epic: refactor SDL2_Renderer usage to IRenderer and queued texture rendering
- Updated the testing guide to clarify the testing framework's organization and execution methods, improving user understanding. - Refactored CMakeLists to include new platform-specific files, ensuring proper integration of the rendering backend. - Modified main application files to utilize the new IRenderer interface, enhancing flexibility in rendering operations. - Implemented deferred texture management in various components, allowing for more efficient graphics handling and improved performance. - Introduced new methods for texture creation and updates, streamlining the rendering process across the application. - Enhanced logging and error handling in the rendering pipeline to facilitate better debugging and diagnostics.
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@@ -105,7 +105,7 @@ class EditorManager {
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context_.popup_manager = popup_manager_.get();
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}
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void Initialize(const std::string& filename = "");
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void Initialize(gfx::IRenderer* renderer, const std::string& filename = "");
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absl::Status Update();
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void DrawMenuBar();
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@@ -262,6 +262,8 @@ class EditorManager {
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EditorSet* current_editor_set_ = nullptr;
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Editor* current_editor_ = nullptr;
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EditorSet blank_editor_set_{};
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gfx::IRenderer* renderer_ = nullptr;
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core::YazeProject current_project_;
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EditorContext context_;
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