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https://github.com/MaSzyna-EU07/maszyna.git
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AnimModel.cpp reaches cParser through the simulation core, not a direct import, so the previous pass missed it; the propagation now follows the whole import closure. Train.cpp, drivermode.cpp and Globals.cpp call Console:: inside _WIN32 guards without importing eu07.console - invisible on Linux, where those blocks are skipped.
124 lines
3.1 KiB
C++
124 lines
3.1 KiB
C++
module;
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#include <array>
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#include <chrono>
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#include <cstddef>
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#include <deque>
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#include <mutex>
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#include <ostream>
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#include <sstream>
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#include <type_traits>
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#include <utility>
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#include <limits>
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#include <unordered_map>
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#include <vector>
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#include <cstdint>
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#include <memory>
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#include <string>
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export module eu07.simulation.simulation;
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import eu07.utilities.classes;
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import eu07.glm;
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import eu07.audio.sound;
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import eu07.rendering.lightarray;
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import eu07.rendering.particles;
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import eu07.scripting.lua;
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import eu07.simulation.simulationstateserializer;
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import eu07.simcore;
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import eu07.vehicle.train;
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#ifdef WITH_LUA
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#endif
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export {
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#ifdef WITH_LUA
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#endif
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namespace simulation {
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class state_manager {
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public:
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// methods
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void
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init_scripting_interface();
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// legacy method, calculates changes in simulation state over specified time
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void
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update( double Deltatime, int Iterationcount );
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void
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update_clocks();
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void
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update_scripting_interface();
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// process input commands
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void
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process_commands();
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// create model from node string
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TAnimModel *
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create_model(const std::string &src, const std::string &name, const glm::dvec3 &position);
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// create eventlauncher from node string
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TEventLauncher *
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create_eventlauncher(const std::string &src, const std::string &name, const glm::dvec3 &position);
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// delete TAnimModel instance
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void
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delete_model(TAnimModel *model);
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// delete TEventLauncher instance
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void
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delete_eventlauncher(TEventLauncher *launcher);
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// starts deserialization from specified file, returns context pointer on success, throws otherwise
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std::shared_ptr<deserializer_state>
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deserialize_begin(std::string const &Scenariofile);
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// continues deserialization for given context, amount limited by time, returns true if needs to be called again
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bool
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deserialize_continue(std::shared_ptr<deserializer_state> state);
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// stores class data in specified file, in legacy (text) format
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void
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export_as_text( std::string const &Scenariofile ) const;
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private:
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// members
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state_serializer m_serializer;
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struct {
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std::shared_ptr<TMemCell> weather, time, date;
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} m_scriptinginterface;
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};
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// passes specified sound to all vehicles within range as a radio message broadcasted on specified channel
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void radio_message( sound_source *Message, int const Channel );
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extern state_manager State;
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extern event_manager Events;
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extern memory_table Memory;
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extern path_table Paths;
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extern traction_table Traction;
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extern powergridsource_table Powergrid;
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extern instance_table Instances;
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extern vehicle_table Vehicles;
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extern train_table Trains;
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extern light_array Lights;
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extern particle_manager Particles;
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#ifdef WITH_LUA
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extern lua Lua;
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#endif
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extern scene::basic_region *Region;
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extern TTrain *Train;
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extern uint16_t prev_train_id;
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extern bool is_ready;
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} // simulation
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//---------------------------------------------------------------------------
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} // export
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