Fix some includes in source/graphics

Make include-what-you-use happy with some files in source/graphics and
fix what needs to be fixed.

Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
This commit is contained in:
Ralph Sennhauser 2025-07-16 20:25:46 +02:00
parent 0dc52a4d43
commit 8398f1baf4
No known key found for this signature in database
58 changed files with 381 additions and 146 deletions

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@ -25,6 +25,7 @@
#include "lib/debug.h"
#include "lib/posix/posix_types.h"
#include "maths/MathUtil.h"
#include "maths/Plane.h"
#include "maths/Vector2D.h"
#include "maths/Vector4D.h"
#include "ps/Game.h"

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@ -1,4 +1,4 @@
/* Copyright (C) 2024 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -26,10 +26,13 @@
#include "maths/BoundingBoxAligned.h"
#include "maths/Frustum.h"
#include "maths/Matrix3D.h"
#include "maths/Vector2D.h"
#include "maths/Vector3D.h"
#include <array>
class CPlane;
class CVector2D;
// view port
struct SViewPort
{

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@ -26,6 +26,7 @@
#include "maths/MathUtil.h"
#include "maths/Matrix3D.h"
#include "maths/Quaternion.h"
#include "maths/Vector3D.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/ConfigDB.h"

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@ -20,7 +20,16 @@
#include "graphics/ICameraController.h"
#include "graphics/SmoothedValue.h"
#include "ps/ConfigDB.h"
#include "lib/code_annotation.h"
#include "lib/input.h"
#include "simulation2/system/Entity.h"
#include <memory>
class CCamera;
class CConfigDBHook;
class CMatrix3D;
class CVector3D;
class CCameraController : public ICameraController
{

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@ -1,4 +1,4 @@
/* Copyright (C) 2023 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -19,15 +19,15 @@
#define INCLUDED_CANVAS2D
#include "graphics/Texture.h"
#include "maths/Vector2D.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include <cstdint>
#include <memory>
#include <vector>
class CRect;
class CTextRenderer;
class CVector2D;
namespace Renderer::Backend { class IDeviceCommandContext; }
struct CColor;
// Encapsulates 2D drawing functionality to hide and optimize

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@ -1,4 +1,4 @@
/* Copyright (C) 2021 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -18,7 +18,9 @@
#ifndef INCLUDED_COLLADAMANAGER
#define INCLUDED_COLLADAMANAGER
#include "lib/code_annotation.h"
#include "lib/file/vfs/vfs.h"
#include "lib/file/vfs/vfs_path.h"
class CColladaManagerImpl;

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@ -1,4 +1,4 @@
/* Copyright (C) 2022 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -19,10 +19,14 @@
#define INCLUDED_COLOR
#include "graphics/SColor.h"
#include "lib/types.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "ps/containers/Span.h"
#include "ps/CStrForward.h"
#include <cstddef>
class CStr8;
// Simple defines for 3 and 4 component floating point colors - just map to
// corresponding vector types.

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@ -20,6 +20,10 @@
#include "graphics/Material.h"
#include "graphics/ModelAbstract.h"
#include "lib/debug.h"
#include "lib/posix/posix_types.h"
#include <cstddef>
class CTerrain;

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@ -19,6 +19,7 @@
#define INCLUDED_RMS_ENTITY
#include "lib/code_annotation.h"
#include "lib/types.h"
#include "maths/FixedVector3D.h"
#include <string>

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@ -21,6 +21,7 @@
#include "graphics/TextureManager.h"
#include "lib/debug.h"
#include "lib/file/vfs/vfs.h"
#include "maths/Vector2D.h"
#include "ps/CLogger.h"
#include "ps/Filesystem.h"
#include "ps/Profiler2.h"

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@ -23,10 +23,7 @@
#include "lib/os_path.h"
#include "lib/types.h"
#include "maths/Rect.h"
#include "maths/Vector2D.h"
#include "renderer/Renderer.h"
#include "renderer/backend/Format.h"
#include "renderer/backend/Sampler.h"
#include <array>
#include <ft2build.h>
@ -40,6 +37,9 @@
#include <type_traits>
#include <vector>
class CVector2D;
namespace Renderer::Backend::Sampler { struct Desc; }
/**
* Storage for a bitmap font. Loaded by CFontManager.
*/

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@ -23,11 +23,12 @@
#include <ft2build.h>
#include FT_FREETYPE_H
#include <memory>
#include <unordered_map>
#include <utility>
class CFont;
struct FT_LibraryRec_;
/**
* Font manager: loads and caches bitmap fonts.

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@ -21,18 +21,19 @@
#include "lib/code_annotation.h"
#include "lib/input.h" // InReaction - can't forward-declare enum
#include "renderer/Scene.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "simulation2/system/Entity.h"
class CCamera;
class CCinemaManager;
class CGame;
class CGameViewImpl;
class CObjectManager;
class CVector3D;
namespace Renderer::Backend { class IDevice; }
namespace Renderer::Backend { class IDeviceCommandContext; }
struct SDL_Event_;
struct SViewPort;
class CGameViewImpl;
class CGameView : private Scene
{
NONCOPYABLE(CGameView);

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@ -27,6 +27,7 @@
#include "lib/code_annotation.h"
#include "lib/types.h"
#include <cstddef>
#include <vector>
class Path;

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@ -18,11 +18,14 @@
#ifndef INCLUDED_ICAMERACONTROLLER
#define INCLUDED_ICAMERACONTROLLER
#include "graphics/Camera.h"
#include "lib/code_annotation.h"
#include "lib/input.h" // InReaction - can't forward-declare enum
#include "simulation2/system/Entity.h"
class CCamera;
struct SDL_Event_;
struct SViewPort;
/**
* @interface ICameraController defines a camera controller interface. The camera object
* is owned by the camera controller's owner. It is therefore guaranteed that the lifetime

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@ -1,4 +1,4 @@
/* Copyright (C) 2023 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -19,17 +19,20 @@
#define INCLUDED_LOSTEXTURE
#include "graphics/ShaderTechniquePtr.h"
#include "lib/code_annotation.h"
#include "lib/types.h"
#include "maths/Matrix3D.h"
#include "renderer/backend/Format.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/IFramebuffer.h"
#include "renderer/backend/IShaderProgram.h"
#include "renderer/backend/ITexture.h"
#include <cstddef>
#include <cstdint>
#include <memory>
class CLosQuerier;
class CSimulation2;
namespace Renderer::Backend { class IDeviceCommandContext; }
namespace Renderer::Backend { class IFramebuffer; }
namespace Renderer::Backend { class ITexture; }
namespace Renderer::Backend { class IVertexInputLayout; }
/**
* Maintains the LOS (fog-of-war / shroud-of-darkness) texture, used for

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@ -1,4 +1,4 @@
/* Copyright (C) 2021 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -23,12 +23,8 @@
#define INCLUDED_LIGHTENV
#include "graphics/Color.h"
#include "maths/MathUtil.h"
#include "maths/Vector3D.h"
class CMapWriter;
class CMapReader;
/**
* Class CLightEnv: description of a lighting environment - contains all the
* necessary parameters for representation of the lighting within a scenario

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@ -1,4 +1,4 @@
/* Copyright (C) 2021 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -21,6 +21,9 @@
#include "lib/file/vfs/vfs_path.h"
#include "lib/os_path.h"
#include "lib/status.h"
#include "lib/types.h"
#include <vector>
// Opens the given texture file and stores it in a one-dimensional u16 vector.
Status LoadHeightmapImageVfs(const VfsPath& filepath, std::vector<u16>& heightmap);

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@ -1,4 +1,4 @@
/* Copyright (C) 2021 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -19,21 +19,20 @@
#define INCLUDED_MAPWRITER
#include "MapIO.h"
#include "lib/file/vfs/vfs_path.h"
#include "ps/CStr.h"
#include "ps/FileIo.h"
#include <vector>
class CLightEnv;
class CTerrain;
class CCamera;
class CCinemaManager;
class CFilePacker;
class CLightEnv;
class CPostprocManager;
class WaterManager;
class SkyManager;
class CSimulation2;
struct MapTrigger;
class CTerrain;
class SkyManager;
class WaterManager;
class CMapWriter : public CMapIO
{

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@ -1,4 +1,4 @@
/* Copyright (C) 2022 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -23,7 +23,10 @@
#include "graphics/Texture.h"
#include "ps/CStr.h"
#include "ps/CStrIntern.h"
#include "simulation2/helpers/Player.h"
#include <vector>
class CVector4D;
class CMaterial
{

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@ -1,4 +1,4 @@
/* Copyright (C) 2019 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -18,7 +18,9 @@
#ifndef INCLUDED_MESHMANAGER
#define INCLUDED_MESHMANAGER
#include "lib/code_annotation.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/path.h"
#include <memory>
#include <unordered_map>

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@ -1,4 +1,4 @@
/* Copyright (C) 2023 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -21,12 +21,13 @@
#include "graphics/Color.h"
#include "graphics/ShaderTechniquePtr.h"
#include "graphics/Texture.h"
#include "lib/code_annotation.h"
#include "lib/posix/posix_types.h"
#include "lib/types.h"
#include "maths/Vector2D.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/IShaderProgram.h"
#include "renderer/backend/ITexture.h"
#include "renderer/VertexArray.h"
#include <cstddef>
#include <memory>
#include <string>
#include <unordered_map>
@ -36,6 +37,11 @@ class CLOSTexture;
class CSimulation2;
class CTerrain;
class CTerritoryTexture;
namespace Renderer::Backend { class IDevice; }
namespace Renderer::Backend { class IDeviceCommandContext; }
namespace Renderer::Backend { class IFramebuffer; }
namespace Renderer::Backend { class ITexture; }
namespace Renderer::Backend { class IVertexInputLayout; }
class CMiniMapTexture
{

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@ -25,14 +25,23 @@
#include "graphics/Material.h"
#include "graphics/MeshManager.h"
#include "graphics/ModelAbstract.h"
#include "lib/code_annotation.h"
#include "lib/debug.h"
#include "lib/posix/posix_types.h"
#include "maths/BoundingBoxAligned.h"
#include "simulation2/helpers/Player.h"
#include <cstddef>
#include <memory>
#include <string>
#include <vector>
struct SPropPoint;
class CMatrix3D;
class CObjectEntry;
class CSimulation2;
class CSkeletonAnim;
class CSkeletonAnimDef;
class CSimulation2;
struct SPropPoint;
// Holds world information for a particular instance of a model in the game.
class CModel : public CModelAbstract

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@ -20,10 +20,16 @@
#include "graphics/Color.h"
#include "graphics/RenderableObject.h"
#include "lib/code_annotation.h"
#include "lib/posix/posix_types.h"
#include "maths/BoundingBoxAligned.h"
#include "maths/BoundingBoxOriented.h"
#include "simulation2/helpers/Player.h"
#include <cstddef>
#include <cstdint>
#include <memory>
#include <string>
class CModelDummy;
class CModel;

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@ -1,4 +1,4 @@
/* Copyright (C) 2021 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -22,14 +22,14 @@
#ifndef INCLUDED_MODELDEF
#define INCLUDED_MODELDEF
#include "lib/code_annotation.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/types.h"
#include "maths/BoundingBoxAligned.h"
#include "maths/Matrix3D.h"
#include "maths/Quaternion.h"
#include "maths/Vector2D.h"
#include "maths/Vector3D.h"
#include "lib/file/vfs/vfs_path.h"
#include "ps/CStr.h"
#include "renderer/VertexArray.h"
#include <cstring>
#include <map>
@ -38,6 +38,8 @@
class CBoneState;
class CSkeletonAnimDef;
class CVector2D;
template <typename T> class VertexArrayIterator;
/**
* Describes the position of a prop point within its parent model. A prop point is the location within a parent model

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@ -1,4 +1,4 @@
/* Copyright (C) 2023 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -19,6 +19,10 @@
#define INCLUDED_MODELDUMMY
#include "graphics/ModelAbstract.h"
#include "lib/code_annotation.h"
#include "lib/posix/posix_types.h"
#include <memory>
/**
* Empty placeholder ModelAbstract implementation, to render nothing.

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@ -17,17 +17,23 @@
#include "precompiled.h"
#include <algorithm>
#include <queue>
#include "ObjectBase.h"
#include "ObjectManager.h"
#include "ps/XML/Xeromyces.h"
#include "ps/Filesystem.h"
#include "ps/CLogger.h"
#include "lib/timer.h"
#include "graphics/ObjectManager.h"
#include "lib/debug.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "ps/Errors.h"
#include "ps/Filesystem.h"
#include "ps/XMB/XMBData.h"
#include "ps/XMB/XMBStorage.h"
#include "ps/XML/Xeromyces.h"
#include <algorithm>
#include <cstddef>
#include <queue>
#include <string>
#include <utility>
namespace
{

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@ -1,4 +1,4 @@
/* Copyright (C) 2023 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -24,24 +24,32 @@
#include "graphics/MaterialManager.h"
#include "graphics/MeshManager.h"
#include "graphics/Model.h"
#include "graphics/ModelAbstract.h"
#include "graphics/ModelDef.h"
#include "graphics/ModelDummy.h"
#include "graphics/ObjectBase.h"
#include "graphics/ObjectManager.h"
#include "graphics/ParticleEmitter.h"
#include "graphics/ParticleManager.h"
#include "graphics/SkeletonAnim.h"
#include "graphics/SkeletonAnimManager.h"
#include "graphics/Texture.h"
#include "graphics/TextureManager.h"
#include "lib/debug.h"
#include "lib/rand.h"
#include "lib/utf8.h"
#include "maths/Vector4D.h"
#include "ps/CLogger.h"
#include "ps/CStrIntern.h"
#include "ps/CStrInternStatic.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "renderer/Renderer.h"
#include "renderer/SceneRenderer.h"
#include "simulation2/Simulation2.h"
#include "renderer/backend/Sampler.h"
#include <algorithm>
#include <cstddef>
#include <sstream>
#include <utility>
CObjectEntry::CObjectEntry(const std::shared_ptr<CObjectBase>& base, const CSimulation2& simulation) :
m_Base(base), m_Color(1.0f, 1.0f, 1.0f, 1.0f), m_Simulation(simulation)

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@ -1,4 +1,4 @@
/* Copyright (C) 2021 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -24,6 +24,9 @@
#include "maths/Vector3D.h"
#include "ps/CStrIntern.h"
#include <cstddef>
#include <memory>
#include <string>
#include <vector>
class CFrustum;

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@ -1,4 +1,4 @@
/* Copyright (C) 2021 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -20,13 +20,19 @@
#include "PreprocessorWrapper.h"
#include "graphics/ShaderDefines.h"
#include "lib/debug.h"
#include "ps/CLogger.h"
#include "ps/CStrIntern.h"
#include "ps/Profile.h"
#include <cctype>
#include <cstdlib>
#include <cstring>
#include <deque>
#include <map>
#include <string>
#include <string_view>
#include <utility>
#include <vector>
namespace

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@ -1,4 +1,4 @@
/* Copyright (C) 2022 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -24,13 +24,16 @@
#include "SkeletonAnimManager.h"
#include "graphics/ColladaManager.h"
#include "graphics/Model.h"
#include "graphics/SkeletonAnim.h"
#include "graphics/SkeletonAnimDef.h"
#include "maths/BoundingBoxAligned.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/FileIo.h"
#include <string>
#include <utility>
///////////////////////////////////////////////////////////////////////////////
// CSkeletonAnimManager constructor
CSkeletonAnimManager::CSkeletonAnimManager(CColladaManager& colladaManager)

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@ -1,4 +1,4 @@
/* Copyright (C) 2022 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -17,20 +17,19 @@
#include "precompiled.h"
#include "graphics/Terrain.h"
#include "Terrain.h"
#include "graphics/MiniPatch.h"
#include "graphics/Patch.h"
#include "graphics/TerrainProperties.h"
#include "graphics/TerrainTextureEntry.h"
#include "graphics/TerrainTextureManager.h"
#include "lib/sysdep/cpu.h"
#include "graphics/RenderableObject.h"
#include "maths/BoundingBoxAligned.h"
#include "maths/FixedVector3D.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "renderer/Renderer.h"
#include "simulation2/helpers/Pathfinding.h"
#include <string.h>
#include <algorithm>
#include <cmath>
#include <cstring>
#include <iterator>
///////////////////////////////////////////////////////////////////////////////
// CTerrain constructor

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@ -16,20 +16,28 @@
*/
#include "precompiled.h"
#include "TerrainProperties.h"
#include <string>
#include <vector>
#include <boost/tokenizer.hpp>
#include "graphics/Color.h"
#include "graphics/TerrainTextureManager.h"
#include "lib/path.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/Errors.h"
#include "ps/Filesystem.h"
#include "ps/XMB/XMBData.h"
#include "ps/XMB/XMBStorage.h"
#include "ps/XML/Xeromyces.h"
#include <boost/iterator/iterator_categories.hpp>
#include <boost/iterator/iterator_facade.hpp>
#include <boost/token_functions.hpp>
#include <boost/tokenizer.hpp>
#include <cmath>
#include <string>
CTerrainProperties::CTerrainProperties(CTerrainPropertiesPtr parent):
m_pParent(parent),
m_BaseColor(0),

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@ -20,19 +20,28 @@
#include "TerrainTextureEntry.h"
#include "graphics/MaterialManager.h"
#include "graphics/Terrain.h"
#include "graphics/TerrainProperties.h"
#include "graphics/TerrainTextureManager.h"
#include "graphics/TextureManager.h"
#include "lib/debug.h"
#include "lib/path.h"
#include "lib/utf8.h"
#include "ps/CLogger.h"
#include "ps/CStrIntern.h"
#include "ps/CStrInternStatic.h"
#include "ps/Errors.h"
#include "ps/Filesystem.h"
#include "ps/XMB/XMBData.h"
#include "ps/XMB/XMBStorage.h"
#include "ps/XML/Xeromyces.h"
#include "renderer/Renderer.h"
#include "renderer/SceneRenderer.h"
#include "renderer/backend/Sampler.h"
#include <map>
#include <cmath>
#include <cstddef>
#include <string>
#include <utility>
CTerrainTextureEntry::CTerrainTextureEntry(CTerrainPropertiesPtr properties, const VfsPath& path):
m_pProperties(properties),

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@ -19,22 +19,33 @@
#include "TerrainTextureManager.h"
#include "graphics/TerrainTextureEntry.h"
#include "graphics/TerrainProperties.h"
#include "graphics/TextureManager.h"
#include "graphics/TerrainTextureEntry.h"
#include "lib/alignment.h"
#include "lib/allocators/shared_ptr.h"
#include "lib/bits.h"
#include "lib/debug.h"
#include "lib/file/vfs/vfs.h"
#include "lib/file/vfs/vfs_util.h"
#include "lib/path.h"
#include "lib/status.h"
#include "lib/tex/tex.h"
#include "lib/timer.h"
#include "ps/CLogger.h"
#include "ps/Filesystem.h"
#include "ps/XMB/XMBStorage.h"
#include "ps/XML/Xeromyces.h"
#include "renderer/backend/Format.h"
#include "renderer/backend/IDevice.h"
#include "renderer/Renderer.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/Sampler.h"
#include <algorithm>
#include <cstdint>
#include <utility>
#include <vector>
class CFileInfo;
CTerrainTextureManager::CTerrainTextureManager(Renderer::Backend::IDevice* device)
: m_Device(device)
{

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@ -1,4 +1,4 @@
/* Copyright (C) 2012 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -16,14 +16,16 @@
*/
#include "precompiled.h"
#include "TerritoryBoundary.h"
#include <algorithm> // for reverse
#include "graphics/Terrain.h"
#include "lib/debug.h"
#include "maths/Fixed.h"
#include "simulation2/components/ICmpTerritoryManager.h"
#include "simulation2/helpers/Grid.h"
#include "simulation2/helpers/Pathfinding.h"
#include "simulation2/components/ICmpTerritoryManager.h"
#include <cmath>
std::vector<STerritoryBoundary> CTerritoryBoundaryCalculator::ComputeBoundaries(const Grid<u8>* territory)
{

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@ -1,4 +1,4 @@
/* Copyright (C) 2024 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -22,18 +22,26 @@
#include "graphics/Color.h"
#include "graphics/Terrain.h"
#include "lib/bits.h"
#include "lib/debug.h"
#include "ps/Profile.h"
#include "renderer/backend/Format.h"
#include "renderer/backend/IDevice.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/ITexture.h"
#include "renderer/backend/Sampler.h"
#include "renderer/Renderer.h"
#include "simulation2/Simulation2.h"
#include "simulation2/helpers/Grid.h"
#include "simulation2/helpers/Pathfinding.h"
#include "simulation2/components/ICmpPlayer.h"
#include "simulation2/components/ICmpPlayerManager.h"
#include "simulation2/components/ICmpTerrain.h"
#include "simulation2/components/ICmpTerritoryManager.h"
#include "simulation2/helpers/Grid.h"
#include "simulation2/helpers/Pathfinding.h"
#include "simulation2/system/CmpPtr.h"
#include "simulation2/system/Entity.h"
#include <algorithm>
#include <cstdint>
#include <cstring>
#include <vector>
// TODO: There's a lot of duplication with CLOSTexture - might be nice to refactor a bit

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@ -21,15 +21,27 @@
#include "graphics/Font.h"
#include "graphics/FontManager.h"
#include "graphics/ShaderProgram.h"
#include "graphics/TextureManager.h"
#include "maths/Matrix3D.h"
#include "lib/code_annotation.h"
#include "lib/debug.h"
#include "lib/types.h"
#include "lib/utf8.h"
#include "ps/CStr.h"
#include "ps/CStrIntern.h"
#include "ps/CStrInternStatic.h"
#include "ps/ConfigDB.h"
#include "renderer/Renderer.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/IShaderProgram.h"
#include <algorithm>
#include <cerrno>
#include <cmath>
#include <cstdarg>
#include <cstdint>
#include <cwchar>
#include <iterator>
#include <vector>
namespace
{

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@ -19,19 +19,30 @@
#include "TextureConverter.h"
#include "lib/alignment.h"
#include "lib/allocators/shared_ptr.h"
#include "lib/bits.h"
#include "lib/debug.h"
#include "lib/path.h"
#include "lib/regex.h"
#include "lib/status.h"
#include "lib/tex/tex.h"
#include "lib/timer.h"
#include "lib/types.h"
#include "maths/MD5.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/Errors.h"
#include "ps/Future.h"
#include "ps/Profiler2.h"
#include "ps/TaskManager.h"
#include "ps/Util.h"
#include "ps/XMB/XMBData.h"
#include "ps/XMB/XMBStorage.h"
#include "ps/XML/Xeromyces.h"
#include <cstring>
#include <utility>
#if CONFIG2_NVTT
#include "nvtt/nvtt.h"

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@ -20,30 +20,41 @@
#include "TextureManager.h"
#include "graphics/Color.h"
#include "graphics/SColor.h"
#include "graphics/TextureConverter.h"
#include "lib/allocators/shared_ptr.h"
#include "lib/bits.h"
#include "lib/file/vfs/vfs_tree.h"
#include "lib/debug.h"
#include "lib/hash.h"
#include "lib/timer.h"
#include "maths/MathUtil.h"
#include "lib/path.h"
#include "lib/status.h"
#include "lib/tex/tex.h"
#include "maths/MD5.h"
#include "ps/CacheLoader.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/CacheLoader.h"
#include "ps/ConfigDB.h"
#include "ps/Filesystem.h"
#include "ps/Profile.h"
#include "ps/Profiler2.h"
#include "ps/Util.h"
#include "renderer/backend/IDevice.h"
#include "renderer/Renderer.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/ITexture.h"
#include <algorithm>
#include <array>
#include <boost/filesystem.hpp>
#include <iomanip>
#include <boost/iterator/iterator_facade.hpp>
#include <chrono>
#include <iterator>
#include <set>
#include <sstream>
#include <string>
#include <thread>
#include <unordered_map>
#include <unordered_set>
#include <utility>
#include <vector>
namespace
{

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@ -1,4 +1,4 @@
/* Copyright (C) 2023 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -20,14 +20,18 @@
#include "Unit.h"
#include "graphics/Model.h"
#include "graphics/ModelAbstract.h"
#include "graphics/ObjectBase.h"
#include "graphics/ObjectEntry.h"
#include "graphics/ObjectManager.h"
#include "graphics/SkeletonAnim.h"
#include "graphics/SkeletonAnimDef.h"
#include "graphics/UnitAnimation.h"
#include "lib/code_generation.h"
#include "ps/CLogger.h"
#include <string>
#include <utility>
#include <vector>
CUnit::CUnit(CObjectManager& objectManager, const CActorDef& actor, const entity_id_t id, const uint32_t seed)
: m_ObjectManager(objectManager), m_Actor(actor), m_ID(id), m_Seed(seed), m_Animation(nullptr)
{

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@ -1,4 +1,4 @@
/* Copyright (C) 2023 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -20,18 +20,21 @@
#include "UnitAnimation.h"
#include "graphics/Model.h"
#include "graphics/ModelAbstract.h"
#include "graphics/ObjectEntry.h"
#include "graphics/SkeletonAnim.h"
#include "graphics/SkeletonAnimDef.h"
#include "graphics/Unit.h"
#include "lib/debug.h"
#include "lib/rand.h"
#include "ps/CStr.h"
#include "ps/Game.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpSoundManager.h"
#include "simulation2/system/CmpPtr.h"
#include <cstdlib>
#include <cmath>
#include <cstdlib>
#include <memory>
#include <string>
// Randomly modify the speed, so that units won't stay perfectly
// synchronised if they're playing animations of the same length

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@ -1,4 +1,4 @@
/* Copyright (C) 2023 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -17,15 +17,14 @@
#include "precompiled.h"
#include "graphics/Model.h"
#include "graphics/ObjectEntry.h"
#include "graphics/ObjectManager.h"
#include "graphics/ModelAbstract.h"
#include "graphics/RenderableObject.h"
#include "graphics/Unit.h"
#include "graphics/UnitManager.h"
#include "ps/Game.h"
#include "ps/World.h"
#include <algorithm>
#include <cstddef>
#include <utility>
///////////////////////////////////////////////////////////////////////////////
// CUnitManager constructor

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@ -1,4 +1,4 @@
/* Copyright (C) 2024 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -18,12 +18,18 @@
#include "lib/self_test.h"
#include "graphics/Camera.h"
#include "maths/BoundingBoxAligned.h"
#include "maths/Frustum.h"
#include "maths/MathUtil.h"
#include "maths/Vector2D.h"
#include "maths/Matrix3D.h"
#include "maths/Plane.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include <cmath>
#include <cstddef>
#include <set>
#include <vector>
class TestCamera : public CxxTest::TestSuite

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2024 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -18,7 +18,10 @@
#include "lib/self_test.h"
#include "graphics/Color.h"
#include "graphics/SColor.h"
#include "lib/types.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include <cstring>

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@ -1,4 +1,4 @@
/* Copyright (C) 2024 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -18,11 +18,19 @@
#include "lib/self_test.h"
#include "graphics/LOSTexture.h"
#include "lib/posix/posix_types.h"
#include "lib/timer.h"
#include "lib/types.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/Simulation2.h"
#include "simulation2/helpers/Grid.h"
#include "simulation2/helpers/Los.h"
#include <cstdio>
#include <memory>
#include <vector>
class TestLOSTexture : public CxxTest::TestSuite
{
public:

View file

@ -20,14 +20,22 @@
#include "graphics/ColladaManager.h"
#include "graphics/MeshManager.h"
#include "graphics/ModelDef.h"
#include "lib/alignment.h"
#include "lib/allocators/shared_ptr.h"
#include "lib/file/file_system.h"
#include "lib/file/io/io.h"
#include "lib/file/vfs/vfs.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/os_path.h"
#include "lib/path.h"
#include "lib/secure_crt.h"
#include "lib/types.h"
#include "ps/CLogger.h"
#include "ps/XML/RelaxNG.h"
#include <cstddef>
#include <memory>
#include <string>
static OsPath MOD_PATH(DataDir() / "mods" / "_test.mesh" / "");
static OsPath CACHE_PATH(DataDir() / "_testcache" / "");

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@ -20,31 +20,47 @@
#include "graphics/ColladaManager.h"
#include "graphics/Decal.h"
#include "graphics/Material.h"
#include "graphics/MeshManager.h"
#include "graphics/Model.h"
#include "graphics/ModelAbstract.h"
#include "graphics/ModelDef.h"
#include "graphics/ObjectEntry.h"
#include "graphics/ObjectBase.h"
#include "graphics/ObjectManager.h"
#include "graphics/ShaderDefines.h"
#include "graphics/SkeletonAnimManager.h"
#include "graphics/Terrain.h"
#include "graphics/Unit.h"
#include "graphics/UnitManager.h"
#include "lib/file/file_system.h"
#include "lib/file/io/io.h"
#include "lib/file/vfs/vfs.h"
#include "lib/os_path.h"
#include "lib/path.h"
#include "lib/status.h"
#include "maths/Matrix3D.h"
#include "maths/Quaternion.h"
#include "maths/Vector3D.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/CStr.h"
#include "ps/CStrIntern.h"
#include "ps/CStrInternStatic.h"
#include "ps/ConfigDB.h"
#include "ps/Filesystem.h"
#include "ps/ProfileViewer.h"
#include "ps/VideoMode.h"
#include "ps/XML/Xeromyces.h"
#include "renderer/backend/dummy/Device.h"
#include "renderer/Renderer.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/Simulation2.h"
#include "simulation2/system/Entity.h"
#include <optional>
#include <cstdint>
#include <map>
#include <memory>
#include <optional>
#include <string_view>
#include <utility>
#include <vector>
namespace
{

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@ -1,4 +1,4 @@
/* Copyright (C) 2013 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -17,9 +17,9 @@
#include "lib/self_test.h"
#include "graphics/ShaderManager.h"
#include "graphics/ShaderDefines.h"
#include "maths/Vector4D.h"
#include "ps/CStrIntern.h"
class TestShaderManager : public CxxTest::TestSuite
{

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@ -1,4 +1,4 @@
/* Copyright (C) 2020 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -21,10 +21,16 @@
#include "graphics/Patch.h"
#include "graphics/RenderableObject.h"
#include "lib/posix/posix_types.h"
#include "lib/types.h"
#include "maths/Fixed.h"
#include "maths/FixedVector3D.h"
#include "maths/Vector3D.h"
#include <cmath>
#include <cstddef>
#include <sstream>
#include <string>
#include <vector>
class TestTerrain : public CxxTest::TestSuite

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@ -1,4 +1,4 @@
/* Copyright (C) 2024 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -17,13 +17,21 @@
#include "lib/self_test.h"
#include "graphics/Texture.h"
#include "graphics/TextureConverter.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/file/file_system.h"
#include "lib/file/vfs/vfs.h"
#include "lib/path.h"
#include "lib/tex/tex.h"
#include "lib/types.h"
#include "ps/CLogger.h"
#include "ps/XML/Xeromyces.h"
#include "ps/XMB/XMBStorage.h"
#include <SDL_timer.h>
#include <cstddef>
#include <memory>
#include <string>
#include <vector>
class TestTextureConverter : public CxxTest::TestSuite
{

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2024 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -17,14 +17,20 @@
#include "lib/self_test.h"
#include "graphics/Texture.h"
#include "graphics/TextureManager.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/file/file_system.h"
#include "lib/file/vfs/vfs.h"
#include "lib/tex/tex.h"
#include "lib/path.h"
#include "ps/ConfigDB.h"
#include "ps/XMB/XMBStorage.h"
#include "ps/XML/Xeromyces.h"
#include "renderer/backend/IDevice.h"
#include "renderer/backend/dummy/Device.h"
#include <SDL_timer.h>
#include <cstddef>
#include <memory>
#include <optional>
class TestTextureManager : public CxxTest::TestSuite

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2024 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -20,6 +20,7 @@
#include "Selection.h"
#include "graphics/Camera.h"
#include "maths/Vector2D.h"
#include "ps/CLogger.h"
#include "ps/Profiler2.h"
#include "simulation2/components/ICmpIdentity.h"

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@ -21,6 +21,7 @@
#include "graphics/Camera.h"
#include "graphics/GameView.h"
#include "lib/rand.h"
#include "maths/Vector2D.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/CStr.h"

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2024 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -46,6 +46,7 @@
#include "ps/VideoMode.h"
#include "renderer/backend/IDevice.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/IFramebuffer.h"
#include "renderer/Renderer.h"
#include "renderer/RenderingOptions.h"
#include "renderer/Scene.h"

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@ -35,6 +35,7 @@
#include "lib/utf8.h"
#include "maths/MathUtil.h"
#include "maths/Matrix3D.h"
#include "maths/Vector2D.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "ps/World.h"

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@ -1,4 +1,4 @@
/* Copyright (C) 2009 Wildfire Games.
/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -21,6 +21,7 @@
#include "Messages.h"
#include "maths/Vector2D.h"
#include "maths/Vector3D.h"
#include "ps/Game.h"
#include "graphics/GameView.h"

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@ -32,6 +32,7 @@
#include "lib/timer.h"
#include "lib/utf8.h"
#include "maths/MathUtil.h"
#include "maths/Vector2D.h"
#include "ps/ConfigDB.h"
#include "ps/Game.h"
#include "ps/GameSetup/GameSetup.h"