Clean up header dependencies
A lot of source files were depending on utils.h being included by other headers Cleaned up code that was depending on Input.h being included in Pi.hmaster
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2376b050eb
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0c67f400c9
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@ -11,12 +11,13 @@
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#include "graphics/Frustum.h"
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#include "graphics/Graphics.h"
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#include "graphics/Material.h"
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#include "graphics/Renderer.h"
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#include "graphics/RenderState.h"
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#include "graphics/Renderer.h"
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#include "graphics/Texture.h"
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#include "graphics/VertexArray.h"
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#include "graphics/opengl/GenGasGiantColourMaterial.h"
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#include "perlin.h"
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#include "utils.h"
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#include "vcacheopt/vcacheopt.h"
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RefCountedPtr<GasPatchContext> GasGiant::s_patchContext;
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@ -27,7 +28,7 @@ namespace {
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static Uint32 s_texture_size_gpu[5];
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static Uint32 s_noiseOctaves[5];
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static float s_initialCPUDelayTime = 60.0f; // (perhaps) 60 seconds seems like a reasonable default
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static float s_initialGPUDelayTime = 5.0f; // (perhaps) 5 seconds seems like a reasonable default
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static float s_initialGPUDelayTime = 5.0f; // (perhaps) 5 seconds seems like a reasonable default
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static std::vector<GasGiant *> s_allGasGiants;
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static const std::string GGJupiter("GGJupiter");
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@ -6,6 +6,7 @@
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#include "Pi.h"
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#include "graphics/Graphics.h"
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#include "graphics/Renderer.h"
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#include "utils.h"
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#include "perlin.h"
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#include "vcacheopt/vcacheopt.h"
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@ -20,6 +20,7 @@
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#include "graphics/TextureBuilder.h"
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#include "graphics/VertexArray.h"
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#include "perlin.h"
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#include "utils.h"
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#include "vcacheopt/vcacheopt.h"
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#include <algorithm>
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#include <deque>
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@ -3,6 +3,7 @@
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#include "KeyBindings.h"
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#include "GameConfig.h"
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#include "Input.h"
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#include "Lang.h"
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#include "Pi.h"
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#include "StringF.h"
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@ -453,7 +454,7 @@ namespace KeyBindings {
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ossaxisnum << int(axis);
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return stringf(Lang::JOY_AXIS,
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formatarg("sign", direction == KeyBindings::NEGATIVE ? "-" : ""), // no + sign if positive
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formatarg("sign", direction == KeyBindings::NEGATIVE ? "-" : ""), // no + sign if positive
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formatarg("signp", direction == KeyBindings::NEGATIVE ? "-" : "+"), // optional with + sign
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formatarg("joynum", joystick),
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formatarg("joyname", Pi::input->JoystickName(joystick)),
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@ -6,7 +6,7 @@
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#include "Game.h"
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#include "GameConfig.h"
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#include "GameSaveError.h"
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#include "KeyBindings.h"
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#include "Input.h"
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#include "MathUtil.h"
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#include "Pi.h"
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#include "Player.h"
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@ -22,6 +22,7 @@
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#include "gui/Gui.h"
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#include "lua/LuaConstants.h"
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#include "lua/LuaObject.h"
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#include "utils.h"
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#include <algorithm>
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#include <sstream>
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#include <unordered_set>
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@ -637,7 +638,7 @@ void SectorView::AutoRoute(const SystemPath &start, const SystemPath &target, st
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Output("SectorView::AutoRoute, nodes to search = %lu\n", nodes.size());
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// setup inital values and set everything as unvisited
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std::vector<float> path_dist; // distance from source to node
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std::vector<float> path_dist; // distance from source to node
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std::vector<std::vector<SystemPath>::size_type> path_prev; // previous node in optimal path
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std::unordered_set<std::vector<SystemPath>::size_type> unvisited;
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for (std::vector<SystemPath>::size_type i = 0; i < nodes.size(); i++) {
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@ -7,6 +7,7 @@
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#include "Frame.h"
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#include "Game.h"
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#include "GameLog.h"
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#include "Input.h"
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#include "Lang.h"
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#include "Pi.h"
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#include "Player.h"
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@ -679,7 +680,7 @@ void SystemView::OnClickShip(Ship *s)
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return;
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}
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if (Pi::player->GetNavTarget() == s) { //un-select ship if already selected
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Pi::player->SetNavTarget(0); // remove current
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Pi::player->SetNavTarget(0); // remove current
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m_game->log->Add(Lang::UNSET_NAVTARGET);
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m_infoLabel->SetText(""); // remove lingering text
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m_infoText->SetText("");
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@ -7,6 +7,7 @@
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#include "OS.h"
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#include "Renderer.h"
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#include "StringF.h"
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#include "utils.h"
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#include <iterator>
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#include <sstream>
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@ -7,6 +7,7 @@
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#include "StringF.h"
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#include "StringRange.h"
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#include "graphics/Graphics.h"
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#include "utils.h"
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#include <set>
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@ -2,9 +2,12 @@
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// Licensed under the terms of the GPL v3. See licenses/GPL-3.txt
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#include "PiGui.h"
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#include "Input.h"
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#include "Pi.h"
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#include "graphics/opengl/TextureGL.h" // nasty, usage of GL is implementation specific
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#include "imgui/imgui.h"
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// Use GLEW instead of GL3W.
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#define IMGUI_IMPL_OPENGL_LOADER_GLEW 1
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#include "imgui/examples/imgui_impl_opengl3.h"
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@ -11,9 +11,9 @@
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#include <unordered_set>
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class PiFace {
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friend class PiGui; // need acces to some private data
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friend class PiGui; // need acces to some private data
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std::string m_ttfname; // only the ttf name, it is automatically sought in data/fonts/
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float m_sizefactor; // the requested pixelsize is multiplied by this factor
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float m_sizefactor; // the requested pixelsize is multiplied by this factor
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std::unordered_set<unsigned short> m_invalid_glyphs;
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mutable std::vector<std::pair<unsigned short, unsigned short>> m_used_ranges;
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ImVector<ImWchar> m_imgui_ranges;
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@ -87,6 +87,9 @@ public:
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// Call at the start of every frame. Calls ImGui::NewFrame() internally.
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void NewFrame(SDL_Window *window);
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// Call at the end of a frame that you're not going to render the results of
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void EndFrame();
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// Calls ImGui::EndFrame() internally and does book-keeping before rendering.
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void Render();
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@ -131,8 +134,6 @@ public:
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static void ThrustIndicator(const std::string &id_string, const ImVec2 &size, const ImVec4 &thrust, const ImVec4 &velocity, const ImVec4 &bg_col, int frame_padding, ImColor vel_fg, ImColor vel_bg, ImColor thrust_fg, ImColor thrust_bg);
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private:
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void EndFrame();
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LuaRef m_handlers;
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LuaRef m_keys;
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static std::vector<Graphics::Texture *> m_svg_textures;
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@ -5,6 +5,7 @@
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#include "GameConfig.h"
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#include "Pi.h"
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#include "utils.h"
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void Terrain::DebugDump() const
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{
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