Some preparation work for new platform support.
- Added a "PSP" compile-time define to clean up some compile time checks (replaced !WIN32 && !LINUX && !IOS with PSP) -- Wil, I am aware that this is redundant with the PSPENV variable you introduced recently, I think we can clean that up easily -- This looks like lots of changes, but most of the time I just moved some blocks here and there -- tested on VC 2010, PSP, and a bit of NDK -- I might have broken maemo, iOS, or Linux compilation, can you guys check? - Fixed some warnings reported by NDK - NDK still does not compile because recent boost additions (mutex, etc...) are apparently not supported
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@@ -3,10 +3,10 @@
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#include <JGE.h>
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#include <JLogger.h>
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#include <JRenderer.h>
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#if defined (WIN32) || defined (LINUX) || defined (IOS)
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#include <time.h>
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#else
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#if defined (PSP)
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#include <pspfpu.h>
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#else
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#include <time.h>
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#endif
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#include "WResourceManager.h"
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@@ -85,7 +85,7 @@ void GameApp::Create()
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#if !defined(QT_CONFIG) && !defined(IOS)
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#if defined (WIN32)
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_CrtSetDbgFlag ( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
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#elif not defined (LINUX)
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#elif defined (PSP)
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pspFpuSetEnable(0); //disable FPU Exceptions until we find where the FPU errors come from
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#endif
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#endif //QT_CONFIG
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@@ -356,8 +356,7 @@ void GameApp::Update()
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mCurrentState = mNextState;
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#if defined (WIN32) || defined (LINUX)
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#else
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#if defined (PSP)
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/*
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int maxLinear = ramAvailableLineareMax();
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int ram = ramAvailable();
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