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#ifndef XNA_FORWARD_HPP
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#define XNA_FORWARD_HPP
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#include "types.hpp"
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namespace xna {
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//Audio
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class SoundEffect;
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using PSoundEffect = std::shared_ptr<SoundEffect>;
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struct SoundEffectInstance;
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using PSoundEffectInstance = std::shared_ptr<SoundEffectInstance>;
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class AudioEngine;
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using PAudioEngine = std::shared_ptr<AudioEngine>;
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struct WaveFormat;
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using PWaveFormat = std::shared_ptr<WaveFormat>;
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//CShap
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struct TimeSpan;
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using PTimeSpan = std::shared_ptr<TimeSpan>;
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class Stream;
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using PStream = std::shared_ptr<Stream>;
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class FileStream;
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using PFileStream = std::shared_ptr<FileStream>;
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class MemoryStream;
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using PMemoryStream = std::shared_ptr<MemoryStream>;
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//Framework
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class BoundingBox;
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using PBoundingBox = std::shared_ptr<BoundingBox>;
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class BoundingFrustum;
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using PBoundingFrustum = std::shared_ptr<BoundingFrustum>;
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class BoundinSphere;
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using PBoundinSphere = std::shared_ptr<BoundinSphere>;
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struct Color;
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using PColor = std::shared_ptr<Color>;
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class Curve;
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using PCurve = std::shared_ptr<Curve>;
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class CurveContinuity;
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using PCurveContinuity = std::shared_ptr<CurveContinuity>;
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class CurveKey;
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using PCurveKey = std::shared_ptr<CurveKey>;
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class CurveKeyCollection;
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using PCurveKeyCollection = std::shared_ptr<CurveKeyCollection>;
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struct Matrix;
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using PMatrix = std::shared_ptr<Matrix>;
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class Plane;
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using PPlane = std::shared_ptr<Plane>;
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struct Point;
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using PPoint = std::shared_ptr<Point>;
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struct Quaternion;
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using PQuaternion = std::shared_ptr<Quaternion>;
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class Ray;
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using PRay = std::shared_ptr<Ray>;
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struct Rectangle;
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using PRectangle = std::shared_ptr<Rectangle>;
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struct Vector2;
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using PVector2 = std::shared_ptr<Vector2>;
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struct Vector3;
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using PVector3 = std::shared_ptr<Vector3>;
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struct Vector4;
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using PVector4 = std::shared_ptr<Vector4>;
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//Game
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class DrawableGameComponent;
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using PDrawableGameComponent = std::shared_ptr<DrawableGameComponent>;
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class Game;
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using PGame = std::shared_ptr<Game>;
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class GameComponent;
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using PGameComponent = std::shared_ptr<GameComponent>;
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class GameComponentCollection;
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using PGameComponentCollection = std::shared_ptr<GameComponentCollection>;
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class GameClock;
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using PGameClock = std::shared_ptr<GameClock>;
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class GameTime;
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using PGameTime = std::shared_ptr<GameTime>;
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class GameWindow;
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using PGameWindow = std::shared_ptr<GameWindow>;
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class GraphicsDeviceInformation;
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using PGraphicsDeviceInformation = std::shared_ptr<GraphicsDeviceInformation>;
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class GraphicsDeviceManager;
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using PGraphicsDeviceManager = std::shared_ptr<GraphicsDeviceManager>;
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class IDrawable;
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using PIDrawable = std::shared_ptr<IDrawable>;
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class IGameComponent;
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using PIGameComponent = std::shared_ptr<IGameComponent>;
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class IUpdatable;
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using PIUpdatable = std::shared_ptr<IUpdatable>;
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//Graphics
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class BlendState;
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using PBlendState = std::shared_ptr<BlendState>;
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class ConstantBuffer;
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using PConstantBuffer = std::shared_ptr<ConstantBuffer>;
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class DataBuffer;
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using PDataBuffer = std::shared_ptr<DataBuffer>;
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class DepthStencilState;
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using PDepthStencilState = std::shared_ptr<DepthStencilState>;
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class DisplayMode;
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using PDisplayMode = std::shared_ptr<DisplayMode>;
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using UDisplayMode = std::unique_ptr<DisplayMode>;
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class DisplayModeCollection;
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using PDisplayModeCollection = std::shared_ptr<DisplayModeCollection>;
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using UDisplayModeCollection = std::unique_ptr<DisplayModeCollection>;
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class GraphicsAdapter;
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using PGraphicsAdapter = std::shared_ptr<GraphicsAdapter>;
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using UGraphicsAdapter = std::unique_ptr<GraphicsAdapter>;
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class GraphicsDevice;
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using PGraphicsDevice = std::shared_ptr<GraphicsDevice>;
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class GraphicsDeviceInformation;
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using PGraphicsDeviceInformation = std::shared_ptr<GraphicsDeviceInformation>;
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class PresentationParameters;
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using PPresentationParameters = std::shared_ptr< PresentationParameters>;
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class RenderTarget2D;
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using PRenderTarget2D = std::shared_ptr<RenderTarget2D>;
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class SwapChain;
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using PSwapChain = std::shared_ptr<SwapChain>;
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class Texture;
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using PTexture = std::shared_ptr<Texture>;
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class Texture2D;
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using PTexture2D = std::shared_ptr<Texture2D>;
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class RasterizerState;
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using PRasterizerState = std::shared_ptr<RasterizerState>;
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class SamplerState;
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using PSamplerState = std::shared_ptr<SamplerState>;
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class Shader;
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using PShader = std::shared_ptr<Shader>;
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class SpriteBatch;
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using PSpriteBatch = std::shared_ptr<SpriteBatch>;
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class SpriteFont;
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using PSpriteFont = std::shared_ptr<SpriteFont>;
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struct VertexPositionColor;
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using PVertexPositionColor = std::shared_ptr<VertexPositionColor>;
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class VertexShader;
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using pVertexShader = std::shared_ptr<VertexShader>;
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struct Viewport;
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using PViewport = std::shared_ptr<Viewport>;
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//Input
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struct GamePadTriggers;
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struct GamePadThumbSticks;
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struct GamePadDPad;
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struct GamePadCapabilities;
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struct GamePadButtons;
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struct GamePadState;
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struct KeyboardState;
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struct MouseState;
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}
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#endif
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