1
0
forked from mirrors/0ad

Fix includes in source/graphics

Make include-what-you-use happy with files in source/graphics and fix
what needs to be fixed.

Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
This commit is contained in:
Ralph Sennhauser
2025-07-28 20:13:46 +02:00
parent 07309450fc
commit 621a9c422f
37 changed files with 273 additions and 109 deletions
+1 -1
View File
@@ -21,11 +21,11 @@
#include "lib/code_annotation.h"
#include "ps/CStrIntern.h"
#include <array>
#include <ft2build.h>
#include FT_FREETYPE_H
#include <memory>
#include <unordered_map>
#include <utility>
class CFont;
struct FT_LibraryRec_;
+1
View File
@@ -23,6 +23,7 @@
#include "simulation2/system/Entity.h"
class CCamera;
class CVector3D;
struct SDL_Event_;
struct SViewPort;
+21 -3
View File
@@ -22,15 +22,21 @@
#include "graphics/MapIO.h"
#include "graphics/Patch.h"
#include "graphics/Terrain.h"
#include "lib/status.h"
#include "lib/timer.h"
#include "lib/code_annotation.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/file/vfs/vfs_util.h"
#include "lib/path.h"
#include "lib/posix/posix_types.h"
#include "lib/status.h"
#include "lib/utf8.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/FileIo.h"
#include "ps/Filesystem.h"
#include "ps/Future.h"
#include "ps/scripting/JSInterface_VFS.h"
#include "ps/TemplateLoader.h"
#include "ps/scripting/JSInterface_VFS.h"
#include "scriptinterface/FunctionWrapper.h"
#include "scriptinterface/JSON.h"
#include "scriptinterface/ModuleLoader.h"
@@ -38,14 +44,26 @@
#include "scriptinterface/ScriptContext.h"
#include "scriptinterface/ScriptConversions.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/ScriptRequest.h"
#include "simulation2/helpers/MapEdgeTiles.h"
#include "simulation2/system/ParamNode.h"
#include <boost/random/linear_congruential.hpp>
#include <cstddef>
#include <fmt/format.h>
#include <js/Interrupt.h>
#include <js/PropertyAndElement.h>
#include <js/RootingAPI.h>
#include <js/TypeDecls.h>
#include <js/Value.h>
#include <jsapi.h>
#include <set>
#include <stdexcept>
#include <string>
#include <vector>
struct JSContext;
namespace
{
constexpr const char* GENERATOR_NAME{"generateMap"};
+7 -2
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2024 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -19,12 +19,17 @@
#define INCLUDED_MAPGENERATOR
#include "lib/file/vfs/vfs_path.h"
#include "ps/Future.h"
#include "lib/types.h"
#include "scriptinterface/ScriptTypes.h"
#include "scriptinterface/StructuredClone.h"
#include <atomic>
#include <js/PropertyDescriptor.h>
#include <string>
#include <string_view>
class ScriptInterface;
class StopToken;
constexpr std::wstring_view RANDOM_MAP_PREFIX{L"maps/random/"};
+7 -1
View File
@@ -20,17 +20,23 @@
#include "MapIO.h"
#include "graphics/Patch.h"
#include "lib/alignment.h"
#include "lib/allocators/shared_ptr.h"
#include "lib/file/file.h"
#include "lib/file/vfs/vfs.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/os_path.h"
#include "lib/posix/posix_types.h"
#include "lib/status.h"
#include "lib/tex/tex.h"
#include "maths/MathUtil.h"
#include "ps/Filesystem.h"
#include <fcntl.h>
#include <algorithm>
#include <cstddef>
#include <fcntl.h>
#include <memory>
#include <string>
#include <vector>
Status ParseHeightmapImage(const std::shared_ptr<u8>& fileData, size_t fileSize, std::vector<u16>& heightmap);
+28 -2
View File
@@ -20,30 +20,46 @@
#include "MapReader.h"
#include "graphics/Camera.h"
#include "graphics/CinemaManager.h"
#include "graphics/Color.h"
#include "graphics/Entity.h"
#include "graphics/GameView.h"
#include "graphics/MapGenerator.h"
#include "graphics/MapIO.h"
#include "graphics/MiniPatch.h"
#include "graphics/Patch.h"
#include "graphics/Terrain.h"
#include "graphics/TerrainTextureEntry.h"
#include "graphics/TerrainTextureManager.h"
#include "lib/alignment.h"
#include "lib/code_annotation.h"
#include "lib/code_generation.h"
#include "lib/debug.h"
#include "lib/path.h"
#include "lib/timer.h"
#include "lib/utf8.h"
#include "maths/Fixed.h"
#include "maths/FixedVector3D.h"
#include "maths/MathUtil.h"
#include "maths/Matrix3D.h"
#include "maths/NUSpline.h"
#include "ps/CLogger.h"
#include "ps/Filesystem.h"
#include "ps/Future.h"
#include "ps/Loader.h"
#include "ps/Profiler2.h"
#include "ps/TaskManager.h"
#include "ps/World.h"
#include "ps/XMB/XMBData.h"
#include "ps/XML/Xeromyces.h"
#include "renderer/PostprocManager.h"
#include "renderer/SkyManager.h"
#include "renderer/WaterManager.h"
#include "scriptinterface/JSON.h"
#include "scriptinterface/Object.h"
#include "scriptinterface/ScriptContext.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/ScriptRequest.h"
#include "scriptinterface/JSON.h"
#include "scriptinterface/StructuredClone.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpCinemaManager.h"
#include "simulation2/components/ICmpGarrisonHolder.h"
@@ -56,8 +72,18 @@
#include "simulation2/components/ICmpTurretHolder.h"
#include "simulation2/components/ICmpVisual.h"
#include "simulation2/components/ICmpWaterManager.h"
#include "simulation2/helpers/CinemaPath.h"
#include "simulation2/helpers/Position.h"
#include "simulation2/system/CmpPtr.h"
#include <algorithm>
#include <atomic>
#include <boost/algorithm/string/predicate.hpp>
#include <functional>
#include <js/PropertyAndElement.h>
#include <string>
#include <string_view>
#include <utility>
extern bool IsQuitRequested();
+19 -10
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2023 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -21,27 +21,36 @@
#include "MapIO.h"
#include "graphics/LightEnv.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/posix/posix_types.h"
#include "lib/types.h"
#include "maths/Vector3D.h"
#include "ps/CStr.h"
#include "ps/Errors.h"
#include "ps/FileIo.h"
#include "scriptinterface/ScriptTypes.h"
#include "simulation2/system/Entity.h"
#include <cstddef>
#include <js/RootingAPI.h>
#include <js/TypeDecls.h>
#include <js/Value.h>
#include <memory>
#include <vector>
class CTerrain;
class WaterManager;
class SkyManager;
class CLightEnv;
class CCinemaManager;
class CPostprocManager;
class CTriggerManager;
class CSimulation2;
class CSimContext;
class CTerrainTextureEntry;
class CGameView;
class CPostprocManager;
class CSimContext;
class CSimulation2;
class CTerrain;
class CTerrainTextureEntry;
class CTriggerManager;
class CXMLReader;
class ScriptContext;
class ScriptInterface;
class SkyManager;
class WaterManager;
class CMapReader : public CMapIO
{
-1
View File
@@ -18,7 +18,6 @@
#ifndef INCLUDED_MATERIAL
#define INCLUDED_MATERIAL
#include "graphics/Color.h"
#include "graphics/ShaderDefines.h"
#include "graphics/Texture.h"
#include "ps/CStr.h"
+9 -6
View File
@@ -18,16 +18,14 @@
#ifndef INCLUDED_OBJECTBASE
#define INCLUDED_OBJECTBASE
#include "lib/code_annotation.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/path.h"
#include "lib/types.h"
#include "ps/CStr.h"
#include "ps/CStrIntern.h"
class CActorDef;
class CObjectEntry;
class CObjectManager;
class CXeromyces;
class XMBElement;
#include <cstdint>
#include <map>
#include <memory>
#include <random>
@@ -35,6 +33,11 @@ class XMBElement;
#include <unordered_set>
#include <vector>
class CActorDef;
class CObjectManager;
class CXeromyces;
class XMBElement;
/**
* Maintains the tree of possible objects from a specific actor definition at a given quality level.
* An Object Base is made of:
+5 -3
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2023 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -20,19 +20,21 @@
#include "graphics/Color.h"
#include "graphics/ObjectBase.h"
#include "lib/code_annotation.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/types.h"
#include "ps/CStr.h"
#include <map>
#include <memory>
#include <set>
#include <string>
#include <vector>
class CModelAbstract;
class CSkeletonAnim;
class CObjectBase;
class CObjectManager;
class CSimulation2;
class CSkeletonAnim;
class CObjectEntry
{
+8 -3
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2021 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -18,13 +18,18 @@
#ifndef INCLUDED_OBJECTMANAGER
#define INCLUDED_OBJECTMANAGER
#include "ps/CStr.h"
#include "lib/code_annotation.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/status.h"
#include "lib/types.h"
#include "ps/CStr.h"
#include <set>
#include <cstdint>
#include <map>
#include <memory>
#include <set>
#include <unordered_map>
#include <utility>
#include <vector>
class CActorDef;
+14 -3
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2023 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -20,12 +20,23 @@
#include "graphics/ModelAbstract.h"
#include "graphics/ParticleEmitterType.h"
#include "graphics/SColor.h"
#include "lib/posix/posix_types.h"
#include "maths/BoundingBoxAligned.h"
#include "maths/Quaternion.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/IShaderProgram.h"
#include "maths/Vector3D.h"
#include "renderer/VertexArray.h"
#include <cstddef>
#include <map>
#include <memory>
#include <string>
#include <vector>
class CParticleEmitter;
namespace Renderer::Backend { class IDeviceCommandContext; }
namespace Renderer::Backend { class IShaderProgram; }
namespace Renderer::Backend { class IVertexInputLayout; }
/**
* Simulation state for a single particle.
+1
View File
@@ -43,6 +43,7 @@
#include <cmath>
#include <cstddef>
#include <map>
#include <random>
/**
* Interface for particle state variables, which get evaluated for each newly
+6 -3
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2022 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -19,17 +19,20 @@
#define INCLUDED_PARTICLEEMITTERTYPE
#include "graphics/Texture.h"
#include "lib/code_annotation.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/types.h"
#include "maths/BoundingBoxAligned.h"
#include <memory>
#include <string>
#include <vector>
class CVector3D;
class CParticleEmitter;
class CParticleManager;
class IParticleVar;
class CVector3D;
class IParticleEffector;
class IParticleVar;
/**
* Particle emitter type - stores the common state data for all emitters of that
+4
View File
@@ -20,11 +20,15 @@
#include "graphics/ParticleEmitter.h"
#include "graphics/ParticleEmitterType.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/path.h"
#include "lib/status.h"
#include <list>
#include <random>
#include <unordered_map>
class CFrustum;
class SceneCollector;
class CParticleManager
+2 -1
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2009 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -24,6 +24,7 @@
#include "MiniPatch.h"
#include "RenderableObject.h"
#include "lib/posix/posix_types.h"
class CTerrain;
+7 -5
View File
@@ -18,17 +18,19 @@
#ifndef INCLUDED_SHADERDEFINES
#define INCLUDED_SHADERDEFINES
#include "ps/containers/StaticVector.h"
#include "ps/CStr.h"
#include "maths/Vector4D.h"
#include "ps/CStrIntern.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/IShaderProgram.h"
#include "ps/containers/StaticVector.h"
#include <cstddef>
#include <map>
#include <memory>
#include <unordered_map>
#include <utility>
#include <vector>
class CVector4D;
namespace Renderer::Backend { class IDeviceCommandContext; }
namespace Renderer::Backend { class IShaderProgram; }
/**
* Represents a mapping of name strings to value, for use with
+12 -10
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2024 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -19,32 +19,34 @@
#include "ShaderManager.h"
#include "graphics/Color.h"
#include "graphics/PreprocessorWrapper.h"
#include "graphics/ShaderProgram.h"
#include "graphics/ShaderTechnique.h"
#include "lib/config2.h"
#include "lib/debug.h"
#include "lib/hash.h"
#include "lib/timer.h"
#include "lib/utf8.h"
#include "ps/CLogger.h"
#include "ps/CStrIntern.h"
#include "ps/CStrInternStatic.h"
#include "ps/Errors.h"
#include "ps/Filesystem.h"
#include "ps/Profile.h"
#include "ps/Profiler2.h"
#include "ps/XMB/XMBData.h"
#include "ps/XMB/XMBStorage.h"
#include "ps/XML/Xeromyces.h"
#include "renderer/backend/Backend.h"
#include "renderer/backend/CompareOp.h"
#include "renderer/backend/IDevice.h"
#define USE_SHADER_XML_VALIDATION 1
#if USE_SHADER_XML_VALIDATION
#include "ps/XML/RelaxNG.h"
#include "ps/XML/XMLWriter.h"
#endif
#include "renderer/backend/PipelineState.h"
#include <optional>
#include <utility>
#include <vector>
#define USE_SHADER_XML_VALIDATION 1
TIMER_ADD_CLIENT(tc_ShaderValidation);
CShaderManager::CShaderManager(Renderer::Backend::IDevice* device)
+14 -5
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2024 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -19,16 +19,25 @@
#define INCLUDED_SHADERMANAGER
#include "graphics/ShaderDefines.h"
#include "graphics/ShaderProgram.h"
#include "graphics/ShaderProgramPtr.h"
#include "graphics/ShaderTechnique.h"
#include "renderer/backend/IDevice.h"
#include "renderer/backend/PipelineState.h"
#include "graphics/ShaderTechniquePtr.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/path.h"
#include "lib/status.h"
#include "ps/CStr.h"
#include "ps/CStrIntern.h"
#include <functional>
#include <cstddef>
#include <map>
#include <memory>
#include <set>
#include <string>
#include <unordered_map>
class CShaderProgram;
namespace Renderer::Backend { class IDevice; }
/**
* Shader manager: loads and caches shader programs.
*
+5 -1
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2023 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -20,12 +20,16 @@
#include "graphics/ShaderDefines.h"
#include "graphics/ShaderProgramPtr.h"
#include "lib/code_annotation.h"
#include "lib/file/vfs/vfs_path.h"
#include "ps/CStr.h"
#include "renderer/backend/IShaderProgram.h"
#include <memory>
#include <vector>
namespace Renderer::Backend { class IDevice; }
/**
* A wrapper for backend shader program to handle high-level operations like
* file reloading and handling errors on reload.
+4 -3
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2024 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -19,8 +19,7 @@
#define INCLUDED_SHADERTECHNIQUE
#include "graphics/ShaderDefines.h"
#include "graphics/ShaderProgram.h"
#include "graphics/ShaderTechniquePtr.h"
#include "graphics/ShaderProgramPtr.h"
#include "lib/code_annotation.h"
#include "lib/file/vfs/vfs_path.h"
#include "renderer/backend/PipelineState.h"
@@ -29,6 +28,8 @@
#include <memory>
#include <vector>
namespace Renderer::Backend { class IShaderProgram; }
/**
* Implements a render pass consisting of a pipeline state and a shader,
* used by CShaderTechnique.
+7 -3
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2021 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -22,13 +22,17 @@
#ifndef INCLUDED_SKELETONANIMDEF
#define INCLUDED_SKELETONANIMDEF
#include "maths/Vector3D.h"
#include "maths/Quaternion.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/types.h"
#include "maths/Quaternion.h"
#include "maths/Vector3D.h"
#include <cstddef>
#include <memory>
#include <vector>
class CMatrix3D;
////////////////////////////////////////////////////////////////////////////////////////
// CBoneState: structure describing state of a bone at some point
class CBoneState
+3 -1
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2022 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -22,7 +22,9 @@
#ifndef INCLUDED_SKELETONANIMMANAGER
#define INCLUDED_SKELETONANIMMANAGER
#include "lib/code_annotation.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/path.h"
#include <memory>
#include <unordered_map>
+6 -5
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2022 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -24,14 +24,15 @@
#include "graphics/HeightMipmap.h"
#include "graphics/SColor.h"
#include "lib/posix/posix_types.h"
#include "lib/types.h"
#include "maths/Fixed.h"
#include "maths/Vector3D.h"
#include "ps/CStr.h"
class CPatch;
class CMiniPatch;
class CFixedVector3D;
class CBoundingBoxAligned;
class CFixedVector3D;
class CMiniPatch;
class CPatch;
///////////////////////////////////////////////////////////////////////////////
// Terrain Constants:
+7 -6
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2022 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -27,15 +27,16 @@
#ifndef INCLUDED_TERRAINPROPERTIES
#define INCLUDED_TERRAINPROPERTIES
#include <memory>
#include "ps/CStr.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/types.h"
#include <memory>
#include <vector>
class CTerrainGroup;
class XMBElement;
class CXeromyces;
class CTerrainProperties;
class CXeromyces;
class XMBElement;
typedef std::shared_ptr<CTerrainProperties> CTerrainPropertiesPtr;
+3
View File
@@ -22,11 +22,14 @@
#include "graphics/TerrainTextureManager.h"
#include "graphics/Texture.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/types.h"
#include "maths/Matrix3D.h"
#include "ps/CStr.h"
#include <vector>
class CTerrainProperties;
// CTerrainTextureEntry: class wrapping a terrain texture object; contains various other required
// elements - color of minimap, terrain "group" it belongs to, etc
class CTerrainTextureEntry
+10 -7
View File
@@ -19,25 +19,25 @@
#define INCLUDED_TERRAINTEXTUREMANAGER
#include "lib/file/vfs/vfs_path.h"
#include "lib/types.h"
#include "ps/CStr.h"
#include "ps/Singleton.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/ITexture.h"
#include <cstddef>
#include <map>
#include <memory>
#include <vector>
// access to sole CTerrainTextureManager object
#define g_TexMan CTerrainTextureManager::GetSingleton()
#define NUM_ALPHA_MAPS 14
class CTerrainTextureEntry;
class CTerrainProperties;
class CTerrainTextureEntry;
namespace Renderer::Backend { class IDevice; }
namespace Renderer::Backend { class IDeviceCommandContext; }
typedef std::shared_ptr<CTerrainProperties> CTerrainPropertiesPtr;
#define NUM_ALPHA_MAPS 14
class CTerrainGroup
{
// name of this terrain group (as specified by the terrain XML)
@@ -141,4 +141,7 @@ private:
std::vector<CTerrainTextureManager::TerrainAlphaMap::iterator> m_AlphaMapsToUpload;
};
// access to sole CTerrainTextureManager object
#define g_TexMan CTerrainTextureManager::GetSingleton()
#endif // INCLUDED_TERRAINTEXTUREMANAGER
+5 -2
View File
@@ -16,13 +16,16 @@
*/
#include "lib/code_annotation.h"
#include "lib/posix/posix_types.h"
#include "lib/types.h"
#include "maths/Matrix3D.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/ITexture.h"
#include <cstddef>
#include <memory>
class CSimulation2;
namespace Renderer::Backend { class IDeviceCommandContext; }
namespace Renderer::Backend { class ITexture; }
template<typename T> class Grid;
/**
+6 -4
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2022 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -19,16 +19,18 @@
#define INCLUDED_TEXTRENDERER
#include "graphics/Color.h"
#include "graphics/ShaderProgram.h"
#include "maths/Rect.h"
#include "maths/Vector2D.h"
#include "ps/CStrIntern.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include <cstddef>
#include <list>
#include <memory>
#include <string>
class CFont;
class CMatrix3D;
namespace Renderer::Backend { class IDeviceCommandContext; }
namespace Renderer::Backend { class IShaderProgram; }
class CTextRenderer
{
+5 -2
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2023 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -18,10 +18,13 @@
#ifndef INCLUDED_TEXTURECONVERTER
#define INCLUDED_TEXTURECONVERTER
#include "graphics/Texture.h"
#include "lib/config2.h"
#include "lib/file/vfs/vfs.h"
#include "lib/file/vfs/vfs_path.h"
#include "TextureManager.h"
#include <string>
#include <vector>
#if CONFIG2_NVTT
#include "ps/Future.h"
+12 -6
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2023 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -19,17 +19,23 @@
#define INCLUDED_TEXTUREMANAGER
#include "graphics/Texture.h"
#include "lib/code_annotation.h"
#include "lib/file/vfs/vfs.h"
#include "lib/tex/tex.h"
#include "renderer/backend/IDevice.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/ITexture.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/types.h"
#include "renderer/backend/Format.h"
#include "renderer/backend/Sampler.h"
#include <cstddef>
#include <cstdint>
#include <memory>
class CTextureProperties;
class CTextureManagerImpl;
class CTextureProperties;
class Tex;
namespace Renderer::Backend { class IDevice; }
namespace Renderer::Backend { class IDeviceCommandContext; }
namespace Renderer::Backend { class ITexture; }
/**
* Texture manager with asynchronous loading and automatic DDS conversion/compression.
+2 -1
View File
@@ -20,8 +20,9 @@
#include "lib/code_annotation.h"
#include "ps/CStr.h"
#include "simulation2/system/Entity.h" // entity_id_t
#include "simulation2/system/Entity.h"
#include <cstdint>
#include <map>
#include <memory>
#include <set>
+1 -2
View File
@@ -24,10 +24,9 @@
#include <vector>
class CUnit;
class CModel;
class CSkeletonAnim;
class CObjectEntry;
class CSkeletonAnim;
/**
* Deals with synchronisation issues between raw animation data (CModel, CSkeletonAnim)
+5 -4
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2023 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -22,15 +22,16 @@
#ifndef INCLUDED_UNITMANAGER
#define INCLUDED_UNITMANAGER
#include "ps/CStrForward.h"
#include "lib/posix/posix_types.h"
#include "simulation2/system/Entity.h"
#include <cstdint>
#include <memory>
#include <set>
#include <vector>
class CUnit;
class CObjectManager;
class CStrW;
class CUnit;
///////////////////////////////////////////////////////////////////////////////
// CUnitManager: simple container class holding all units within the world
@@ -1,4 +1,4 @@
/* Copyright (C) 2023 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -22,13 +22,22 @@
#include "graphics/Camera.h"
#include "graphics/GameView.h"
#include "graphics/Terrain.h"
#include "maths/Fixed.h"
#include "maths/FixedVector3D.h"
#include "maths/Vector3D.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "ps/CLogger.h"
#include "scriptinterface/FunctionWrapper.h"
#include "scriptinterface/Object.h"
#include "scriptinterface/ScriptRequest.h"
#include "simulation2/helpers/Position.h"
#include "simulation2/system/Entity.h"
#include <js/PropertyAndElement.h>
#include <js/RootingAPI.h>
#include <js/TypeDecls.h>
#include <js/Value.h>
namespace JSI_GameView
{
+14 -1
View File
@@ -15,13 +15,26 @@
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "lib/self_test.h"
#include "graphics/MapGenerator.h"
#include "lib/debug.h"
#include "lib/file/vfs/vfs.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/file/vfs/vfs_util.h"
#include "lib/path.h"
#include "ps/CLogger.h"
#include "ps/Filesystem.h"
#include "ps/Future.h"
#include "simulation2/system/ComponentTest.h"
#include "ps/XML/Xeromyces.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/StructuredClone.h"
#include <atomic>
#include <functional>
#include <js/PropertyDescriptor.h>
#include <string>
#include <vector>
class TestMapGenerator : public CxxTest::TestSuite
{
+1
View File
@@ -21,6 +21,7 @@
#include "graphics/GameView.h"
#include "graphics/ShaderDefines.h"
#include "graphics/ShaderProgram.h"
#include "gui/GUIManager.h"
#include "lib/config2.h"
#include "lib/external_libraries/libsdl.h"