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* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage. * D3DX11SaveTextureToFile usage is dropped and not replaced. * If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly. * If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions. * GLew updated to 1.10.0 * compiler switches added: /volatile:iso, /d2Zi+ * LTCG available via msbuild property: DolphinRelease * SDL updated to 2.0.0 * All Externals (excl. OpenAL and SDL) are built from source. * Now uses STL version of std::{mutex,condition_variable,thread} * Now uses Build as root directory for *all* intermediate files * Binary directory is populated as post-build msbuild action * .gitignore is simplified * UnitTests project is no longer compiled
106 lines
3.4 KiB
C
106 lines
3.4 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_system.h
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*
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* Include file for platform specific SDL API functions
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*/
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#ifndef _SDL_system_h
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#define _SDL_system_h
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#include "SDL_stdinc.h"
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#if defined(__IPHONEOS__) && __IPHONEOS__
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#include "SDL_video.h"
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#include "SDL_keyboard.h"
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#endif
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* Platform specific functions for iOS */
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#if defined(__IPHONEOS__) && __IPHONEOS__
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extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
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extern DECLSPEC void SDLCALL SDL_iPhoneSetEventPump(SDL_bool enabled);
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#endif /* __IPHONEOS__ */
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/* Platform specific functions for Android */
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#if defined(__ANDROID__) && __ANDROID__
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/* Get the JNI environment for the current thread
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This returns JNIEnv*, but the prototype is void* so we don't need jni.h
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*/
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extern DECLSPEC void * SDLCALL SDL_AndroidGetJNIEnv();
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/* Get the SDL Activity object for the application
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This returns jobject, but the prototype is void* so we don't need jni.h
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The jobject returned by SDL_AndroidGetActivity is a local reference.
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It is the caller's responsibility to properly release it
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(using env->Push/PopLocalFrame or manually with env->DeleteLocalRef)
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*/
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extern DECLSPEC void * SDLCALL SDL_AndroidGetActivity();
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/* See the official Android developer guide for more information:
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http://developer.android.com/guide/topics/data/data-storage.html
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*/
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#define SDL_ANDROID_EXTERNAL_STORAGE_READ 0x01
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#define SDL_ANDROID_EXTERNAL_STORAGE_WRITE 0x02
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/* Get the path used for internal storage for this application.
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This path is unique to your application and cannot be written to
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by other applications.
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*/
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extern DECLSPEC const char * SDLCALL SDL_AndroidGetInternalStoragePath();
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/* Get the current state of external storage, a bitmask of these values:
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SDL_ANDROID_EXTERNAL_STORAGE_READ
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SDL_ANDROID_EXTERNAL_STORAGE_WRITE
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If external storage is currently unavailable, this will return 0.
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*/
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extern DECLSPEC int SDLCALL SDL_AndroidGetExternalStorageState();
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/* Get the path used for external storage for this application.
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This path is unique to your application, but is public and can be
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written to by other applications.
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*/
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extern DECLSPEC const char * SDLCALL SDL_AndroidGetExternalStoragePath();
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#endif /* __ANDROID__ */
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include "close_code.h"
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#endif /* _SDL_system_h */
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/* vi: set ts=4 sw=4 expandtab: */
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