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* Add Missing Includes Across src/slic3r/GUI Every GUI source and header now directly includes the headers declaring what it uses, rather than relying on the precompiled header or transitive includes. Generated with clang-tidy misc-include-cleaner, plus one hand edit making CalibrationPanel.hpp self-contained. * Drop the OS-Specific Includes Added Outside Their Platform Guards GLib, GTK, D-Bus and POSIX headers are only used inside platform #if blocks, which already include them. Added unconditionally at the top of the file they broke the Windows build. * Add the clang-tidy Configuration That Generated These Includes Only misc-include-cleaner's missing-include check, with the headers it must never suggest: per-platform, internal and OS-specific ones that would break other platforms or are not meant to be included directly. * Match Windows Paths in the clang-tidy Ignore List Header paths use backslashes on Windows, so every / in a pattern is now [/\\]. The Windows SDK headers are ignored alongside the other OS-specific ones, and the list is one pattern per line. Suggested by @raistlin7447 from a Windows clang-cl run.
32 lines
681 B
C++
32 lines
681 B
C++
#ifndef slic3r_GLShadersManager_hpp_
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#define slic3r_GLShadersManager_hpp_
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#include "GLShader.hpp"
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#include <utility>
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#include <vector>
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#include <string>
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#include <memory>
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namespace Slic3r {
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class GLShadersManager
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{
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std::vector<std::unique_ptr<GLShaderProgram>> m_shaders;
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public:
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std::pair<bool, std::string> init();
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// call this method before to release the OpenGL context
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void shutdown();
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// returns nullptr if not found
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GLShaderProgram* get_shader(const std::string& shader_name);
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// returns currently active shader, nullptr if none
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GLShaderProgram* get_current_shader();
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};
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} // namespace Slic3r
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#endif // slic3r_GLShadersManager_hpp_
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