port 2A step 4: platform skeleton + rest of the 2V3 header closure
- Mirror the remaining non-Python 2V3 closure headers (98 more, 173 total): EffectLib, EterGrnLib, SpeedTreeLib, SphereLib, PRTerrainLib, EterImageLib, EterBase/Poly, cipher/tea, EterLib Grp*/IME/Input/MSWindow/StateManager, GameLib actor/map/race headers, EterPack. - SDK shims: granny.h, SpeedTreeRT.h, imm.h, Dimm.h (the SDK MIDL header, not mirrored), dinput/d3dx8 additions; D3D8 render-state enums, FVF macros and the COM resource hierarchy; more Win32 GDI/handle types with layout static_asserts. - PORT edits for MSVC-permissive code (typename, friend visibility, <algorithm>, pointer→uintptr_t) and PRTerrainLib/StdAfx.h dropping the ScriptLib/Python include. - port_logic links the vendored cryptopp/minilzo. - extension/src/platform: port_platform target with 103 generated stub files (1917 function stubs, 146 static members) from the new platform_stub.py (clang -ast-dump-filter); MT_PLATFORM_STUB() marks every unimplemented body. libmtgodot links port_platform and port_gate.sh builds it. Gate: macOS, Android, iOS, Windows (mingw) PASS; Linux BLOCKED (no toolchain). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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// Platform skeleton for EterLib/GrpScreen.h (40250 EterLib/GrpScreen.cpp), generated by platform_stub.py.
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// Every MT_PLATFORM_STUB() body is unimplemented: replace it with the platform implementation.
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#include "EterLib/StdAfx.h"
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#include "EterLib/GrpScreen.h"
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#include "../PlatformStub.h"
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CScreen::CScreen()
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{
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MT_PLATFORM_STUB();
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}
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CScreen::~CScreen()
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::ClearDepthBuffer() -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::Clear() -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::Begin() -> bool
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{
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MT_PLATFORM_STUB();
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return mt_platform_stub_return<bool>();
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}
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auto CScreen::End() -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::Show(HWND) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::Show(RECT *) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::Show(RECT *, HWND) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::RenderLine2d(float, float, float, float, float) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::RenderBox2d(float, float, float, float, float) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::RenderBar2d(float, float, float, float, float) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::RenderGradationBar2d(float, float, float, float, DWORD, DWORD, float) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::RenderCircle2d(float, float, float, float, int) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::RenderCircle3d(float, float, float, float, int) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::RenderLine3d(float, float, float, float, float, float) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::RenderBox3d(float, float, float, float, float, float) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::RenderBar3d(float, float, float, float, float, float) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::RenderBar3d(const D3DXVECTOR3 *) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::RenderGradationBar3d(float, float, float, float, float, float, DWORD, DWORD) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::RenderLineCube(float, float, float, float, float, float) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::RenderCube(float, float, float, float, float, float) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::RenderCube(float, float, float, float, float, float, D3DXMATRIX) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::RenderTextureBox(float, float, float, float, float, float, float, float, float) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::RenderBillboard(D3DXVECTOR3 *, D3DXCOLOR &) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::DrawMinorGrid(float, float, float, float, float, float, float) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::DrawGrid(float, float, float, float, float, float, float, float, float) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::RenderD3DXMesh(LPD3DXMESH, const D3DXMATRIX *, float, float, float, float, D3DFILLMODE) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::RenderSphere(const D3DXMATRIX *, float, float, float, float, D3DFILLMODE) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::RenderCylinder(const D3DXMATRIX *, float, float, float, float, float, D3DFILLMODE) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::SetColorOperation() -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::SetDiffuseOperation() -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::SetBlendOperation() -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::SetOneColorOperation(D3DXCOLOR &) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::SetAddColorOperation(D3DXCOLOR &) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::SetDiffuseColor(DWORD) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::SetDiffuseColor(float, float, float, float) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::SetClearColor(float, float, float, float) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::SetClearDepth(float) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::SetClearStencil(DWORD) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::SetCursorPosition(int, int, int, int) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::GetCursorPosition(float *, float *, float *) -> bool
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{
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MT_PLATFORM_STUB();
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return mt_platform_stub_return<bool>();
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}
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auto CScreen::GetCursorXYPosition(float *, float *) -> bool
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{
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MT_PLATFORM_STUB();
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return mt_platform_stub_return<bool>();
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}
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auto CScreen::GetCursorZPosition(float *) -> bool
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{
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MT_PLATFORM_STUB();
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return mt_platform_stub_return<bool>();
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}
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auto CScreen::GetPickingPosition(float, float *, float *, float *) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::ProjectPosition(float, float, float, float *, float *) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::ProjectPosition(float, float, float, float *, float *, float *) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::UnprojectPosition(float, float, float, float *, float *, float *) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::IsLostDevice() -> BOOL
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{
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MT_PLATFORM_STUB();
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return mt_platform_stub_return<BOOL>();
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}
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auto CScreen::RestoreDevice() -> BOOL
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{
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MT_PLATFORM_STUB();
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return mt_platform_stub_return<BOOL>();
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}
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auto CScreen::BuildViewFrustum() -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CScreen::Identity() -> void
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{
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MT_PLATFORM_STUB();
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}
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decltype(CScreen::ms_diffuseColor) CScreen::ms_diffuseColor{};
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decltype(CScreen::ms_clearColor) CScreen::ms_clearColor{};
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decltype(CScreen::ms_clearStencil) CScreen::ms_clearStencil{};
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decltype(CScreen::ms_clearDepth) CScreen::ms_clearDepth{};
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decltype(CScreen::ms_frustum) CScreen::ms_frustum{};
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