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GUIObjectBase is made a IGUIObject* to avoid including those headers un-necessarily. Subsequent diffs ought to clean up the various of pointers for that with a similar type with reference semantics. Also: - Add standard C and C++ headers (mostly cstring for memcpy, string and vector) where needed. - Swap out some includes for forward declarations - Clean up un-necessary boost includes in precompiled and other headers. - Clean up precompiled headers, including fewer things. - Move ACPI to the windows-specific folder as it's included there only and mostly specific to that platform. Thanks Stan for the testing. Differential Revision: https://code.wildfiregames.com/D3129 This was SVN commit r24352.
32 lines
1.2 KiB
C
32 lines
1.2 KiB
C
/* Copyright (C) 2020 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#define MINIMAL_PCH 2
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#include "lib/precompiled.h" // common precompiled header
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#if CONFIG_ENABLE_PCH
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// The simulation has many header files (component interfaces) which are quick to compile on their own
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// but bring in a lot of headers indirectly. Adding these to the precompiled header
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// cuts down compilation time by about half.
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#include "simulation2/system/Component.h"
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#include "simulation2/system/Interface.h"
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#include "simulation2/system/InterfaceScripted.h"
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#include "maths/FixedVector2D.h"
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#include "maths/FixedVector3D.h"
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#endif // CONFIG_ENABLE_PCH
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