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>
This commit is contained in:
shenlei
2026-09-22 21:46:24 +09:00
co-authored by Claude Opus 5
parent fc47582017
commit 9a8e11f3dd
220 changed files with 24287 additions and 25 deletions
@@ -0,0 +1,99 @@
#pragma once
#include "MapUtil.h"
class IPhysicsWorld
{
public:
IPhysicsWorld()
{
assert(ms_pWorld == NULL);
ms_pWorld = this;
}
virtual ~IPhysicsWorld()
{
if (this == ms_pWorld)
ms_pWorld = NULL;
}
static IPhysicsWorld* GetPhysicsWorld()
{
return ms_pWorld;
}
virtual bool isPhysicalCollision(const D3DXVECTOR3 & c_rvCheckPosition) = 0;
private:
static IPhysicsWorld* ms_pWorld;
};
class CActorInstance;
//NOTE : 맘에 안들지만 Dependency Inversion을 막고 이전과 동일한 interface를 유지하기 위해서 이방식대로 간다
//하지만 제대로 설계를 한다면 world와 live object들의 관리는 조금더 base project에서 (gamelib이나 더 base project에서 해야 한다 )
class IObjectManager
{
public:
IObjectManager()
{
assert(ms_ObjManager == NULL);
ms_ObjManager = this;
}
virtual ~IObjectManager()
{
if (this == ms_ObjManager)
ms_ObjManager = NULL;
}
static IObjectManager* GetObjectManager()
{
return ms_ObjManager;
}
virtual void AdjustCollisionWithOtherObjects(CActorInstance* pInst ) = 0;
private:
static IObjectManager* ms_ObjManager;
};
class CPhysicsObject
{
public:
CPhysicsObject();
virtual ~CPhysicsObject();
void Initialize();
void Update(float fElapsedTime);
bool isBlending();
void SetDirection(const D3DXVECTOR3 & c_rv3Direction);
void IncreaseExternalForce(const D3DXVECTOR3 & c_rvBasePosition, float fForce);
void SetLastPosition(const TPixelPosition & c_rPosition, float fBlendingTime);
void GetLastPosition(TPixelPosition * pPosition);
float GetXMovement();
float GetYMovement();
void ClearSavingMovement();
void SetActorInstance( CActorInstance* pInst ) { m_pActorInstance = pInst; }
CActorInstance* GetActorInstance() { return m_pActorInstance; }
protected:
void Accumulate(D3DXVECTOR3 * pv3Position);
protected:
float m_fMass;
float m_fFriction;
D3DXVECTOR3 m_v3Direction;
D3DXVECTOR3 m_v3Acceleration;
D3DXVECTOR3 m_v3Velocity;
D3DXVECTOR3 m_v3LastPosition;
CEaseOutInterpolation m_xPushingPosition;
CEaseOutInterpolation m_yPushingPosition;
CActorInstance* m_pActorInstance;
};