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// ===========================================================================
/// <summary>
/// DirectXIntroduction.h
/// DirectXIntroduction
/// created by Mehrdad Soleimanimajd on 17.07.2019
/// </summary>
/// <created>ʆϒʅ, 17.07.2019</created>
/// <changed>ʆϒʅ, 04.07.2023</changed>
// ===========================================================================
#ifndef DIRECTXINTRODUCTION_H
#define DIRECTXINTRODUCTION_H
// application includes (introduced in utilities.h):
//#include <windows.h> // Windows standard APIs
//#include <wrl/client.h> // Windows and COM wrappers (calls to DirectX)
//#include <d3d10.h> // Windows standard DirectX3D APIs
//#pragma comment (lib, "d3d10.lib") // linkage to the 'd3d10' library
//#include <d2d1_3.h> // DirectX includes
//#pragma comment (lib, "d2d1.lib") // linkage to the 'd2d1' library
//#include <dwrite_3.h> // DirectX includes
//#pragma comment (lib, "dwrite.lib") // linkage to the 'dwrite' library
//#include <ShlObj.h> // Windows standard control APIs
//#include <Shlwapi.h> // Windows standard lightweight utility APIs
//#include <PathCch.h> // Windows standard shell APIs
//#pragma comment(lib, "Shlwapi.lib")
//#pragma comment(lib, "PathCch.lib")
//#include <iostream> // C++ standard input and output streams
//#include <string.h> // C++ standard string class
//xx #include <tchar.h> // Microsoft string's differences coverage library
//#include <locale> // C++ standard locals (facets of the below header is declared here)
//#include <codecvt> // C++ standard Unicode conversion facets
//#include <exception> // C++ standard exception
//#include <list> // C++ standard list container
//#include <sstream> // C++ standard string streams
//#include <fstream> // C++ standard file streams
//#include <atomic> // C++ standard atomic objects (no data races)
//#include <thread> // C++ standard threads
//#include <mutex> // C++ standard lockable objects
//// Lua: a powerful, lightweight and embeddable scripting language engine,
//// and additionally the most popular general-purpose one used in games nowadays.
//// -- more information: http://luabinaries.sourceforge.net/download.html
//// -- Lua documentation: https://www.lua.org/docs.html
//// -- Sol documentation: https://sol2.readthedocs.io/en/latest/
//// purposes: write and read configuration files, run scripts and to write code to drive the gameplay.
//// Sol: the go-to framework for high-performance binding between Lua and C++
//// -- more information: https://github.com/ThePhD/sol2/releases
//#include <lua.hpp> // Lua scripting language engine header file
//#pragma comment (lib, "liblua53.a") // Lua scripting language engine library
//#define SOL_ALL_SAFETIES_ON 1
//#include <sol.hpp> // Sol binding framework between Lua and C++
#endif // !DIRECTXINTRODUCTION_H