Mercurial > sdl-ios-xcode
view src/video/riscos/SDL_riscostask.h @ 2960:91708bc14aab
It's probably not worth pushing palettized textures. The memory optimization
isn't worth the effort on modern hardware with the sorts of games that would
be using the SDL 1.3 texture API.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Fri, 02 Jan 2009 09:27:36 +0000 |
parents | 99210400e8b9 |
children | f7b03b6838cb |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" /* This file added by Alan Buckley (alan_baa@hotmail.com) to support RISC OS 26 March 2003 */ /* Task initialisation/Clean up */ extern int RISCOS_InitTask(); extern void RISCOS_ExitTask(); extern int RISCOS_GetWimpVersion(); extern int RISCOS_GetTaskHandle(); /* Wimp mode saveing/restoring */ extern void RISCOS_StoreWimpMode(); extern void RISCOS_RestoreWimpMode(); /* vi: set ts=4 sw=4 expandtab: */