Move RenderingServer enums to a dedicated RenderingServerEnums (RSE) namespace
A number of headers in the codebase included `rendering_server.h` just for some enum definitions. This means that any change to `rendering_server.h` or one of its dependencies would trigger a massive incremental rebuild. With this change, we decouple a number of classes from `rendering_server.h`, greatly speeding up incremental rebuilds for that area. On my machine, this reduces incremental compilation time after an edit of `rendering_server.h` by 60s (from 2m57s).
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@@ -175,8 +175,8 @@ void EditorExportPlatformWeb::_fix_html(Vector<uint8_t> &p_html, const Ref<Edito
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Vector<String> godot_splash_classes;
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godot_splash_classes.push_back("show-image--" + String(get_project_setting(p_preset, "application/boot_splash/show_image")));
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RenderingServer::SplashStretchMode boot_splash_stretch_mode = get_project_setting(p_preset, "application/boot_splash/stretch_mode");
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godot_splash_classes.push_back("fullsize--" + String(((boot_splash_stretch_mode != RenderingServer::SplashStretchMode::SPLASH_STRETCH_MODE_DISABLED) ? "true" : "false")));
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RSE::SplashStretchMode boot_splash_stretch_mode = get_project_setting(p_preset, "application/boot_splash/stretch_mode");
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godot_splash_classes.push_back("fullsize--" + String(((boot_splash_stretch_mode != RSE::SplashStretchMode::SPLASH_STRETCH_MODE_DISABLED) ? "true" : "false")));
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godot_splash_classes.push_back("use-filter--" + String(get_project_setting(p_preset, "application/boot_splash/use_filter")));
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replaces["$GODOT_SPLASH_CLASSES"] = String(" ").join(godot_splash_classes);
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replaces["$GODOT_SPLASH"] = p_name + ".png";
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