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pch.h
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pch.h
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//
// pch.h
// Header for standard system include files.
//
#pragma once
#include <winsdkver.h>
#define _WIN32_WINNT 0x0601
#include <sdkddkver.h>
// Use the C++ standard templated min/max
#define NOMINMAX
// DirectX apps don't need GDI
#define NODRAWTEXT
#define NOGDI
#define NOBITMAP
// Include <mcx.h> if you need this
#define NOMCX
// Include <winsvc.h> if you need this
#define NOSERVICE
// WinHelp is deprecated
#define NOHELP
#define WIN32_LEAN_AND_MEAN
#ifndef UNICODE
#define UNICODE
#endif
#ifndef _UNICODE
#define _UNICODE
#endif
#include <Windows.h>
#include <wrl/client.h>
#include <d3d11_1.h>
#include <dxgi1_2.h>
#include <DirectXMath.h>
#include <DirectXColors.h>
#include <algorithm>
#include <cmath>
#include <cstdint>
#include <exception>
#include <iterator>
#include <memory>
#include <stdexcept>
#include "BufferHelpers.h"
#include "CommonStates.h"
#include "DDSTextureLoader.h"
#include "DirectXHelpers.h"
#include "Effects.h"
#include "GamePad.h"
#include "GeometricPrimitive.h"
#include "GraphicsMemory.h"
#include "Keyboard.h"
#include "Model.h"
#include "Mouse.h"
#include "PostProcess.h"
#include "PrimitiveBatch.h"
#include "ScreenGrab.h"
#include "SimpleMath.h"
#include "SpriteBatch.h"
#include "SpriteFont.h"
#include "VertexTypes.h"
#include "WICTextureLoader.h"
namespace DX
{
inline void ThrowIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
// Set a breakpoint on this line to catch DirectX API errors
throw std::exception();
}
}
}