view include/SDL_loadso.h @ 5127:b6c7a6b07ebf

Updated main.c for API changes Kees Bakker to sdl The main.c for the template is still targeting SDL1.2. Here is the patch to make it work for SDL1.3 (I'm hoping the mailing lists accepts attachments.) In this patch I have also changed the shell script that assembles the Template. Since there is now only one lib target (same name for "device" and "simulator" version) I copy the simulator library to the destination with the name libSDLSimulator.a. This is not a satisfactory solution, because both libraries are included in the project while only one is needed (depending on the selected environment). However, I'm not fluent with Xcode to say what a better solution would be. Kind regards, Kees Bakker
author Sam Lantinga <slouken@libsdl.org>
date Fri, 28 Jan 2011 10:37:36 -0800
parents f7b03b6838cb
children b530ef003506
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2010 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
*/

/**
 *  \file SDL_loadso.h
 *
 *  System dependent library loading routines
 *
 *  Some things to keep in mind:                                        
 *  \li These functions only work on C function names.  Other languages may
 *      have name mangling and intrinsic language support that varies from
 *      compiler to compiler.
 *  \li 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.
 *  \li 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 "SDL_stdinc.h"
#include "SDL_error.h"

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
extern "C" {
/* *INDENT-ON* */
#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
/* *INDENT-OFF* */
}
/* *INDENT-ON* */
#endif
#include "close_code.h"

#endif /* _SDL_loadso_h */

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