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Style: Harmonize header includes in platform ports
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:
Includes from the platform port or module should be included with relative
paths (relative to the root folder of the modular component, e.g.
`platform/linuxbsd/`), in their own section before Godot's "core" includes.
The `api` and `export` subfolders also need to be handled as self-contained
(and thus use relative paths for their "local" includes) as they are all
compiled for each editor platform, without necessarily having the api/export
matching platform folder in the include path.
E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp`
and those need to use relative includes for it to work.
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@@ -28,29 +28,26 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifdef X11_ENABLED
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#if defined(GLES3_ENABLED)
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#if defined(X11_ENABLED) && defined(GLES3_ENABLED)
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#include "detect_prime_x11.h"
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#include "core/string/print_string.h"
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#include "core/string/ustring.h"
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#include <stdlib.h>
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#include "thirdparty/glad/glad/gl.h"
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#include "thirdparty/glad/glad/glx.h"
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#ifdef SOWRAP_ENABLED
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#include "dynwrappers/xlib-so_wrap.h"
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#include "x11/dynwrappers/xlib-so_wrap.h"
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#else
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#include <X11/XKBlib.h>
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#include <X11/Xlib.h>
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#include <X11/Xutil.h>
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#endif
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#include <cstring>
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#include <stdlib.h>
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#include <string.h>
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#include <sys/types.h>
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#include <sys/wait.h>
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#include <unistd.h>
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@@ -265,5 +262,4 @@ int detect_prime() {
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return preferred;
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}
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#endif
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#endif
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#endif // X11_ENABLED && GLES3_ENABLED
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