/* * 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 _NetworkPrereqs_H__ #define _NetworkPrereqs_H__ #include "util/OrxonoxPlatform.h" //----------------------------------------------------------------------- // Shared library settings //----------------------------------------------------------------------- #if (ORXONOX_PLATFORM == ORXONOX_PLATFORM_WIN32) && !defined( NETWORK_STATIC_BUILD ) # ifdef NETWORK_SHARED_BUILD # define _NetworkExport __declspec(dllexport) # else # if defined( __MINGW32__ ) # define _NetworkExport # else # define _NetworkExport __declspec(dllimport) # endif # endif #elif defined ( ORXONOX_GCC_VISIBILITY ) # define _NetworkExport __attribute__ ((visibility("default"))) #else # define _NetworkExport #endif //----------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------- namespace network { class Client; class ClientConnection; class ClientFrameListener; class ClientInformation; class ConnectionManager; class GamestateClient; class GamestateManager; class GamestateHandler; class PacketBuffer; class Server; class ServerFrameListener; class Synchronisable; struct ClientList; struct PacketEnvelope; struct QueueItem; struct syncData; struct synchronisableVariable; namespace packet{ class Gamestate; class Packet; class Acknowledgement; class ClassID; class Welcome; class Chat; } } #endif /* _NetworkPrereqs_H__ */