Mercurial > sdl-ios-xcode
view src/video/win32/SDL_win32events.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 Lesser General Public License as published by the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #ifndef _SDL_win32events_h #define _SDL_win32events_h extern LPTSTR SDL_Appname; extern Uint32 SDL_Appstyle; extern HINSTANCE SDL_Instance; extern LRESULT CALLBACK WIN_WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam); extern void WIN_PumpEvents(_THIS); extern void WIN_SetError(const char *prefix); #endif /* _SDL_win32events_h */ /* vi: set ts=4 sw=4 expandtab: */