Adds header for forward declarations of CStr.
This was SVN commit r25905.
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@ -1,4 +1,4 @@
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/* Copyright (C) 2020 Wildfire Games.
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/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -21,6 +21,7 @@
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#include "graphics/SColor.h"
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#include "maths/Vector3D.h"
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#include "maths/Vector4D.h"
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#include "ps/CStrForward.h"
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// Simple defines for 3 and 4 component floating point colors - just map to
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// corresponding vector types.
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@ -37,8 +38,6 @@ extern SColor4ub (*ConvertRGBColorTo4ub)(const RGBColor& src);
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*/
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extern void ColorActivateFastImpl();
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class CStr8;
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struct CColor
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{
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CColor() : r(-1.f), g(-1.f), b(-1.f), a(1.f) {}
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@ -1,4 +1,4 @@
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/* Copyright (C) 2020 Wildfire Games.
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/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -26,11 +26,11 @@
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#include "graphics/SColor.h"
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#include "maths/Fixed.h"
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#include "maths/Vector3D.h"
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#include "ps/CStr.h"
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class CPatch;
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class CMiniPatch;
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class CFixedVector3D;
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class CStr8;
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class CBoundingBoxAligned;
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///////////////////////////////////////////////////////////////////////////////
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@ -22,12 +22,13 @@
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#ifndef INCLUDED_UNITMANAGER
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#define INCLUDED_UNITMANAGER
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#include "ps/CStrForward.h"
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#include <vector>
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#include <set>
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class CUnit;
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class CObjectManager;
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class CStrW;
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///////////////////////////////////////////////////////////////////////////////
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// CUnitManager: simple container class holding all units within the world
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@ -23,6 +23,7 @@
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#include "graphics/Texture.h"
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#include "lib/res/handle.h"
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#include "maths/Rect.h"
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#include "ps/CStrForward.h"
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#include "ps/CStrIntern.h"
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#include <map>
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@ -31,7 +32,6 @@
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class CCanvas2D;
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class CGUI;
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class CGUISprite;
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class CStr8;
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struct CGUIColor;
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struct SGUIImage;
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@ -18,11 +18,12 @@
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#ifndef INCLUDED_IGUISCROLLBAROWNER
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#define INCLUDED_IGUISCROLLBAROWNER
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#include "ps/CStrForward.h"
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#include <memory>
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#include <vector>
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class CCanvas2D;
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class CStr8;
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struct SGUIMessage;
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struct SGUIScrollBarStyle;
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class IGUIScrollBar;
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@ -33,6 +33,7 @@ GUI Object Base - Text Owner
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#include "gui/CGUISetting.h"
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#include "gui/SettingTypes/EAlign.h"
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#include "maths/Rect.h"
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#include "ps/CStrForward.h"
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#include <vector>
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@ -43,7 +44,6 @@ class CGUIText;
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class CGUIString;
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class IGUIObject;
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class CStrW;
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class CVector2D;
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/**
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@ -19,9 +19,9 @@
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#define INCLUDED_GUICOLOR
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#include "graphics/Color.h"
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#include "ps/CStrForward.h"
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class CGUI;
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class CStr8;
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/**
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* Same as the CColor class, but this one can also parse colors predefined in the GUI page (such as "yellow").
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@ -19,10 +19,9 @@
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#define INCLUDED_CGUISIZE
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#include "maths/Rect.h"
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#include "ps/CStrForward.h"
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#include "scriptinterface/ScriptForward.h"
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class CStr8;
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/**
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* This class represents a rectangle relative to a parent rectangle
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* The value can be initialized from a string or JS object.
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@ -20,9 +20,7 @@
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#include "lib/types.h"
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#include "maths/Sqrt.h"
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class CStr8;
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class CStrW;
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#include "ps/CStrForward.h"
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#ifndef NDEBUG
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#define USE_FIXED_OVERFLOW_CHECKS
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@ -19,10 +19,11 @@
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#ifndef STUNCLIENT_H
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#define STUNCLIENT_H
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#include "ps/CStrForward.h"
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#include <string>
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typedef struct _ENetHost ENetHost;
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class CStr8;
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namespace StunClient
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{
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@ -50,11 +50,10 @@ enum PS_TRIM_MODE
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#define CSTR_H_A
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#endif
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#include <string>
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#include "ps/utf16string.h"
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#include "ps/CStrForward.h"
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class CStr8;
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class CStrW;
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#include <string>
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/**
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* The base class of all strings
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@ -351,4 +350,4 @@ struct hash<CStr>
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};
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}
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#endif
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#endif // INCLUDED_CSTR
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24
source/ps/CStrForward.h
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24
source/ps/CStrForward.h
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@ -0,0 +1,24 @@
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/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_CSTR_FORWARD
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#define INCLUDED_CSTR_FORWARD
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class CStr8;
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class CStrW;
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#endif // INCLUDED_CSTR_FORWARD
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@ -31,11 +31,9 @@
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#define INCLUDED_FILEPACKER
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#include "lib/file/vfs/vfs_path.h"
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#include "ps/Filesystem.h" // WriteBuffer
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#include "ps/CStrForward.h"
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#include "ps/Errors.h"
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class CStr8;
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#include "ps/Filesystem.h" // WriteBuffer
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ERROR_GROUP(File);
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ERROR_TYPE(File, OpenFailed);
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#include "lib/file/file.h"
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#include "lib/file/io/write_buffer.h"
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#include "lib/file/vfs/vfs_util.h"
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#include "ps/CStrForward.h"
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#include "ps/Errors.h"
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class CStr8;
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extern PIVFS g_VFS;
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extern bool VfsFileExists(const VfsPath& pathname);
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/* Copyright (C) 2013 Wildfire Games.
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/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -18,7 +18,7 @@
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#ifndef INCLUDED_GUID
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#define INCLUDED_GUID
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class CStr8;
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#include "ps/CStr.h"
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CStr8 ps_generate_guid(void);
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@ -18,7 +18,7 @@
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#ifndef INCLUDED_HASHING
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#define INCLUDED_HASHING
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class CStr8;
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#include "ps/CStr.h"
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/**
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* Hash a string in a cryptographically secure manner.
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@ -1,4 +1,4 @@
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/* Copyright (C) 2017 Wildfire Games.
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/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -20,8 +20,7 @@
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// Need SDLK_* enum values.
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#include "lib/external_libraries/libsdl.h"
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class CStr8;
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#include "ps/CStr.h"
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extern SDL_Scancode FindScancode(const CStr8& keyname);
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// Map a scancode to a locale-independent scancode name.
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#define INCLUDED_VISUAL_REPLAY
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#include "lib/os_path.h"
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#include "ps/CStrForward.h"
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#include "scriptinterface/ScriptTypes.h"
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class CStrW;
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class ScriptInterface;
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/**
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#ifndef INCLUDED_WORLD
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#define INCLUDED_WORLD
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#include "ps/CStrForward.h"
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#include "ps/Errors.h"
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#ifndef ERROR_GROUP_GAME_DEFINED
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@ -36,7 +37,6 @@ ERROR_TYPE(Game_World, MapLoadFailed);
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class CGame;
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class CUnitManager;
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class CTerrain;
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class CStrW;
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class CMapReader;
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class ScriptContext;
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#ifndef INCLUDED_RENDERINGOPTIONS
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#define INCLUDED_RENDERINGOPTIONS
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class CStr8;
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#include "ps/CStr.h"
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class CRenderer;
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enum RenderPath {
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enum RenderPath
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{
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// If no rendering path is configured explicitly, the renderer
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// will choose the path when Open() is called.
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DEFAULT,
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/* Copyright (C) 2020 Wildfire Games.
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/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -20,9 +20,9 @@
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#include "lib/config2.h"
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#include "lib/file/vfs/vfs_path.h"
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#include "ps/CStr.h"
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#include "simulation2/system/Entity.h"
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class CStr8;
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class CVector3D;
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class ISoundManager
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#include "lib/external_libraries/openal.h"
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#include "lib/file/vfs/vfs_path.h"
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#include "ps/CStr.h"
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#include "ps/Profiler2.h"
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#include "simulation2/system/Entity.h"
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@ -36,8 +37,6 @@
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#include <mutex>
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#include <vector>
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class CStr8;
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#define AL_CHECK CSoundManager::al_check(__func__, __LINE__)
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struct ALSourceHolder
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/* Copyright (C) 2020 Wildfire Games.
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/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -18,14 +18,13 @@
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#ifndef INCLUDED_ACTORVIEWER
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#define INCLUDED_ACTORVIEWER
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#include "ps/CStrForward.h"
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#include "simulation2/helpers/Player.h"
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#include "simulation2/system/Entity.h"
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struct ActorViewerImpl;
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struct SColor4ub;
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class CSimulation2;
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class CStr8;
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class CStrW;
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class ActorViewer
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{
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