]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Game.h
More work.
[lugaru.git] / Source / Game.h
index 65cbaf1b00e5d33cd84d4a930a77dd024307f15c..6a7644cab4a57327377436ea30874c863b5b7b87 100644 (file)
@@ -2,15 +2,21 @@
 #define _GAME_H_
 
 #ifndef WIN32
+#ifdef PLATFORM_MACOSX
 #include <Carbon.h>
 #include "Quicktime.h"
 #endif
+#endif
+
 //Jordan included glut.h
 //#include <glut.h>
 
 #include "TGALoader.h"
 #ifdef WIN32
 #include "WinInput.h"
+#elif USE_SDL
+#include "SDL.h"
+//#include "SDLInput.h"
 #else
 #include "Macinput.h"
 #endif
@@ -30,7 +36,7 @@
 #include "Weapons.h"
 #include "binio.h"
 #include <fstream>
-#include "gl.h"
+#include "gamegl.h"
 
 extern GLuint rabbittexture;
 
@@ -248,19 +254,19 @@ public:
        Game();
        ~Game() {               
                for(int i=0;i<10;i++){
-                       if(Mainmenuitems[i])glDeleteTextures( 1, (const unsigned long *)&Mainmenuitems[i] );
+                       if(Mainmenuitems[i])glDeleteTextures( 1, &Mainmenuitems[i] );
                }
-               glDeleteTextures( 1, (const unsigned long *)&cursortexture );
-               glDeleteTextures( 1, (const unsigned long *)&Maparrowtexture );
-               glDeleteTextures( 1, (const unsigned long *)&Mapboxtexture );
-               glDeleteTextures( 1, (const unsigned long *)&Mapcircletexture );
-               glDeleteTextures( 1, (const unsigned long *)&terraintexture );
-               glDeleteTextures( 1, (const unsigned long *)&terraintexture2 );
-               if(screentexture>0)glDeleteTextures( 1, (const unsigned long *)&screentexture );
-               if(screentexture2>0)glDeleteTextures( 1, (const unsigned long *)&screentexture2 );
-               glDeleteTextures( 1, (const unsigned long *)&hawktexture );
-               glDeleteTextures( 1, (const unsigned long *)&logotexture );
-               glDeleteTextures( 1, (const unsigned long *)&loadscreentexture );
+               glDeleteTextures( 1, &cursortexture );
+               glDeleteTextures( 1, &Maparrowtexture );
+               glDeleteTextures( 1, &Mapboxtexture );
+               glDeleteTextures( 1, &Mapcircletexture );
+               glDeleteTextures( 1, &terraintexture );
+               glDeleteTextures( 1, &terraintexture2 );
+               if(screentexture>0)glDeleteTextures( 1, &screentexture );
+               if(screentexture2>0)glDeleteTextures( 1, &screentexture2 );
+               glDeleteTextures( 1, &hawktexture );
+               glDeleteTextures( 1, &logotexture );
+               glDeleteTextures( 1, &loadscreentexture );
 
                Dispose();
        }