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AuroraCore_Dependencies.hpp
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#ifndef AuroraCore_Dependencies_hpp
#define AuroraCore_Dependencies_hpp
#pragma comment(lib, "Winmm.lib")
#pragma comment(lib, "opengl32.lib")
#pragma comment(lib, "Dsound.lib")
#pragma comment(lib, "dxguid.lib")
#pragma comment(lib, "Xinput9_1_0.lib")
#pragma comment(lib, "Ws2_32.lib")
#include "AuroraCore_WinTargetVer.hpp"
#include <WinSock2.h>
#include <WS2tcpip.h>
#include <Windows.h>
#include <gl\GL.h>
#include <gl\GLU.h>
#include <dsound.h>
#include <mmdeviceapi.h>
#include <Xinput.h>
#include <iostream>
#include <fstream>
#include <string>
#include <chrono>
#include <thread>
#include <mutex>
#include "AuroraCore_Macros.hpp"
namespace AuroraCore
{
enum States : const size_t
{
_Previous = 0,
_Current = 1
};
namespace Time
{
class Timer;
}
namespace Math
{
enum Axes : const size_t;
class Vec2f;
class Vec3f;
class Vec4f;
class Mat2f;
class Mat3f;
class Mat4f;
}
struct Asset;
class AssetManager;
namespace RunTime
{
class Application;
enum MenuTypes : const uint64_t;
class Menu;
}
namespace Sound
{
struct CPUBuffer;
struct Device;
class Context;
class Buffer;
class Buffer3D;
class Source;
class Source3D;
}
namespace Graphics
{
namespace Assets
{
class Image;
}
namespace GL
{
class Context;
struct VertexData;
typedef std::vector<VertexData> VertexBufferCPUCash;
class VertexBuffer;
typedef std::vector<unsigned int> IndexBufferCPUCash;
class IndexBuffer;
struct MeshCPUCash;
struct Mesh;
class VertexAttribArray;
class Shader;
class Uniform;
class Texture2D;
struct CameraStruct;
struct MeshWorldDataStruct;
struct MaterialStruct;
}
}
namespace Networking
{
class EndPoint;
}
namespace Input
{
namespace Controller
{
struct State;
}
}
namespace Physics
{
struct AABB;
struct HitBox;
class Entity;
class DynamicEntity;
class Scene;
}
class Window;
}
#include "AuroraCore_Templates.hpp"
#endif