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https://github.com/dhewm/dhewm3.git
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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
84 lines
1.8 KiB
Objective-C
84 lines
1.8 KiB
Objective-C
#import "sys/posix/posix_public.h"
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#import <Foundation/NSGeometry.h>
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@class NSEvent, NSOpenGLContext, NSWindow;
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#import <ApplicationServices/ApplicationServices.h>
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#import <OpenGL/CGLTypes.h>
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// sys
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const char *macosx_scanForLibraryDirectory(void);
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// In macosx_input.m
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void Sys_InitInput(void);
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void Sys_ShutdownInput(void);
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CGDirectDisplayID Sys_DisplayToUse(void);
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//extern void osxQuit();
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void SetProgramPath(char *path);
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void Sys_SetMouseInputRect(CGRect newRect);
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void Sys_AnnoyingBanner();
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// In macosx_glimp.m
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bool Sys_Hide();
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bool Sys_Unhide();
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typedef struct {
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CGDirectDisplayID display;
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CGTableCount tableSize;
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CGGammaValue *red;
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CGGammaValue *blue;
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CGGammaValue *green;
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} glwgamma_t;
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typedef struct
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{
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CGDirectDisplayID display;
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NSDictionary *desktopMode;
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NSDictionary *gameMode;
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CGDisplayCount displayCount;
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glwgamma_t *originalDisplayGammaTables;
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glwgamma_t inGameTable;
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glwgamma_t tempTable;
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NSOpenGLContext *_ctx;
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CGLContextObj _cgl_ctx;
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bool _ctx_is_current;
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NSWindow *window;
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FILE *log_fp;
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unsigned int bufferSwapCount;
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unsigned int glPauseCount;
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} glwstate_t;
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extern glwstate_t glw_state;
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#define OSX_SetGLContext(context) \
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do { \
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NSOpenGLContext *_context = (context); \
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glw_state._ctx = _context; \
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glw_state._cgl_ctx = [_context cglContext]; \
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} while (0)
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#define OSX_GetNSGLContext() glw_state._ctx
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#define OSX_GetCGLContext() glw_state._cgl_ctx
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#define OSX_GLContextIsCurrent() glw_state._ctx_is_current
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#define OSX_GLContextSetCurrent() \
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do { \
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[glw_state._ctx makeCurrentContext]; \
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glw_state._ctx_is_current = (glw_state._ctx != nil); \
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} while (0)
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#define OSX_GLContextClearCurrent() \
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do { \
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[NSOpenGLContext clearCurrentContext]; \
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glw_state._ctx_is_current = NO; \
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} while (0)
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void Sys_PauseGL();
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void Sys_ResumeGL();
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