Mercurial > sdl-ios-xcode
annotate Xcode/TemplatesForXcode/SDL Cocoa Application/SDLMain.h @ 2847:7d020441fa81
Don't hardcode RECT for fragment program texture targets.
Now we can generate what a given system needs when compiling the shader.
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Sun, 07 Dec 2008 07:06:34 +0000 |
parents | 4d2d0548f5b2 |
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2207
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Sam Lantinga <slouken@libsdl.org>
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1 /* SDLMain.m - main entry point for our Cocoa-ized SDL app |
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Sam Lantinga <slouken@libsdl.org>
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2 Initial Version: Darrell Walisser <dwaliss1@purdue.edu> |
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3 Non-NIB-Code & other changes: Max Horn <max@quendi.de> |
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4 |
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5 Feel free to customize this file to suit your needs |
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6 */ |
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7 |
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8 #import <Cocoa/Cocoa.h> |
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9 |
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10 @interface SDLMain : NSObject |
4d2d0548f5b2
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Sam Lantinga <slouken@libsdl.org>
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11 - (IBAction)prefsMenu:(id)sender; |
4d2d0548f5b2
Don't run indent on the Xcode templates
Sam Lantinga <slouken@libsdl.org>
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2213
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12 - (IBAction)newGame:(id)sender; |
4d2d0548f5b2
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Sam Lantinga <slouken@libsdl.org>
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2213
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13 - (IBAction)openGame:(id)sender; |
4d2d0548f5b2
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Sam Lantinga <slouken@libsdl.org>
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2213
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14 - (IBAction)saveGame:(id)sender; |
4d2d0548f5b2
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Sam Lantinga <slouken@libsdl.org>
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2213
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15 - (IBAction)saveGameAs:(id)sender; |
4d2d0548f5b2
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Sam Lantinga <slouken@libsdl.org>
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2213
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16 - (IBAction)help:(id)sender; |
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17 @end |