mirror of
https://github.com/ZDoom/raze-gles.git
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be899ba3af
This needs improvements to bring it up to par with winlayer, but it is functional. In particular, a good amount of code from winlayer could be used for both layers, including the profiling timers, the version printing code, and the hInstance and hModule sharing. Known problems: the mouse cursor is not trapped, and the game starts before the startup window shows options. git-svn-id: https://svn.eduke32.com/eduke32@3219 1a8010ca-5511-0410-912e-c29ae57300e0
50 lines
936 B
C
50 lines
936 B
C
// SDL interface layer
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// for the Build Engine
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// by Jonathon Fowler (jf@jonof.id.au)
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#ifndef __build_interface_layer__
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#define __build_interface_layer__ SDL
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#include "sdl_inc.h"
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#include "compat.h"
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#include "baselayer.h"
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#ifdef _WIN32
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int32_t win_gethinstance(void);
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#endif
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struct sdlappicon {
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int32_t width,height;
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uint32_t *pixels;
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uint8_t *mask;
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};
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#if (SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION < 3) // SDL 1.2
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int32_t SDL_WaitEventTimeout(SDL_Event *event, int32_t timeout);
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#endif
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static inline void idle_waitevent_timeout(uint32_t timeout)
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{
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SDL_WaitEventTimeout(NULL, timeout);
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}
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static inline void idle_waitevent(void)
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{
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SDL_WaitEvent(NULL);
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}
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static inline void idle(void)
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{
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#ifndef _WIN32
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usleep(1000);
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#else
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Sleep(1);
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#endif
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}
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#else
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#if (__build_interface_layer__ != SDL)
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#error "Already using the " __build_interface_layer__ ". Can't now use SDL."
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#endif
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#endif // __build_interface_layer__
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