dhewm3/neo/tools/edit_gui_common.h
Daniel Gibson 9a95a2a1cf Building with editor support (on Win w/ VS2017) works \o/
Editor also seems to start, didn't test much further.

Only tested 32bit Windows, I fear the editor code isn't 64bit clean..

I hope I haven't broken anything elsewhere..
2019-01-13 22:52:28 +01:00

182 lines
4.9 KiB
C

// header that includes all the other needed headers, replacement for precompiled.h (only used by tools)
#ifndef TOOLS_EDIT_GUI_COMMON_H
#define TOOLS_EDIT_GUI_COMMON_H
#if !defined(_WIN32) || !defined(_MSC_VER) || !defined(ID_ALLOW_TOOLS)
#error "This header should only be included in the Win-only Visual-Studio-only MFC tools code"
#endif
// (hopefully) suppress "warning C4996: 'MBCS_Support_Deprecated_In_MFC':
// MBCS support in MFC is deprecated and may be removed in a future version of MFC."
#define NO_WARN_MBCS_MFC_DEPRECATION
#include <afxwin.h>
#if defined(_MFC_VER) && !defined(_D3SDK) && !defined(GAME_DLL)
#define _ATL_CSTRING_EXPLICIT_CONSTRUCTORS // prevent auto literal to string conversion
#include "tools/comafx/StdAfx.h"
#endif
#include "edit_public.h"
#include "framework/Game.h"
// non-portable system services
#include "sys/platform.h"
#include "sys/sys_public.h"
// id lib
#include "idlib/Lib.h"
// memory management and arrays
#include "idlib/Heap.h"
#include "idlib/containers/List.h"
// math
#include "idlib/math/Simd.h"
#include "idlib/math/Math.h"
#include "idlib/math/Random.h"
#include "idlib/math/Complex.h"
#include "idlib/math/Vector.h"
#include "idlib/math/Matrix.h"
#include "idlib/math/Angles.h"
#include "idlib/math/Quat.h"
#include "idlib/math/Rotation.h"
#include "idlib/math/Plane.h"
#include "idlib/math/Pluecker.h"
#include "idlib/math/Polynomial.h"
#include "idlib/math/Extrapolate.h"
#include "idlib/math/Interpolate.h"
#include "idlib/math/Curve.h"
#include "idlib/math/Ode.h"
#include "idlib/math/Lcp.h"
// bounding volumes
#include "idlib/bv/Sphere.h"
#include "idlib/bv/Bounds.h"
#include "idlib/bv/Box.h"
#include "idlib/bv/Frustum.h"
// geometry
#include "idlib/geometry/DrawVert.h"
#include "idlib/geometry/JointTransform.h"
#include "idlib/geometry/Winding.h"
#include "idlib/geometry/Winding2D.h"
#include "idlib/geometry/Surface.h"
#include "idlib/geometry/Surface_Patch.h"
#include "idlib/geometry/Surface_Polytope.h"
#include "idlib/geometry/Surface_SweptSpline.h"
#include "idlib/geometry/TraceModel.h"
// text manipulation
#include "idlib/Str.h"
#include "idlib/Token.h"
#include "idlib/Lexer.h"
#include "idlib/Parser.h"
#include "idlib/Base64.h"
#include "idlib/CmdArgs.h"
// containers
#include "idlib/containers/BTree.h"
#include "idlib/containers/BinSearch.h"
#include "idlib/containers/HashIndex.h"
#include "idlib/containers/HashTable.h"
#include "idlib/containers/StaticList.h"
#include "idlib/containers/LinkList.h"
#include "idlib/containers/Hierarchy.h"
#include "idlib/containers/Queue.h"
#include "idlib/containers/Stack.h"
#include "idlib/containers/StrList.h"
#include "idlib/containers/StrPool.h"
#include "idlib/containers/VectorSet.h"
#include "idlib/containers/PlaneSet.h"
// hashing
#include "idlib/hashing/CRC32.h"
#include "idlib/hashing/MD4.h"
#include "idlib/hashing/MD5.h"
// misc
#include "idlib/Dict.h"
#include "idlib/LangDict.h"
#include "idlib/BitMsg.h"
#include "idlib/MapFile.h"
#include "idlib/Timer.h"
// framework
#include "framework/BuildVersion.h"
#include "framework/Licensee.h"
#include "framework/CmdSystem.h"
#include "framework/CVarSystem.h"
#include "framework/Common.h"
#include "framework/File.h"
#include "framework/FileSystem.h"
#include "framework/UsercmdGen.h"
// decls
#include "framework/DeclManager.h"
#include "framework/DeclTable.h"
#include "framework/DeclSkin.h"
#include "framework/DeclEntityDef.h"
#include "framework/DeclFX.h"
#include "framework/DeclParticle.h"
#include "framework/DeclAF.h"
#include "framework/DeclPDA.h"
// We have expression parsing and evaluation code in multiple places:
// materials, sound shaders, and guis. We should unify them.
// renderer
#include "renderer/qgl.h"
#include "renderer/Cinematic.h"
#include "renderer/Material.h"
#include "renderer/Model.h"
#include "renderer/ModelManager.h"
#include "renderer/RenderSystem.h"
#include "renderer/RenderWorld.h"
// sound engine
#include "sound/sound.h"
// asynchronous networking
#include "framework/async/NetworkSystem.h"
// user interfaces
#include "ui/ListGUI.h"
#include "ui/UserInterface.h"
// collision detection system
#include "cm/CollisionModel.h"
// AAS files and manager
#include "tools/compilers/aas/AASFile.h"
#include "tools/compilers/aas/AASFileManager.h"
// game interface
#include "framework/Game.h"
//-----------------------------------------------------
#include "framework/DemoChecksum.h"
// framework
#include "framework/Compressor.h"
#include "framework/EventLoop.h"
#include "framework/KeyInput.h"
#include "framework/EditField.h"
#include "framework/Console.h"
#include "framework/DemoFile.h"
#include "framework/Session.h"
// asynchronous networking
#include "framework/async/AsyncNetwork.h"
// The editor entry points are always declared, but may just be
// stubbed out on non-windows platforms.
#include "tools/edit_public.h"
// Compilers for map, model, video etc. processing.
#include "tools/compilers/compiler_public.h"
#endif // TOOLS_EDIT_GUI_COMMON_H