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c3d480afe4
Minimum required Windows version is XP again (instead of Win10). Win_GetWindowScalingFactor() tries to use two dynamically loaded functions from newer windows versions (8.1+, Win10 1607+) and has a fallback for older versions that also seems to work (at least if all displays have the same DPI). Moved the function to win_main.cpp so the dynamically loaded functions can be loaded at startup; so edit_gui_common.cpp could be removed again.
184 lines
5 KiB
C
184 lines
5 KiB
C
// header that includes all the other needed headers, replacement for precompiled.h (only used by tools)
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#ifndef TOOLS_EDIT_GUI_COMMON_H
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#define TOOLS_EDIT_GUI_COMMON_H
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#if !defined(_WIN32) || !defined(_MSC_VER) || !defined(ID_ALLOW_TOOLS)
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#error "This header should only be included in the Win-only Visual-Studio-only MFC tools code"
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#endif
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// (hopefully) suppress "warning C4996: 'MBCS_Support_Deprecated_In_MFC':
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// MBCS support in MFC is deprecated and may be removed in a future version of MFC."
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#define NO_WARN_MBCS_MFC_DEPRECATION
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#include <afxwin.h>
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#if defined(_MFC_VER) && !defined(_D3SDK) && !defined(GAME_DLL)
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#define _ATL_CSTRING_EXPLICIT_CONSTRUCTORS // prevent auto literal to string conversion
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#include "tools/comafx/StdAfx.h"
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#endif
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#include "edit_public.h"
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#include "framework/Game.h"
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// non-portable system services
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#include "sys/platform.h"
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#include "sys/sys_public.h"
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// id lib
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#include "idlib/Lib.h"
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// memory management and arrays
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#include "idlib/Heap.h"
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#include "idlib/containers/List.h"
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// math
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#include "idlib/math/Simd.h"
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#include "idlib/math/Math.h"
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#include "idlib/math/Random.h"
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#include "idlib/math/Complex.h"
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#include "idlib/math/Vector.h"
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#include "idlib/math/Matrix.h"
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#include "idlib/math/Angles.h"
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#include "idlib/math/Quat.h"
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#include "idlib/math/Rotation.h"
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#include "idlib/math/Plane.h"
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#include "idlib/math/Pluecker.h"
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#include "idlib/math/Polynomial.h"
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#include "idlib/math/Extrapolate.h"
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#include "idlib/math/Interpolate.h"
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#include "idlib/math/Curve.h"
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#include "idlib/math/Ode.h"
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#include "idlib/math/Lcp.h"
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// bounding volumes
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#include "idlib/bv/Sphere.h"
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#include "idlib/bv/Bounds.h"
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#include "idlib/bv/Box.h"
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#include "idlib/bv/Frustum.h"
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// geometry
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#include "idlib/geometry/DrawVert.h"
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#include "idlib/geometry/JointTransform.h"
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#include "idlib/geometry/Winding.h"
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#include "idlib/geometry/Winding2D.h"
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#include "idlib/geometry/Surface.h"
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#include "idlib/geometry/Surface_Patch.h"
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#include "idlib/geometry/Surface_Polytope.h"
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#include "idlib/geometry/Surface_SweptSpline.h"
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#include "idlib/geometry/TraceModel.h"
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// text manipulation
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#include "idlib/Str.h"
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#include "idlib/Token.h"
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#include "idlib/Lexer.h"
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#include "idlib/Parser.h"
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#include "idlib/Base64.h"
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#include "idlib/CmdArgs.h"
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// containers
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#include "idlib/containers/BTree.h"
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#include "idlib/containers/BinSearch.h"
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#include "idlib/containers/HashIndex.h"
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#include "idlib/containers/HashTable.h"
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#include "idlib/containers/StaticList.h"
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#include "idlib/containers/LinkList.h"
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#include "idlib/containers/Hierarchy.h"
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#include "idlib/containers/Queue.h"
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#include "idlib/containers/Stack.h"
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#include "idlib/containers/StrList.h"
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#include "idlib/containers/StrPool.h"
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#include "idlib/containers/VectorSet.h"
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#include "idlib/containers/PlaneSet.h"
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// hashing
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#include "idlib/hashing/CRC32.h"
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#include "idlib/hashing/MD4.h"
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#include "idlib/hashing/MD5.h"
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// misc
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#include "idlib/Dict.h"
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#include "idlib/LangDict.h"
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#include "idlib/BitMsg.h"
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#include "idlib/MapFile.h"
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#include "idlib/Timer.h"
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// framework
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#include "framework/BuildVersion.h"
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#include "framework/Licensee.h"
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#include "framework/CmdSystem.h"
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#include "framework/CVarSystem.h"
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#include "framework/Common.h"
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#include "framework/File.h"
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#include "framework/FileSystem.h"
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#include "framework/UsercmdGen.h"
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// decls
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#include "framework/DeclManager.h"
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#include "framework/DeclTable.h"
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#include "framework/DeclSkin.h"
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#include "framework/DeclEntityDef.h"
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#include "framework/DeclFX.h"
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#include "framework/DeclParticle.h"
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#include "framework/DeclAF.h"
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#include "framework/DeclPDA.h"
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// We have expression parsing and evaluation code in multiple places:
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// materials, sound shaders, and guis. We should unify them.
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// renderer
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#include "renderer/qgl.h"
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#include "renderer/Cinematic.h"
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#include "renderer/Material.h"
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#include "renderer/Model.h"
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#include "renderer/ModelManager.h"
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#include "renderer/RenderSystem.h"
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#include "renderer/RenderWorld.h"
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// sound engine
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#include "sound/sound.h"
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// asynchronous networking
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#include "framework/async/NetworkSystem.h"
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// user interfaces
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#include "ui/ListGUI.h"
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#include "ui/UserInterface.h"
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// collision detection system
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#include "cm/CollisionModel.h"
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// AAS files and manager
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#include "tools/compilers/aas/AASFile.h"
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#include "tools/compilers/aas/AASFileManager.h"
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// game interface
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#include "framework/Game.h"
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//-----------------------------------------------------
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#include "framework/DemoChecksum.h"
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// framework
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#include "framework/Compressor.h"
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#include "framework/EventLoop.h"
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#include "framework/KeyInput.h"
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#include "framework/EditField.h"
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#include "framework/Console.h"
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#include "framework/DemoFile.h"
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#include "framework/Session.h"
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// asynchronous networking
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#include "framework/async/AsyncNetwork.h"
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// The editor entry points are always declared, but may just be
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// stubbed out on non-windows platforms.
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#include "tools/edit_public.h"
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// Compilers for map, model, video etc. processing.
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#include "tools/compilers/compiler_public.h"
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// scaling factor based on DPI (dpi/96.0f, so 1.0 by default); implemented in win_main.cpp
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float Win_GetWindowScalingFactor(HWND window);
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#endif // TOOLS_EDIT_GUI_COMMON_H
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