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refactor: apply C++ best practices to platform interfaces
Extract shared types to PlatformTypes.h, add [[nodiscard]] to query methods, convert file-scope enums to enum class with compat aliases.
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@@ -71,7 +71,7 @@ public:
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void Tick() {}
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void SetTrialTextStringTable(CXuiStringTable*, int, int) {}
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void SetTrialAwardText(eAwardType, int, int) {}
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void SetTrialAwardText(EAwardType, int, int) {}
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void StartTrialGame() {}
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unsigned int RequestSignInUI(bool, bool, bool, bool, bool,
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int (*)(void*, const bool, const int),
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@@ -100,11 +100,11 @@ public:
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void WriteToProfile(int, bool = false, bool = false) {}
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void ForceQueuedProfileWrites(int = XUSER_INDEX_ANY) {}
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void ResetProfileProcessState() {}
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void RegisterAward(int, int, eAwardType, bool = false,
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void RegisterAward(int, int, EAwardType, bool = false,
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CXuiStringTable* = nullptr, int = -1, int = -1,
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int = -1, char* = nullptr, unsigned int = 0L) {}
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int GetAwardId(int) { return 0; }
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eAwardType GetAwardType(int) { return eAwardType_Achievement; }
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EAwardType GetAwardType(int) { return eAwardType_Achievement; }
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bool CanBeAwarded(int, int) { return false; }
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void Award(int, int, bool = false) {}
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bool IsAwardsFlagSet(int, int) { return false; }
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@@ -113,7 +113,7 @@ public:
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void SetRichPresenceContextValue(int, int, int) {}
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void SetCurrentGameActivity(int, int, bool = false) {}
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void DisplayFullVersionPurchase(bool, int, int = -1) {}
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void SetUpsellCallback(void (*)(void*, eUpsellType, eUpsellResponse, int),
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void SetUpsellCallback(void (*)(void*, EUpsellType, EUpsellResponse, int),
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void*) {}
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void SetDebugFullOverride(bool) {}
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