@
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/GameSetup/GameSetup.h"
#include "ps/Loader.h"
#include "ps/LoaderThunks.h"
#include "ps/Profile.h"
#include "ps/Replay.h"
#include "ps/World.h"
#include "ps/GameSetup/GameSetup.h"
#include "ps/VideoMode.h"
#include "renderer/Renderer.h"
#include "renderer/SceneRenderer.h"
#include "renderer/TimeManager.h"
@@ -70,7 +71,9 @@ const CStr CGame::EventNameSimulationUpdate = "SimulationUpdate";
CGame::CGame(bool replayLog):
m_World(new CWorld(this)),
m_Simulation2(new CSimulation2(&m_World->GetUnitManager(), g_ScriptContext, m_World->GetTerrain())),
m_GameView(CRenderer::IsInitialised() ? new CGameView(this) : nullptr),
// TODO: we need to remove that global dependency. Maybe the game view
// should be created outside only if needed.
m_GameView(CRenderer::IsInitialised() ? new CGameView(g_VideoMode.GetBackendDevice(), this) : nullptr),
m_GameStarted(false),
m_Paused(false),
m_SimRate(1.0f),