/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Reto Grieder * Co-authors: * ... * */ /** @file @brief Contains all the necessary forward declarations for all classes and structs. */ #ifndef _OrxonoxPrereqs_H__ #define _OrxonoxPrereqs_H__ #include "OrxonoxConfig.h" //----------------------------------------------------------------------- // Shared library settings //----------------------------------------------------------------------- #define ORXONOX_NO_EXPORTS // This is an executable that needs no exports #if defined(ORXONOX_PLATFORM_WINDOWS) && !(defined(ORXONOX_STATIC_BUILD) || defined(ORXONOX_NO_EXPORTS)) # ifdef ORXONOX_SHARED_BUILD # define _OrxonoxExport __declspec(dllexport) # else # if defined( __MINGW32__ ) # define _OrxonoxExport # else # define _OrxonoxExport __declspec(dllimport) # endif # endif #elif defined ( ORXONOX_GCC_VISIBILITY ) # define _OrxonoxExport __attribute__ ((visibility("default"))) #else # define _OrxonoxExport #endif //----------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------- namespace orxonox { namespace LODParticle { enum LOD { off = 0, low = 1, normal = 2, high = 3 }; } //put here all existing munitionTypes namespace MunitionType { enum Enum { laserGunMunition }; } //put here all weapon fire modes. //they have to be added to Pawn and HumanController, too. namespace WeaponMode { enum Enum { fire = 0x1, altFire = 0x2, altFire2 = 0x4 }; } class GraphicsEngine; class Settings; class RadarViewable; class Radar; class RadarListener; class CameraManager; class LevelManager; class PawnManager; class PlayerManager; // objects class Level; class Scene; class AddQuest; class AddQuestHint; class AddReward; class ChangeQuestStatus; class CompleteQuest; class FailQuest; class GlobalQuest; class LocalQuest; class Quest; class QuestDescription; class QuestEffect; class QuestEffectBeacon; class QuestHint; class QuestItem; class QuestListener; class QuestManager; class Rewardable; class WorldEntity; class StaticEntity; class MobileEntity; class ControllableEntity; class MovableEntity; class Sublevel; class Model; class Billboard; class BlinkingBillboard; class ExplosionChunk; class FadingBillboard; class GlobalShader; class Light; class Backlight; class ParticleEmitter; class ParticleSpawner; class Camera; class CameraPosition; class SpawnPoint; class Spectator; class Pawn; class SpaceShip; class Item; class Engine; class MultiStateEngine; class RotatingEngine; class Trigger; class DistanceTrigger; class EventTrigger; class PlayerTrigger; class WeaponSystem; class WeaponSet; class WeaponSlot; class WeaponPack; class Weapon; class Munition; class LaserGun; class LaserGunMunition; class FusionMunition; class EventListener; class EventDispatcher; class EventTarget; class Controller; class HumanController; class ArtificialController; class AIController; class ScriptController; class Info; class PlayerInfo; class HumanPlayer; class Bot; class GametypeInfo; class Gametype; class Scores; class CreateLines; class Scoreboard; class Stats; // collision class CollisionShape; class SphereCollisionShape; class CompoundCollisionShape; class PlaneCollisionShape; class WorldEntityCollisionShape; // tools class BillboardSet; class Light; class Mesh; class ParticleInterface; class Shader; template class Timer; // overlays class BarColour; class DebugFPSText; class DebugRTRText; class HUDBar; class HUDNavigation; class HUDRadar; class HUDSpeedBar; class HUDHealthBar; class InGameConsole; class Notification; class NotificationManager; class NotificationQueue; class OrxonoxOverlay; class OverlayGroup; class OverlayText; class GametypeStatus; class CreateLines; class Scoreboard; //gui class GUIManager; // game states class GSRoot; class GSGraphics; class GSIO; class GSIOConsole; class GSLevel; class GSStandalone; class GSServer; class GSClient; class GSGUI; } namespace Ogre { // some got forgotten in OgrePrerequisites class BorderPanelOverlayElement; class PanelOverlayElement; class TextAreaOverlayElement; } namespace CEGUI { class LuaScriptModule; class OgreCEGUIRenderer; class OgreCEGUIResourceProvider; class OgreCEGUITexture; } // Bullet Physics Engine class btTransform; class btVector3; class btRigidBody; class btCollisionObject; class btGhostObject; class btManifoldPoint; class btCollisionShape; class btSphereShape; class btCompoundShape; class btStaticPlaneShape; class btDiscreteDynamicsWorld; class bt32BitAxisSweep3; class btDefaultCollisionConfiguration; class btCollisionDispatcher; class btSequentialImpulseConstraintSolver; // lua struct lua_State; #endif /* _OrxonoxPrereqs_H__ */