sdl.h
author Darkvater
Sun, 03 Sep 2006 23:02:42 +0000
changeset 4540 ceddbcae93d9
parent 4256 5e29191a88a1
permissions -rw-r--r--
(svn r6369) -Fix (r5886): On loading of game in scenario editor the player was given
the maximum amount of money so everything can be removed for sure. However
if first rails are removed (or property in general that *gives* money
when demolished, the player's money would overflow. Thanks for noticing Rubidium.
/* $Id$ */

#ifndef SDL_H
#define SDL_H

const char* SdlOpen(uint32 x);
void SdlClose(uint32 x);

#ifdef WIN32
	#define DYNAMICALLY_LOADED_SDL
#endif

#ifdef DYNAMICALLY_LOADED_SDL
	#include <SDL.h>

	typedef struct SDLProcs {
		int (SDLCALL *SDL_Init)(Uint32);
		int (SDLCALL *SDL_InitSubSystem)(Uint32);
		char *(SDLCALL *SDL_GetError)(void);
		void (SDLCALL *SDL_QuitSubSystem)(Uint32);
		void (SDLCALL *SDL_UpdateRect)(SDL_Surface *, Sint32, Sint32, Uint32, Uint32);
		void (SDLCALL *SDL_UpdateRects)(SDL_Surface *, int, SDL_Rect *);
		int (SDLCALL *SDL_SetColors)(SDL_Surface *, SDL_Color *, int, int);
		void (SDLCALL *SDL_WM_SetCaption)(const char *, const char *);
		int (SDLCALL *SDL_ShowCursor)(int);
		void (SDLCALL *SDL_FreeSurface)(SDL_Surface *);
		int (SDLCALL *SDL_PollEvent)(SDL_Event *);
		void (SDLCALL *SDL_WarpMouse)(Uint16, Uint16);
		uint32 (SDLCALL *SDL_GetTicks)(void);
		int (SDLCALL *SDL_OpenAudio)(SDL_AudioSpec *, SDL_AudioSpec*);
		void (SDLCALL *SDL_PauseAudio)(int);
		void (SDLCALL *SDL_CloseAudio)(void);
		int (SDLCALL *SDL_LockSurface)(SDL_Surface*);
		void (SDLCALL *SDL_UnlockSurface)(SDL_Surface*);
		SDLMod (SDLCALL *SDL_GetModState)(void);
		void (SDLCALL *SDL_Delay)(Uint32);
		void (SDLCALL *SDL_Quit)(void);
		SDL_Surface *(SDLCALL *SDL_SetVideoMode)(int, int, int, Uint32);
		int (SDLCALL *SDL_EnableKeyRepeat)(int, int);
		void (SDLCALL *SDL_EnableUNICODE)(int);
		void (SDLCALL *SDL_VideoDriverName)(char *, int);
		SDL_Rect **(SDLCALL *SDL_ListModes)(void *, int);
		Uint8 *(SDLCALL *SDL_GetKeyState)(int *);
		SDL_Surface *(SDLCALL *SDL_LoadBMP_RW)(SDL_RWops *, int);
		SDL_RWops *(SDLCALL *SDL_RWFromFile)(const char *, const char *);
		int (SDLCALL *SDL_SetColorKey)(SDL_Surface *, Uint32, Uint32);
		void (SDLCALL *SDL_WM_SetIcon)(SDL_Surface *, Uint8 *);
		Uint32 (SDLCALL *SDL_MapRGB)(SDL_PixelFormat *, Uint8, Uint8, Uint8);
	} SDLProcs;

	extern SDLProcs sdl_proc;

	#define SDL_CALL sdl_proc.
#else
	#define SDL_CALL
#endif

#endif /* SDL_H */