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source: code/trunk/src/orxonox/OrxonoxPrereqs.h @ 3040

Last change on this file since 3040 was 3033, checked in by landauf, 16 years ago

merged gametypes branch back to trunk

  • Property svn:eol-style set to native
File size: 6.5 KB
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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30  @file
31  @brief Contains all the necessary forward declarations for all classes and structs.
32*/
33
34#ifndef _OrxonoxPrereqs_H__
35#define _OrxonoxPrereqs_H__
36
37#include "OrxonoxConfig.h"
38
39//-----------------------------------------------------------------------
40// Shared library settings
41//-----------------------------------------------------------------------
42#define ORXONOX_NO_EXPORTS // This is an executable that needs no exports
43#if defined(ORXONOX_PLATFORM_WINDOWS) && !(defined(ORXONOX_STATIC_BUILD) || defined(ORXONOX_NO_EXPORTS))
44#  ifdef ORXONOX_SHARED_BUILD
45#    define _OrxonoxExport __declspec(dllexport)
46#  else
47#    if defined( __MINGW32__ )
48#      define _OrxonoxExport
49#    else
50#      define _OrxonoxExport __declspec(dllimport)
51#    endif
52#  endif
53#elif defined ( ORXONOX_GCC_VISIBILITY )
54#  define _OrxonoxExport  __attribute__ ((visibility("default")))
55#else
56#  define _OrxonoxExport
57#endif
58
59//-----------------------------------------------------------------------
60// Forward declarations
61//-----------------------------------------------------------------------
62
63namespace orxonox
64{
65    namespace LODParticle
66    {
67        enum LOD
68        {
69            off = 0,
70            low = 1,
71            normal = 2,
72            high = 3
73        };
74    }
75
76    //put here all existing munitionTypes
77    namespace MunitionType
78    {
79        enum Enum
80        { laserGunMunition };
81    }
82
83    //put here all weapon fire modes.
84    //they have to be added to Pawn and HumanController, too.
85    namespace WeaponMode
86    {
87        enum Enum
88        {
89            fire     = 0x1,
90            altFire  = 0x2,
91            altFire2 = 0x4
92        };
93    }
94
95
96    class GraphicsManager;
97    class OgreWindowEventListener;
98    class Settings;
99
100    class RadarViewable;
101    class Radar;
102    class RadarListener;
103
104    class Teamcolourable;
105
106    class CameraManager;
107    class LevelManager;
108    class PawnManager;
109    class PlayerManager;
110
111    // objects
112    class Level;
113    class Scene;
114
115    class AddQuest;
116    class AddQuestHint;
117    class AddReward;
118    class ChangeQuestStatus;
119    class CompleteQuest;
120    class FailQuest;
121    class GlobalQuest;
122    class LocalQuest;
123    class Quest;
124    class QuestDescription;
125    class QuestEffect;
126    class QuestEffectBeacon;
127    class QuestHint;
128    class QuestItem;
129    class QuestListener;
130    class QuestManager;
131    class QuestNotification;
132    class Rewardable;
133
134    class WorldEntity;
135    class StaticEntity;
136    class MobileEntity;
137    class ControllableEntity;
138    class MovableEntity;
139    class Sublevel;
140    class ForceField;
141
142    class Model;
143    class Billboard;
144    class BlinkingBillboard;
145    class ExplosionChunk;
146    class FadingBillboard;
147    class GlobalShader;
148    class Light;
149    class Backlight;
150    class ParticleEmitter;
151    class ParticleSpawner;
152
153    class PongCenterpoint;
154    class PongBall;
155    class PongBat;
156
157    class Camera;
158    class CameraPosition;
159    class SpawnPoint;
160    class TeamSpawnPoint;
161
162    class Spectator;
163    class Pawn;
164    class SpaceShip;
165    class TeamBaseMatchBase;
166    class Destroyer;
167
168    class Item;
169    class Engine;
170    class MultiStateEngine;
171    class RotatingEngine;
172
173    class Trigger;
174    class DistanceTrigger;
175    class EventTrigger;
176    class PlayerTrigger;
177    class CheckPoint;
178
179    class WeaponSystem;
180    class WeaponSet;
181    class WeaponSlot;
182    class WeaponPack;
183    class Weapon;
184    class Munition;
185    class LaserGun;
186    class LaserGunMunition;
187    class FusionMunition;
188
189    class EventListener;
190    class EventDispatcher;
191    class EventTarget;
192
193    class Controller;
194    class HumanController;
195    class ArtificialController;
196    class AIController;
197    class ScriptController;
198    class PongAI;
199
200    class Info;
201    class PlayerInfo;
202    class HumanPlayer;
203    class Bot;
204    class PongBot;
205    class GametypeInfo;
206
207    class Gametype;
208    class Deathmatch;
209    class TeamDeathmatch;
210    class Asteroids;
211    class TeamBaseMatch;
212    class UnderAttack;
213    class Pong;
214
215    class Scores;
216    class CreateLines;
217    class Scoreboard;
218    class Stats;
219
220    // collision
221    class CollisionShape;
222    class SphereCollisionShape;
223    class CompoundCollisionShape;
224    class PlaneCollisionShape;
225    class WorldEntityCollisionShape;
226
227    // tools
228    class BillboardSet;
229    class Light;
230    class Mesh;
231    class ParticleInterface;
232    class Shader;
233    template <class T>
234    class Timer;
235
236    // overlays
237    class BarColour;
238    class DebugFPSText;
239    class DebugRTRText;
240    class HUDBar;
241    class HUDNavigation;
242    class HUDRadar;
243    class HUDSpeedBar;
244    class HUDHealthBar;
245    class HUDTimer;
246    class InGameConsole;
247    class Notification;
248    class NotificationManager;
249    class NotificationOverlay;
250    class NotificationQueue;
251    class OrxonoxOverlay;
252    class OverlayGroup;
253    class OverlayText;
254    class GametypeStatus;
255    class CreateLines;
256    class Scoreboard;
257
258    //gui
259    class GUIManager;
260}
261
262namespace Ogre
263{
264    // some got forgotten in OgrePrerequisites
265    class BorderPanelOverlayElement;
266    class PanelOverlayElement;
267    class TextAreaOverlayElement;
268}
269
270namespace CEGUI
271{
272    class LuaScriptModule;
273
274    class OgreCEGUIRenderer;
275    class OgreCEGUIResourceProvider;
276    class OgreCEGUITexture;
277}
278
279// Bullet Physics Engine
280
281class btTransform;
282class btVector3;
283
284class btRigidBody;
285class btCollisionObject;
286class btGhostObject;
287class btManifoldPoint;
288
289class btCollisionShape;
290class btSphereShape;
291class btCompoundShape;
292class btStaticPlaneShape;
293
294class btDiscreteDynamicsWorld;
295class bt32BitAxisSweep3;
296class btDefaultCollisionConfiguration;
297class btCollisionDispatcher;
298class btSequentialImpulseConstraintSolver;
299
300// lua
301struct lua_State;
302
303#endif /* _OrxonoxPrereqs_H__ */
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