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xn65/framework/forward.hpp

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#ifndef XNA_FORWARD_HPP
#define XNA_FORWARD_HPP
#include "types.hpp"
namespace xna {
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//CShap
struct TimeSpan;
using PTimeSpan = std::shared_ptr<TimeSpan>;
class Stream;
using PStream = std::shared_ptr<Stream>;
class FileStream;
using PFileStream = std::shared_ptr<FileStream>;
class MemoryStream;
using PMemoryStream = std::shared_ptr<MemoryStream>;
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//Framework
class BoundingBox;
using PBoundingBox = std::shared_ptr<BoundingBox>;
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class BoundingFrustum;
using PBoundingFrustum = std::shared_ptr<BoundingFrustum>;
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class BoundinSphere;
using PBoundinSphere = std::shared_ptr<BoundinSphere>;
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struct Color;
using PColor = std::shared_ptr<Color>;
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class Curve;
using PCurve = std::shared_ptr<Curve>;
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class CurveContinuity;
using PCurveContinuity = std::shared_ptr<CurveContinuity>;
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class CurveKey;
using PCurveKey = std::shared_ptr<CurveKey>;
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class CurveKeyCollection;
using PCurveKeyCollection = std::shared_ptr<CurveKeyCollection>;
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struct Matrix;
using PMatrix = std::shared_ptr<Matrix>;
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class Plane;
using PPlane = std::shared_ptr<Plane>;
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struct Point;
using PPoint = std::shared_ptr<Point>;
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class Quaternion;
using PQuaternion = std::shared_ptr<Quaternion>;
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class Ray;
using PRay = std::shared_ptr<Ray>;
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struct Rectangle;
using PRectangle = std::shared_ptr<Rectangle>;
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struct Vector2;
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using Vec2 = Vector2;
using PVector2 = std::shared_ptr<Vector2>;
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using PVec2 = std::shared_ptr<Vector2>;
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struct Vector3;
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using Vec3 = Vector3;
using PVector3 = std::shared_ptr<Vector3>;
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using PVec3 = std::shared_ptr<Vector3>;
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struct Vector4;
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using Vec4 = Vector4;
using PVector4 = std::shared_ptr<Vector4>;
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using PVec4 = std::shared_ptr<Vector4>;
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//Game
class DrawableGameComponent;
using PDrawableGameComponent = std::shared_ptr<DrawableGameComponent>;
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class Game;
using PGame = std::shared_ptr<Game>;
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class GameComponent;
using PGameComponent = std::shared_ptr<GameComponent>;
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class GameComponentCollection;
using PGameComponentCollection = std::shared_ptr<GameComponentCollection>;
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class GameClock;
using PGameClock = std::shared_ptr<GameClock>;
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class GameTime;
using PGameTime = std::shared_ptr<GameTime>;
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class GameWindow;
using PGameWindow = std::shared_ptr<GameWindow>;
class GraphicsDeviceInformation;
using PGraphicsDeviceInformation = std::shared_ptr<GraphicsDeviceInformation>;
class GraphicsDeviceManager;
using PGraphicsDeviceManager = std::shared_ptr<GraphicsDeviceManager>;
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class IDrawable;
using PIDrawable = std::shared_ptr<IDrawable>;
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class IGameComponent;
using PIGameComponent = std::shared_ptr<IGameComponent>;
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class IUpdatable;
using PIUpdatable = std::shared_ptr<IUpdatable>;
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//Graphics
class BlendState;
using PBlendState = std::shared_ptr<BlendState>;
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class ConstantBuffer;
using PConstantBuffer = std::shared_ptr<ConstantBuffer>;
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class DataBuffer;
using PDataBuffer = std::shared_ptr<DataBuffer>;
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class DepthStencilState;
using PDepthStencilState = std::shared_ptr<DepthStencilState>;
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class DisplayMode;
using PDisplayMode = std::shared_ptr<DisplayMode>;
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class DisplayModeCollection;
using PDisplayModeCollection = std::shared_ptr<DisplayModeCollection>;
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class GraphicsAdapter;
using PGraphicsAdapter = std::shared_ptr<GraphicsAdapter>;
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class GraphicsDevice;
using PGraphicsDevice = std::shared_ptr<GraphicsDevice>;
class GraphicsDeviceInformation;
using PGraphicsDeviceInformation = std::shared_ptr<GraphicsDeviceInformation>;
class PresentationParameters;
using PPresentationParameters = std::shared_ptr< PresentationParameters>;
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class RenderTarget2D;
using PRenderTarget2D = std::shared_ptr<RenderTarget2D>;
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class SwapChain;
using PSwapChain = std::shared_ptr<SwapChain>;
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class Texture;
using PTexture = std::shared_ptr<Texture>;
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class Texture2D;
using PTexture2D = std::shared_ptr<Texture2D>;
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class RasterizerState;
using PRasterizerState = std::shared_ptr<RasterizerState>;
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class SamplerState;
using PSamplerState = std::shared_ptr<SamplerState>;
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class Shader;
using PShader = std::shared_ptr<Shader>;
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class SpriteBatch;
using PSpriteBatch = std::shared_ptr<SpriteBatch>;
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class SpriteFont;
using PSpriteFont = std::shared_ptr<SpriteFont>;
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class VertexBuffer;
using PVertexBuffer = std::shared_ptr<VertexBuffer>;
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class VertexInputLayout;
using PVertexInputLayout = std::shared_ptr<VertexInputLayout>;
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struct VertexPositionColor;
using PVertexPositionColor = std::shared_ptr<VertexPositionColor>;
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class VertexShader;
using pVertexShader = std::shared_ptr<VertexShader>;
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struct Viewport;
using PViewport = std::shared_ptr<Viewport>;
//Input
struct KeyboardState;
using PKeyboardState = std::shared_ptr<KeyboardState>;
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struct MouseState;
using PMouseState = std::shared_ptr<MouseState>;
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}
#endif