Include windows.h in a single point in the source, so we can be consistent about the definition of UNICODE and have core utility functions for Windows that all modules can share.
I think this also fixes the bug relating to non-latin characters in filenames, since UNICODE wasn't defined in SDL_rwops.c --HG-- rename : src/SDL_android.cpp => src/core/android/SDL_android.cpp rename : src/SDL_android.h => src/core/android/SDL_android.h
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parent
1775cf40fd
commit
b4497865bd
37 changed files with 274 additions and 273 deletions
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@ -27,7 +27,7 @@
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#include "../SDL_audio_c.h"
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#include "SDL_androidaudio.h"
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#include "../../SDL_android.h"
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#include "../../core/android/SDL_android.h"
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#include <android/log.h>
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@ -23,8 +23,7 @@
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/* Allow access to a raw mixing buffer */
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include "../../core/windows/SDL_windows.h"
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#include <mmsystem.h>
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#include "SDL_timer.h"
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@ -67,21 +66,14 @@ SetMMerror(char *function, MMRESULT code)
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{
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size_t len;
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char errbuf[MAXERRORLENGTH];
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#ifdef _WIN32_WCE
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wchar_t werrbuf[MAXERRORLENGTH];
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#endif
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SDL_snprintf(errbuf, SDL_arraysize(errbuf), "%s: ", function);
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len = SDL_strlen(errbuf);
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#ifdef _WIN32_WCE
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/* UNICODE version */
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waveOutGetErrorText(code, werrbuf, MAXERRORLENGTH - len);
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WideCharToMultiByte(CP_ACP, 0, werrbuf, -1, errbuf + len,
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MAXERRORLENGTH - len, NULL, NULL);
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#else
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waveOutGetErrorText(code, errbuf + len, (UINT) (MAXERRORLENGTH - len));
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#endif
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SDL_SetError("%s", errbuf);
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}
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@ -24,6 +24,7 @@
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/* Allow access to a raw mixing buffer */
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#include "SDL_timer.h"
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#include "SDL_loadso.h"
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#include "SDL_audio.h"
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#include "../SDL_audio_c.h"
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#include "SDL_dx5audio.h"
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@ -38,19 +39,19 @@
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#endif
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/* DirectX function pointers for audio */
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static HINSTANCE DSoundDLL = NULL;
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static void* DSoundDLL = NULL;
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static HRESULT(WINAPI * DSoundCreate) (LPGUID, LPDIRECTSOUND *, LPUNKNOWN) =
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NULL;
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static void
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DSOUND_Unload(void)
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{
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if (DSoundDLL != NULL) {
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FreeLibrary(DSoundDLL);
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}
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DSoundCreate = NULL;
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DSoundDLL = NULL;
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if (DSoundDLL != NULL) {
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SDL_UnloadObject(DSoundDLL);
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DSoundDLL = NULL;
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}
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}
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@ -61,17 +62,16 @@ DSOUND_Load(void)
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DSOUND_Unload();
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DSoundDLL = LoadLibrary(TEXT("DSOUND.DLL"));
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DSoundDLL = SDL_LoadObject("DSOUND.DLL");
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if (DSoundDLL == NULL) {
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SDL_SetError("DirectSound: failed to load DSOUND.DLL");
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} else {
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/* Now make sure we have DirectX 5 or better... */
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/* (DirectSoundCaptureCreate was added in DX5) */
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if (!GetProcAddress(DSoundDLL, TEXT("DirectSoundCaptureCreate"))) {
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if (!SDL_LoadFunction(DSoundDLL, "DirectSoundCaptureCreate")) {
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SDL_SetError("DirectSound: System doesn't appear to have DX5.");
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} else {
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DSoundCreate = (void *) GetProcAddress(DSoundDLL,
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TEXT("DirectSoundCreate"));
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DSoundCreate = SDL_LoadFunction(DSoundDLL, "DirectSoundCreate");
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}
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if (!DSoundCreate) {
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@ -4,8 +4,7 @@
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/* Include all of the DirectX 5.0 headers and adds any necessary tweaks */
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include "../../core/windows/SDL_windows.h"
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#include <mmsystem.h>
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#ifndef WIN32
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#define WIN32
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