#ifndef _GAME_H_
#define _GAME_H_
+#if (defined(__APPLE__) && defined(__MACH__))
+# ifdef PLATFORM_MACOSX
+# error Do not define PLATFORM_MACOSX for new builds. It is for the old Carbonized build.
+# endif
+#endif
+
#ifdef PLATFORM_MACOSX
#include <Carbon.h>
#include "Quicktime.h"
//#include <glut.h>
#include "TGALoader.h"
-#ifdef WIN32
-#include "WinInput.h"
-#elif USE_SDL
+
+#if USE_SDL
#include "SDL.h"
-#include "SDLInput.h"
+#endif
+
+#if !PLATFORM_MACOSX
+#include "WinInput.h"
#else
#include "Macinput.h"
#endif
+
#include "Terrain.h"
#include "Skybox.h"
#include "Skeleton.h"
extern GLuint rabbittexture;
-#ifndef TRUE
-#define TRUE 1
-#endif
-
-#ifndef FALSE
-#define FALSE 0
-#endif
-
-
class Game
{
public:
void LoadingScreen();
void FadeLoadingScreen(float howmuch);
void Dispose();
- int DrawGLScene(GLvoid);
+ int DrawGLScene(void);
void Tick();
void TickOnce();
void TickOnceAfter();
};
+#ifndef __forceinline
+# ifdef __GNUC__
+# define __forceinline inline __attribute__((always_inline))
+# endif
+#endif
+
+static __forceinline void swap_gl_buffers(void)
+{
+#ifdef WIN32
+ extern HDC hDC;
+ SwapBuffers( hDC);
+#elif USE_SDL
+ SDL_GL_SwapBuffers();
+#elif PLATFORM_MACOSX
+ extern AGLContext gaglContext;
+ aglSwapBuffers(gaglContext);
+#else
+ #error define your platform.
+#endif
+}
+
+#ifdef __GNUC__
+#define LONGLONGCONST(x) (x##ll)
+#else
+#define LONGLONGCONST(x) (x)
+#endif
+
+extern "C" { void UndefinedSymbolToExposeStubbedCode(void); }
+//#define STUBBED(x) UndefinedSymbolToExposeStubbedCode();
+#define STUBBED(x) { static bool seen = false; if (!seen) { seen = true; fprintf(stderr, "STUBBED: %s at %s:%d\n", x, __FILE__, __LINE__); } }
+//#define STUBBED(x)
+
#endif