Clean up include dependencies in public headers

Removing includes which were not needed by headers
Note that if you include those headers directly (instead of including irrlicht.h) you may have to add some new includes now.
Thought I generally tried to avoid removing headers where it leads to too much changes in user-code
Reason was mainly that IntelliSense in VisualStudio 17.7 added a new feature which shows those unused headers :)
Has to be used a bit careful as it doesn't know about defines and other platforms
And I only did clean up public headers so far (will probably do some more later or another time)

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6524 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2023-08-13 15:31:42 +00:00
parent dc6d89a170
commit 1d58677e18
21 changed files with 9 additions and 23 deletions

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@ -5,8 +5,8 @@
#include "CAnimatedMeshSceneNode.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "S3DVertex.h"
#include "os.h"
#include "IFileSystem.h"
#ifdef _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
#include "CShadowVolumeSceneNode.h"
#else
@ -14,9 +14,7 @@
#endif // _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
#include "IAnimatedMeshMD3.h"
#include "CSkinnedMesh.h"
#include "IDummyTransformationSceneNode.h"
#include "IBoneSceneNode.h"
#include "IMaterialRenderer.h"
#include "IMesh.h"
#include "IMeshCache.h"
#include "IAnimatedMesh.h"

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@ -13,6 +13,7 @@
#include "CMeshTextureLoader.h"
#include "IVideoDriver.h"
#include "IAttributes.h"
#include "IFileSystem.h"
#include "os.h"

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@ -10,6 +10,7 @@
#ifdef _IRR_COMPILE_WITH_OPENGL_
#include "IMaterialRenderer.h"
#include "irrArray.h"
#include "COpenGLCommon.h"

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@ -6,8 +6,10 @@
#include "ISceneNodeAnimatorFactory.h"
#include "ISceneUserDataSerializer.h"
#include "ISceneManager.h"
#include "ISceneNode.h"
#include "IVideoDriver.h"
#include "IFileSystem.h"
#include "IAttributes.h"
#include "os.h"
namespace irr

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@ -21,6 +21,7 @@ namespace scene
class IAnimatedMeshSceneNode;
class IBoneSceneNode;
class ISceneManager;
class CSkinnedMesh: public ISkinnedMesh
{