Move DisplayServer enums and typedefs to DisplayServerEnums
This will allow decoupling `display_server.h` from a number of headers in the codebase which only require those enums and not all the DisplayServer API.
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+2
-2
@@ -188,7 +188,7 @@ struct GodotTestCaseListener : public doctest::IReporter {
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for (int i = 0; i < DisplayServer::get_create_function_count(); i++) {
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if (String("mock") == DisplayServer::get_create_function_name(i)) {
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DisplayServer::create(i, "", DisplayServer::WindowMode::WINDOW_MODE_MINIMIZED, DisplayServer::VSyncMode::VSYNC_ENABLED, 0, nullptr, Vector2i(0, 0), DisplayServer::SCREEN_PRIMARY, DisplayServer::CONTEXT_EDITOR, 0, err);
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DisplayServer::create(i, "", DisplayServerEnums::WindowMode::WINDOW_MODE_MINIMIZED, DisplayServerEnums::VSyncMode::VSYNC_ENABLED, 0, nullptr, Vector2i(0, 0), DisplayServerEnums::SCREEN_PRIMARY, DisplayServerEnums::CONTEXT_EDITOR, 0, err);
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break;
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}
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}
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@@ -232,7 +232,7 @@ struct GodotTestCaseListener : public doctest::IReporter {
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memnew(SceneTree);
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SceneTree::get_singleton()->initialize();
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if (!DisplayServer::get_singleton()->has_feature(DisplayServer::Feature::FEATURE_SUBWINDOWS)) {
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if (!DisplayServer::get_singleton()->has_feature(DisplayServerEnums::FEATURE_SUBWINDOWS)) {
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SceneTree::get_singleton()->get_root()->set_embedding_subwindows(true);
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}
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