mirror of
https://github.com/ZDoom/raze-gles.git
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fcf9beae6a
Credit to Plagman for the idea and doing the work on the game side, which is included in this commit. (Building as C++ will give us features with which we can make improvements and optimizations on the multiplayer code and Polymer.) git-svn-id: https://svn.eduke32.com/eduke32@3116 1a8010ca-5511-0410-912e-c29ae57300e0
40 lines
881 B
C
40 lines
881 B
C
// Windows DIB/DirectDraw 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__ WIN
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extern int32_t backgroundidle; // set to 1 to tell winlayer to go to idle priority when inactive
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extern uint32_t maxrefreshfreq;
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extern int32_t glusecds;
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extern char di_disabled;
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int32_t win_gethwnd(void);
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int32_t win_gethinstance(void);
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void win_allowtaskswitching(int32_t onf);
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int32_t win_checkinstance(void);
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extern void idle_waitevent_timeout(uint32_t timeout);
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static inline void idle_waitevent(void)
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{
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idle_waitevent_timeout(100);
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}
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static inline void idle(void)
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{
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idle_waitevent();
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}
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#include "baselayer.h"
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#else
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#if (__build_interface_layer__ != WIN)
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#error "Already using the " __build_interface_layer__ ". Can't now use Windows."
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#endif
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#endif // __build_interface_layer__
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