#ifndef _GAME_H_
#define _GAME_H_
-#if USE_SDL
#include "SDL.h"
-#endif
#if (defined(__APPLE__) && defined(__MACH__))
# ifdef PLATFORM_MACOSX
#include "Lights.h"
#include "Person.h"
#include "Constants.h"
-#include "fmod.h"
#include "Sprites.h"
//#include <agl.h>
#include "Text.h"
int loaddistrib;
int keyselect;
int indemo;
- int registered;
bool won;
bool oldattackkey;
long long MD5_string (char *string);
- static void LoadTexture(char *fileName, GLuint *textureid,int mipmap, bool hasalpha);
- static void LoadTextureSave(char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize);
- void LoadSave(char *fileName, GLuint *textureid,bool mipmap,GLubyte *array, int *skinsize);
- bool AddClothes(char *fileName, GLuint *textureid,bool mipmap,GLubyte *array, int *skinsize);
+ static void LoadTexture(const char *fileName, GLuint *textureid,int mipmap, bool hasalpha);
+ static void LoadTextureSave(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize);
+ void LoadSave(const char *fileName, GLuint *textureid,bool mipmap,GLubyte *array, int *skinsize);
+ bool AddClothes(const char *fileName, GLuint *textureid,bool mipmap,GLubyte *array, int *skinsize);
void InitGame();
void LoadStuff();
void LoadingScreen();
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__