Mercurial > sdl-ios-xcode
annotate include/SDL_loadso.h @ 916:46916168361d
Date: Sun, 25 Jul 2004 23:10:03 +0800
From: Chris Taylor
Subject: SDL for Macintosh Programmer's Workshop: removed dynamic loading
I'm working on a game called D2X which uses SDL, and I recently ported
it to Mac OS 9. I used MPW to build it. It uses OpenGL. To get it to
work, I had to build SDL so it doesn't dynamically load OpenGL. This is
because I don't think MPW supports dynamic loading. The following patch
makes sure when SDL is built under MPW, dynamic loading of shared
libraries is disabled.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sun, 25 Jul 2004 19:43:56 +0000 |
parents | b8d311d90021 |
children | c9b51268668f |
rev | line source |
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648
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1 /* |
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2 SDL - Simple DirectMedia Layer |
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Updated copyright information for 2004 (Happy New Year!)
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3 Copyright (C) 1997-2004 Sam Lantinga |
648
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4 |
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5 This library is free software; you can redistribute it and/or |
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6 modify it under the terms of the GNU Library General Public |
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7 License as published by the Free Software Foundation; either |
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8 version 2 of the License, or (at your option) any later version. |
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9 |
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10 This library is distributed in the hope that it will be useful, |
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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13 Library General Public License for more details. |
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14 |
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15 You should have received a copy of the GNU Library General Public |
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16 License along with this library; if not, write to the Free |
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17 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
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18 |
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19 Sam Lantinga |
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20 slouken@libsdl.org |
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21 */ |
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22 |
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23 #ifdef SAVE_RCSID |
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24 static char rcsid = |
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25 "@(#) $Id$"; |
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26 #endif |
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27 |
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28 /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ |
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29 /* System dependent library loading routines */ |
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30 |
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Added some notes from the benefit of my experience. :)
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31 /* Some things to keep in mind: |
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32 - These functions only work on C function names. Other languages may |
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33 have name mangling and intrinsic language support that varies from |
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34 compiler to compiler. |
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35 - Make sure you declare your function pointers with the same calling |
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36 convention as the actual library function. Your code will crash |
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37 mysteriously if you do not do this. |
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38 - Avoid namespace collisions. If you load a symbol from the library, |
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39 it is not defined whether or not it goes into the global symbol |
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40 namespace for the application. If it does and it conflicts with |
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41 symbols in your code or other shared libraries, you will not get |
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42 the results you expect. :) |
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43 */ |
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44 |
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45 |
648
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46 #ifndef _SDL_loadso_h |
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47 #define _SDL_loadso_h |
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48 |
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49 #include "begin_code.h" |
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50 /* Set up for C function definitions, even when using C++ */ |
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51 #ifdef __cplusplus |
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52 extern "C" { |
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53 #endif |
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54 |
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55 /* This function dynamically loads a shared object and returns a pointer |
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56 * to the object handle (or NULL if there was an error). |
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57 * The 'sofile' parameter is a system dependent name of the object file. |
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58 */ |
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59 extern DECLSPEC void * SDLCALL SDL_LoadObject(const char *sofile); |
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60 |
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61 /* Given an object handle, this function looks up the address of the |
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62 * named function in the shared object and returns it. This address |
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63 * is no longer valid after calling SDL_UnloadObject(). |
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64 */ |
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65 extern DECLSPEC void * SDLCALL SDL_LoadFunction(void *handle, const char *name); |
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66 |
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67 /* Unload a shared object from memory */ |
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68 extern DECLSPEC void SDLCALL SDL_UnloadObject(void *handle); |
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69 |
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70 /* Ends C function definitions when using C++ */ |
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71 #ifdef __cplusplus |
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72 } |
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73 #endif |
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74 #include "close_code.h" |
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75 |
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76 #endif /* _SDL_loadso_h */ |