- removed Windows.h include from gl_system.h and cleaned up that file. This means that most OpenGL sources can now be compiled without any Windows dependencies, which is significantly faster.

This commit is contained in:
Christoph Oelckers 2017-03-09 13:16:01 +01:00
parent 396c570a96
commit e080f0cf89
3 changed files with 4 additions and 84 deletions

View File

@ -1,40 +1,6 @@
#ifndef __GL_PCH_H
#define __GL_PCH_H
#ifdef _WIN32
//#define __RPCNDR_H__ // this header causes problems!
//#define __wtypes_h__
#define WIN32_LEAN_AND_MEAN
#define _WIN32_WINDOWS 0x410
#ifndef _WIN32_WINNT
#define _WIN32_WINNT 0x0501 // Support the mouse wheel and session notification.
#define _WIN32_IE 0x0500
#endif
#define DIRECTINPUT_VERSION 0x800
#define DIRECTDRAW_VERSION 0x0300
#define DWORD WINDOWS_DWORD // I don't want to depend on this throughout the GL code!
#ifdef _MSC_VER
#pragma warning(disable : 4995) // MIPS
#endif
#include <windows.h>
#include <mmsystem.h>
#include <winsock.h>
#ifndef __WINE__
#include <dshow.h>
#endif
#include <d3d9.h>
//#include <dsound.h>
//#include <dinput.h>
//#include <lmcons.h>
//#include <shlobj.h>
#endif
#undef DWORD
#ifndef CALLBACK
#define CALLBACK
#endif
#include <math.h>
#include <float.h>
#include <limits.h>
@ -73,33 +39,6 @@
#include <OpenGL/OpenGL.h>
#endif
#ifdef _WIN32
#define DWORD WINDOWS_DWORD // I don't want to depend on this throughout the GL code!
//#include "gl/api/wglext.h"
#ifndef __WINE__
#undef DWORD
#endif
#else
typedef unsigned char byte;
typedef float FLOAT;
template <typename T>
inline T max( T a, T b) { return (((a)>(b)) ? (a) : (b)); }
#define _access(a,b) access(a,b)
#endif
#ifdef LoadMenu
#undef LoadMenu
#endif
#ifdef DrawText
#undef DrawText
#endif
#ifdef GetCharWidth
#undef GetCharWidth
#endif
#undef S_NORMAL
#undef OPAQUE
#ifdef _MSC_VER
@ -111,7 +50,4 @@ inline T max( T a, T b) { return (((a)>(b)) ? (a) : (b)); }
#pragma warning(disable : 4305) // truncate from double to float
#endif
#ifdef WIN32
#undef WIN32
#endif
#endif //__GL_PCH_H

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@ -9,7 +9,6 @@
extern IVideo *Video;
extern BOOL AppActive;
EXTERN_CVAR (Float, dimamount)
EXTERN_CVAR (Color, dimcolor)
@ -19,8 +18,6 @@ EXTERN_CVAR(Int, vid_defheight);
EXTERN_CVAR(Int, vid_renderer);
EXTERN_CVAR(Int, vid_adapter);
extern HINSTANCE g_hInst;
extern HWND Window;
extern IVideo *Video;
struct FRenderer;
@ -43,7 +40,7 @@ public:
// unused but must be defined
virtual void Blank ();
virtual bool PaintToWindow ();
virtual HRESULT GetHR();
virtual long/*HRESULT*/ GetHR(); // windows.h pollution prevention.
virtual bool CreateResources ();
virtual void ReleaseResources ();
@ -76,12 +73,12 @@ protected:
void SetGammaTable(uint16_t * tbl);
float m_Gamma, m_Brightness, m_Contrast;
WORD m_origGamma[768];
BOOL m_supportsGamma;
uint16_t m_origGamma[768];
bool m_supportsGamma;
bool m_Fullscreen;
int m_Width, m_Height, m_Bits, m_RefreshHz;
int m_Lock;
char m_displayDeviceNameBuffer[CCHDEVICENAME];
char m_displayDeviceNameBuffer[32/*CCHDEVICENAME*/]; // do not use windows.h constants here!
char *m_displayDeviceName;
int SwapInterval;

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@ -34,21 +34,8 @@
#ifndef __WIN32IFACE_H
#define __WIN32IFACE_H
#ifndef DIRECTDRAW_VERSION
#define DIRECTDRAW_VERSION 0x0300
#endif
#ifndef DIRECT3D_VERSION
#define DIRECT3D_VERSION 0x0900
#endif
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <ddraw.h>
#include <d3d9.h>
#include "hardware.h"
#define SAFE_RELEASE(x) { if (x != NULL) { x->Release(); x = NULL; } }
EXTERN_CVAR (Bool, vid_vsync)