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Test for libs not OS
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1417 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -90,7 +90,7 @@ inline unsigned long timeGetTime()
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#undef I_NEED_OS2_H
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#undef BOOL
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#if !defined(__APPLE__)
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#if defined(HAVE_X11) && HAVE_X11
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#include <X11/Xlib.h>
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#include <X11/Xutil.h>
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#include <X11/keysym.h>
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@ -21,7 +21,7 @@
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#include "OS/Win32.h"
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#endif
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#if defined(__APPLE__) && !defined(OSX64)
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#if defined(USE_SDL) && USE_SDL
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#include <SDL.h>
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#endif
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@ -48,7 +48,7 @@
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#include "TextureConverter.h"
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#include "VideoState.h"
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#if !defined(OSX64)
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#if HAVE_WX
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#include "Debugger/Debugger.h" // for the CDebugger class
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#endif
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SVideoInitialize g_VideoInitialize;
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@ -59,10 +59,8 @@ SVideoInitialize g_VideoInitialize;
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clsoe the window if it has auto started, and then restart it after the dll has loaded
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for the purpose of the game. At that point there is no need to use the same dll instance
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as the one that is rendering the game. However, that could be done. */
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#if defined(OSX64)
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void DllDebugger(HWND _hParent) { }
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void DoDllDebugger() { }
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#else
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#if HAVE_WX
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CDebugger* m_frame;
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void DllDebugger(HWND _hParent, bool Show)
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{
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@ -86,6 +84,9 @@ void DoDllDebugger()
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//m_frame = new CDebugger(NULL);
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//m_frame->Show();
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}
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#else
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void DllDebugger(HWND _hParent) { }
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void DoDllDebugger() { }
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#endif
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