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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.
74 lines
1.6 KiB
C++
74 lines
1.6 KiB
C++
module;
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#include <array>
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#include <cstddef>
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#include <deque>
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#include <limits>
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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 <unordered_map>
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#include <utility>
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#include <string>
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#include <thread>
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#include <atomic>
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#include <chrono>
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#include <memory>
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#include <vector>
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#include "scripting/PyInt_macros.h"
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#include <GLFW/glfw3.h>
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export module eu07.scripting.pythonscreenviewer;
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import eu07.glm;
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import eu07.gl.shader;
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import eu07.gl.ubo;
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import eu07.gl.bindable;
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import eu07.rendering.renderer;
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import eu07.scripting.pyint;
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export {
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class python_screen_viewer
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{
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struct window_state {
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GLFWwindow *window = nullptr;
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glm::ivec2 window_size;
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glm::ivec2 fb_size;
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glm::ivec2 cursor_pos;
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glm::vec2 offset;
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glm::vec2 scale;
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std::unique_ptr<gl::ubo> ubo;
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std::unique_ptr<gl::program> shader;
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std::chrono::high_resolution_clock::time_point timestamp;
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window_state() = default;
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~window_state();
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};
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std::vector<std::unique_ptr<window_state>> m_windows;
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std::shared_ptr<python_rt> m_rt;
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std::shared_ptr<std::vector<glm::vec2>> m_touchlist;
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std::shared_ptr<std::thread> m_renderthread;
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gl::scene_ubs m_ubs;
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std::atomic_bool m_exit = false;
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void threadfunc();
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public:
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python_screen_viewer(std::shared_ptr<python_rt> rt, std::shared_ptr<std::vector<glm::vec2>> touchlist, std::string name);
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~python_screen_viewer();
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void notify_window_size(GLFWwindow *window, int w, int h);
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void notify_window_fb_size(GLFWwindow *window, int w, int h);
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void notify_cursor_pos(GLFWwindow *window, double x, double y);
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void notify_click(GLFWwindow *window, int button, int action);
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};
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} // export
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