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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#pragma once
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#include "../EterBase/Singleton.h"
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#include "GrpBase.h"
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#include "Util.h"
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#include "Pool.h"
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#include <deque>
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typedef DWORD TLightID;
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enum ELightType
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{
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LIGHT_TYPE_STATIC, // Continuously turning on light
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LIGHT_TYPE_DYNAMIC, // Immediately turning off light
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};
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class CLightBase
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{
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public:
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CLightBase() {};
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virtual ~CLightBase() {};
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void SetCurrentTime();
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protected:
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static float ms_fCurTime;
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};
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class CLight : public CGraphicBase, public CLightBase
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{
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public:
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CLight();
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virtual ~CLight();
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void Initialize();
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void Clear();
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void Update();
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void SetParameter(TLightID id, const D3DLIGHT8 & c_rLight);
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void SetDistance(float fDistance);
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float GetDistance() const { return m_fDistance; }
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TLightID GetLightID() { return m_LightID; }
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BOOL isEdited() { return m_isEdited; }
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void SetDeviceLight(BOOL bActive);
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void SetDiffuseColor(float fr, float fg, float fb, float fa = 1.0f);
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void SetAmbientColor(float fr, float fg, float fb, float fa = 1.0f);
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void SetRange(float fRange);
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void SetPosition(float fx, float fy, float fz);
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const D3DVECTOR & GetPosition() const;
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void BlendDiffuseColor(const D3DXCOLOR & c_rColor, float fBlendTime, float fDelayTime = 0.0f);
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void BlendAmbientColor(const D3DXCOLOR & c_rColor, float fBlendTime, float fDelayTime = 0.0f);
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void BlendRange(float fRange, float fBlendTime, float fDelayTime = 0.0f);
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private:
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TLightID m_LightID; // Light ID. equal to D3D light index
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D3DLIGHT8 m_d3dLight;
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BOOL m_isEdited;
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float m_fDistance;
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TTransitorColor m_DiffuseColorTransitor;
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TTransitorColor m_AmbientColorTransitor;
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TTransitorFloat m_RangeTransitor;
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};
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class CLightManager : public CGraphicBase, public CLightBase, public CSingleton<CLightManager>
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{
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public:
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enum
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{
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LIGHT_LIMIT_DEFAULT = 3,
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// LIGHT_MAX_NUM = 32,
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};
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typedef std::deque<TLightID> TLightIDDeque;
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typedef std::map<TLightID, CLight *> TLightMap;
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typedef std::vector<CLight *> TLightSortVector;
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public:
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CLightManager();
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virtual ~CLightManager();
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void Destroy();
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void Initialize();
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// NOTE : FlushLight후 렌더링
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// 그 후 반드시 RestoreLight를 해줘야만 한다.
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void Update();
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void FlushLight();
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void RestoreLight();
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/////
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void RegisterLight(ELightType LightType, TLightID * poutLightID, D3DLIGHT8 & LightData);
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CLight * GetLight(TLightID LightID);
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void DeleteLight(TLightID LightID);
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/////
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void SetCenterPosition(const D3DXVECTOR3 & c_rv3Position);
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void SetLimitLightCount(DWORD dwLightCount);
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void SetSkipIndex(DWORD dwSkipIndex);
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protected:
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TLightIDDeque m_NonUsingLightIDDeque;
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TLightMap m_LightMap;
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TLightSortVector m_LightSortVector;
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D3DXVECTOR3 m_v3CenterPosition;
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DWORD m_dwLimitLightCount;
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DWORD m_dwSkipIndex;
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protected:
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TLightID NewLightID();
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void ReleaseLightID(TLightID LightID);
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CDynamicPool<CLight> m_LightPool;
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};
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