Mercurial > sdl-ios-xcode
view include/SDL_loadso.h @ 865:92615154bb68
Date: Sun, 29 Feb 2004 15:14:22 +0200
From: Martin_Storsj
Subject: Dynamic loading of ALSA
I recently discovered that SDL can dynamically load ESD and aRts, and
made a patch which adds this same functionality to ALSA.
The update for configure.in isn't too good (it should e.g. look for
libasound.so in other directories than /usr/lib), because I'm not too
good at shellscripting and autoconf.
The reason for using dlfcn.h and dlopen instead of SDL_LoadLibrary and
SDL_LoadFunction is that libasound uses versioned symbols, and it is
necessary to load the correct version using dlvsym. This isn't probably
any real portability issue, because ALSA is linux-only.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 02 Mar 2004 12:49:16 +0000 |
parents | b8d311d90021 |
children | c9b51268668f |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2004 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 */ #ifdef SAVE_RCSID static char rcsid = "@(#) $Id$"; #endif /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ /* System dependent library loading routines */ /* Some things to keep in mind: - These functions only work on C function names. Other languages may have name mangling and intrinsic language support that varies from compiler to compiler. - Make sure you declare your function pointers with the same calling convention as the actual library function. Your code will crash mysteriously if you do not do this. - Avoid namespace collisions. If you load a symbol from the library, it is not defined whether or not it goes into the global symbol namespace for the application. If it does and it conflicts with symbols in your code or other shared libraries, you will not get the results you expect. :) */ #ifndef _SDL_loadso_h #define _SDL_loadso_h #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* This function dynamically loads a shared object and returns a pointer * to the object handle (or NULL if there was an error). * The 'sofile' parameter is a system dependent name of the object file. */ extern DECLSPEC void * SDLCALL SDL_LoadObject(const char *sofile); /* Given an object handle, this function looks up the address of the * named function in the shared object and returns it. This address * is no longer valid after calling SDL_UnloadObject(). */ extern DECLSPEC void * SDLCALL SDL_LoadFunction(void *handle, const char *name); /* Unload a shared object from memory */ extern DECLSPEC void SDLCALL SDL_UnloadObject(void *handle); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_loadso_h */