linux compile fix, I'm not sure it was right of me to remove the mmsystem include (was it used?) but if it's

for the timer function please put it in Timer.h and not in each seperate file.
(And yes, I have a script that does that).


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3448 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
nakeee 2009-06-15 06:39:26 +00:00
parent 5c04af50a4
commit 75045807a7
5 changed files with 58 additions and 83 deletions

View file

@ -16,12 +16,12 @@
// http://code.google.com/p/dolphin-emu/
//////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Plugin Documentation
/* ッッッッッッッッッッッッッ
/*
1.1 Display settings
// ッッッッッッッッッッッッッ
Internal and fullscreen resolution: Since the only internal resolutions allowed are also
fullscreen resolution allowed by the system there is only need for one resolution setting
@ -32,7 +32,7 @@ applies instantly. To do this we need to enumerate all avaliable display resolut
Renderer:Init().
1.2 Screenshots
// ッッッッッッッッッッッッッ
The screenshots should be taken from the internal representation of the picture regardless of
what the current window size is. Since AA and wireframe is applied together with the picture resizing
@ -43,11 +43,11 @@ Todo: Render AA and wireframe to a separate picture used for the screenshot in a
for display.
1.3 AA
// ッッッッッッッッッッッッッ
Make AA apply instantly during gameplay if possible
////////////////////////////////////////////////////////////////////////////////////////*/
*/
@ -162,9 +162,9 @@ void DllConfig(HWND _hParent)
//Console::Open();
#if defined(_WIN32) && defined(HAVE_WX) && HAVE_WX
// ---------------------------------------------------------------
// Search for avaliable resolutions
// ---------------------
DWORD iModeNum = 0;
DEVMODE dmi;
ZeroMemory(&dmi, sizeof(dmi));
@ -380,9 +380,8 @@ void Shutdown(void)
}
//////////////////////////////////////////////////////////////////////////////////////////
// Enter and exit the video loop
// ッッッッッッッッッッッッッッッッッッッッッッッッッッッッ
void Video_EnterLoop()
{
Fifo_EnterLoop(g_VideoInitialize);
@ -392,12 +391,12 @@ void Video_ExitLoop()
{
Fifo_ExitLoop();
}
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// Screenshot and screen message
// ッッッッッッッッッッッッッッッッッッッッッッッッッッッッ
void Video_Screenshot(const char *_szFilename)
{
Renderer::SetScreenshot(_szFilename);
@ -407,12 +406,11 @@ void Video_AddMessage(const char* pstr, u32 milliseconds)
{
OSD::AddMessage(pstr, milliseconds);
}
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// Run from the CPU thread (from VideoInterface.cpp) for certain homebrew games only
// ッッッッッッッッッッッッッッッッッッッッッッッッッッッッ
void Video_UpdateXFB(u8* _pXFB, u32 _dwWidth, u32 _dwHeight, s32 _dwYOffset, bool scheduling)
{
if (g_Config.bUseXFB && XFB_isInit())
@ -437,4 +435,4 @@ void Video_UpdateXFB(u8* _pXFB, u32 _dwWidth, u32 _dwHeight, s32 _dwYOffset, boo
}
}
}
/////////////////////////////////////////////////////////////////////////////////////////