raze/polymer/eduke32/build/include/sdlayer.h

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// SDL interface layer
// for the Build Engine
// by Jonathon Fowler (jf@jonof.id.au)
#ifndef build_interface_layer_
#define build_interface_layer_ SDL
#include "sdl_inc.h"
#include "compat.h"
#include "baselayer.h"
extern int32_t maxrefreshfreq;
#ifdef _WIN32
HWND win_gethwnd(void);
Win64 support! (Meaning it works, not that we recommend it for everyday use.) This includes a complete Windows header and library refresh, including the addition of 64-bit compiled libs: *libogg 1.3.0 *libvorbis 1.3.3 *zlib 1.2.7 *libpng 1.5.13 *libvpx 9a3de881c0e681ba1a79a166a86308bbc84b4acd *SDL_mixer 1.2.12 (for RENDERTYPE=SDL) *DirectX import libraries: dsound and dxguid (now included) To build in 64-bit, you essentially need MinGW's MSYS (but not MinGW itself) and MinGW-w64 at the top of your PATH. The target is automatically detected using `$(CC) -dumpmachine`. The EDukeWiki will get detailed instrucitons. All compiler and linker warnings when building in 64-bit mode have been fixed. Remaining 64-bit to-do: - The ebacktrace dll does not build under 64-bit. It uses code specific to the format of 32-bit executables and will have to be ported to work with 64-bit executables. A future 64-bit version will be named ebacktrace1-64.dll. - RENDERTYPE=SDL crashes in SDL_mixer's Mix_Linked_Version(). - DirectInput gives an error and does not function. This only affects joysticks, and the error never happens without any plugged in. - Port the classic renderer ASM to 64-bit. (Just kidding, this is way out of my league.) This commit includes a fair bit of Makefile development spanning all platforms, including simplifying the SDLCONFIG code, fixing build on Mac OS X (thanks rhoenie!), globally factoring Apple brew/port inclusion, enforcing that all -L come before all -l, and ensuring that $(shell ) is always :='d. In addition, I have resurrected the old GCC_MAJOR and GCC_MINOR detection using `$(CC) -dumpversion`, but I have made it failsafe in case the command fails or the version is manually specified. I have applied this new fine-grained detection where applicable, including allowing LTO, and restraining -W's to versions that support them. git-svn-id: https://svn.eduke32.com/eduke32@3278 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-13 02:37:20 +00:00
HINSTANCE win_gethinstance(void);
#endif
#include "sdlappicon.h"
#if (SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION < 3) // SDL 1.2
int32_t SDL_WaitEventTimeout(SDL_Event *event, int32_t timeout);
#endif
#define SDL_GL_ATTRIBUTES(iter, attrib) \
for (iter = 0; iter < (int32_t)ARRAY_SIZE(attrib); iter++) \
{ \
j = attrib[iter].value; \
if (!multisamplecheck && \
(attrib[iter].attr == SDL_GL_MULTISAMPLEBUFFERS || attrib[iter].attr == SDL_GL_MULTISAMPLESAMPLES)) \
{ \
j = 0; \
} \
SDL_GL_SetAttribute(attrib[iter].attr, j); \
}
#define SDL_ADDMODE(x, y, c, f) \
do \
{ \
if (validmodecnt < MAXVALIDMODES) \
{ \
int32_t mn; \
for (mn = 0; mn < validmodecnt; mn++) \
if (validmode[mn].xdim == x && validmode[mn].ydim == y && validmode[mn].bpp == c && \
validmode[mn].fs == f) \
break; \
if (mn == validmodecnt) \
{ \
validmode[validmodecnt].xdim = x; \
validmode[validmodecnt].ydim = y; \
validmode[validmodecnt].bpp = c; \
validmode[validmodecnt].fs = f; \
validmodecnt++; \
/*initprintf(" - %dx%d %d-bit %s\n", x, y, c, (f&1)?"fullscreen":"windowed");*/ \
} \
} \
} while (0)
#define SDL_CHECKMODE(w, h) ((w < maxx) && (h < maxy))
#define SDL_CHECKFSMODES(w, h) \
if (w == 0 && h == 0) \
{ \
initprintf("No fullscreen modes available!\n"); \
w = MAXXDIM; \
h = MAXYDIM; \
}
#if SDL_MAJOR_VERSION != 1
#define SDL2_VIDEO_ERR(XX) \
{ \
initprintf("Unable to set video mode: " XX " failed: %s\n", SDL_GetError()); \
destroy_window_resources(); \
return -1; \
}
#define SDL2_VIDEO_FALLBACK(XX) \
{ \
initprintf("Falling back to SDL_GetWindowSurface: " XX " failed: %s\n", SDL_GetError()); \
}
#define SDL2_RENDERER_DESTROY(XX) SDL_DestroyRenderer(XX), XX = NULL
#endif
static inline void idle_waitevent_timeout(uint32_t timeout)
{
SDL_WaitEventTimeout(NULL, timeout);
}
static inline void idle_waitevent(void)
{
SDL_WaitEvent(NULL);
}
static inline void idle(void)
{
#ifndef _WIN32
usleep(1000);
#else
Sleep(1);
#endif
}
#else
#if (build_interface_layer_ != SDL)
#error "Already using the " build_interface_layer_ ". Can't now use SDL."
#endif
#endif // build_interface_layer_