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xn65/framework/forward.hpp
2024-04-11 10:38:56 -03:00

120 lines
4.1 KiB
C++

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