483 lines
18 KiB
C
483 lines
18 KiB
C
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __IRR_COMPILE_CONFIG_H_INCLUDED__
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#define __IRR_COMPILE_CONFIG_H_INCLUDED__
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//! Irrlicht SDK Version
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#define IRRLICHT_VERSION_MAJOR 1
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#define IRRLICHT_VERSION_MINOR 8
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#define IRRLICHT_VERSION_REVISION 0
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// This flag will be defined only in SVN, the official release code will have
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// it undefined
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//#define IRRLICHT_VERSION_SVN -alpha
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#define IRRLICHT_SDK_VERSION "1.8.0"
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#include <stdio.h> // TODO: Although included elsewhere this is required at least for mingw
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//! The defines for different operating system are:
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//! _IRR_XBOX_PLATFORM_ for XBox
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//! _IRR_WINDOWS_ for all irrlicht supported Windows versions
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//! _IRR_WINDOWS_CE_PLATFORM_ for Windows CE
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//! _IRR_WINDOWS_API_ for Windows or XBox
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//! _IRR_LINUX_PLATFORM_ for Linux (it is defined here if no other os is defined)
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//! _IRR_HAIKU_PLATFORM_ for Haiku
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//! _IRR_SOLARIS_PLATFORM_ for Solaris
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//! _IRR_OSX_PLATFORM_ for Apple systems running OSX
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//! _IRR_IOS_PLATFORM_ for Apple devices running iOS
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//! _IRR_ANDROID_PLATFORM_ for devices running Android
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//! _IRR_POSIX_API_ for Posix compatible systems
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//! Note: PLATFORM defines the OS specific layer, API can group several platforms
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//! DEVICE is the windowing system used, several PLATFORMs support more than one DEVICE
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//! Irrlicht can be compiled with more than one device
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//! _IRR_COMPILE_WITH_WINDOWS_DEVICE_ for Windows API based device
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//! _IRR_COMPILE_WITH_OSX_DEVICE_ for Cocoa native windowing on OSX
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//! _IRR_COMPILE_WITH_X11_DEVICE_ for Linux X11 based device
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//! _IRR_COMPILE_WITH_SDL_DEVICE_ for platform independent SDL framework
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//! Passing defines to the compiler which have NO in front of the _IRR definename is an alternative
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//! way which can be used to disable defines (instead of outcommenting them in this header).
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//! So defines can be controlled from Makefiles or Projectfiles which allows building
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//! different library versions without having to change the sources.
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//! Example: NO_IRR_COMPILE_WITH_X11_ would disable X11
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//! Uncomment this line to compile with the SDL device
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//#define _IRR_COMPILE_WITH_SDL_DEVICE_
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// Always use SDL2 in STK unless server only compilation
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#if defined(NO_IRR_COMPILE_WITH_SDL_DEVICE_)
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#undef _IRR_COMPILE_WITH_SDL_DEVICE_
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#else
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#define _IRR_COMPILE_WITH_SDL_DEVICE_
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#endif
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//! WIN32 for Windows32
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//! WIN64 for Windows64
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// The windows platform and API support SDL and WINDOW device
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#if defined(_WIN32) || defined(_WIN64) || defined(WIN32) || defined(WIN64)
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#define _IRR_WINDOWS_
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#define _IRR_WINDOWS_API_
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#endif
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#if defined(_MSC_VER) && (_MSC_VER < 1300)
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# error "Only Microsoft Visual Studio 7.0 and later are supported."
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#endif
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// XBox only suppots the native Window stuff
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#if defined(_XBOX)
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#undef _IRR_WINDOWS_
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#define _IRR_XBOX_PLATFORM_
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#define _IRR_WINDOWS_API_
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#include <xtl.h>
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#endif
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#if defined(__APPLE__) || defined(MACOSX)
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#if !defined(MACOSX)
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#define MACOSX // legacy support
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#endif
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#define _IRR_OSX_PLATFORM_ // we only support OSX on these systems
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#if defined(__ENVIRONMENT_IPHONE_OS_VERSION_MIN_REQUIRED__) || defined(__IPHONE_OS_VERSION_MIN_REQUIRED)
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#define _IRR_IOS_PLATFORM_
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#undef _IRR_COMPILE_WITH_IOS_DEVICE_
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#define _IRR_COMPILE_WITH_SDL_DEVICE_
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#define _IRR_COMPILE_WITH_OGLES2_
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#else
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#endif
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#endif
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#if defined(HAIKU)
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#define _IRR_HAIKU_PLATFORM_
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#endif
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#if defined(_IRR_HAIKU_PLATFORM_)
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#define _IRR_COMPILE_WITH_SDL_DEVICE_
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#define _IRR_COMPILE_WITH_OPENGL_
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#endif
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#if defined(ANDROID)
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#define _IRR_ANDROID_PLATFORM_
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#define _IRR_POSIX_API_
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#endif
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#if defined(_IRR_ANDROID_PLATFORM_)
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#define _IRR_COMPILE_WITH_SDL_DEVICE_
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#define _IRR_COMPILE_WITH_OGLES2_
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#endif
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#if !defined(_IRR_WINDOWS_API_) && !defined(_IRR_OSX_PLATFORM_) && !defined(_IRR_ANDROID_PLATFORM_) && !defined(_IRR_HAIKU_PLATFORM_)
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#ifndef _IRR_SOLARIS_PLATFORM_
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#define _IRR_LINUX_PLATFORM_
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#endif
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#define _IRR_POSIX_API_
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#endif
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#ifdef NO_IRR_COMPILE_WITH_WAYLAND_DEVICE_
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#undef _IRR_COMPILE_WITH_WAYLAND_DEVICE_
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#endif
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#if defined(_IRR_COMPILE_WITH_OGLES2_) && !defined(_IRR_COMPILE_WITH_IOS_DEVICE_) && !defined(_IRR_COMPILE_WITH_SDL_DEVICE_)
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#define _IRR_COMPILE_WITH_EGL_
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#endif
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//! Define _IRR_COMPILE_WITH_JOYSTICK_SUPPORT_ if you want joystick events.
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#undef _IRR_COMPILE_WITH_JOYSTICK_EVENTS_
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//! Maximum number of texture an SMaterial can have, up to 8 are supported by Irrlicht.
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#define _IRR_MATERIAL_MAX_TEXTURES_ 8
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//! Define _IRR_COMPILE_WITH_DIRECT3D_8_ and _IRR_COMPILE_WITH_DIRECT3D_9_ to
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//! compile the Irrlicht engine with Direct3D8 and/or DIRECT3D9.
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/** If you only want to use the software device or opengl you can disable those defines.
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This switch is mostly disabled because people do not get the g++ compiler compile
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directX header files, and directX is only available on Windows platforms. If you
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are using Dev-Cpp, and want to compile this using a DX dev pack, you can define
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_IRR_COMPILE_WITH_DX9_DEV_PACK_. So you simply need to add something like this
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to the compiler settings: -DIRR_COMPILE_WITH_DX9_DEV_PACK
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and this to the linker settings: -ld3dx9 -ld3dx8
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Microsoft have chosen to remove D3D8 headers from their recent DXSDKs, and
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so D3D8 support is now disabled by default. If you really want to build
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with D3D8 support, then you will have to source a DXSDK with the appropriate
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headers, e.g. Summer 2004. This is a Microsoft issue, not an Irrlicht one.
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*/
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#if defined(_IRR_WINDOWS_API_)
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//! Define _IRR_COMPILE_WITH_DIRECTINPUT_JOYSTICK_ if you want to use DirectInput for joystick handling.
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/** This only applies to Windows devices, currently only supported under Win32 device.
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If not defined, Windows Multimedia library is used, which offers also broad support for joystick devices. */
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#define _IRR_COMPILE_WITH_DIRECTINPUT_JOYSTICK_
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#ifdef NO_IRR_COMPILE_WITH_DIRECTINPUT_JOYSTICK_
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#undef _IRR_COMPILE_WITH_DIRECTINPUT_JOYSTICK_
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#endif
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//! Only define _IRR_COMPILE_WITH_DIRECT3D_8_ if you have an appropriate DXSDK, e.g. Summer 2004
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// #define _IRR_COMPILE_WITH_DIRECT3D_8_
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#ifdef NO_IRR_COMPILE_WITH_DIRECT3D_9_
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#undef _IRR_COMPILE_WITH_DIRECT3D_9_
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#else
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#define _IRR_COMPILE_WITH_DIRECT3D_9_
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#endif
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#endif
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//! Define _IRR_COMPILE_WITH_OPENGL_ to compile the Irrlicht engine with OpenGL.
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/** If you do not wish the engine to be compiled with OpenGL, comment this
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define out. */
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#if !defined(_IRR_IOS_PLATFORM_) && !defined(_IRR_ANDROID_PLATFORM_)
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#define _IRR_COMPILE_WITH_OPENGL_
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#endif
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#ifdef NO_IRR_COMPILE_WITH_OPENGL_
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#undef _IRR_COMPILE_WITH_OPENGL_
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#endif
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//! Define _IRR_COMPILE_WITH_OGLES2_ to compile the Irrlicht engine with OpenGL-ES 2.x.
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/** If you do not wish the engine to be compiled with OpenGL-ES 2.x, comment
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this define out.
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You should only use this define if you really need the OpenGL-ES driver, and
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it should be usually the only HW accelerated one. OpenGL is currently disabled
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if using this driver, to avoid problems with the ogl-es emulators.
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*/
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// #define _IRR_COMPILE_WITH_OGLES2_
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#ifdef NO_IRR_COMPILE_WITH_OGLES2_
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#undef _IRR_COMPILE_WITH_OGLES2_
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#endif
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#ifndef IRR_OGLES2_SHADER_PATH
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#ifdef _IRR_COMPILE_WITH_IOS_DEVICE_
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#define IRR_OGLES2_SHADER_PATH ""
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#elif defined(_IRR_COMPILE_WITH_ANDROID_DEVICE_)
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#define IRR_OGLES2_SHADER_PATH "media/Shaders/"
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#else
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#define IRR_OGLES2_SHADER_PATH "data/shaders/irrlicht/"
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#endif
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#endif
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//! Define _IRR_COMPILE_WITH_X11_ to compile the Irrlicht engine with X11 support.
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/** If you do not wish the engine to be compiled with X11, comment this
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define out. */
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// Only used in LinuxDevice.
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#define _IRR_COMPILE_WITH_X11_
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#ifdef NO_IRR_COMPILE_WITH_X11_
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#undef _IRR_COMPILE_WITH_X11_
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#endif
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//! Define _IRR_OPENGL_USE_EXTPOINTER_ if the OpenGL renderer should use OpenGL extensions via function pointers.
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/** On some systems there is no support for the dynamic extension of OpenGL
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via function pointers such that this has to be undef'ed. */
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#ifdef _IRR_COMPILE_WITH_OPENGL_
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#if defined(_IRR_COMPILE_WITH_SDL_DEVICE_)
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// SDL2 seems to handle this well in OSX
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#define _IRR_OPENGL_USE_EXTPOINTER_
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#elif !defined(_IRR_OSX_PLATFORM_) && !defined(_IRR_SOLARIS_PLATFORM_)
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#define _IRR_OPENGL_USE_EXTPOINTER_
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#endif
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#endif
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//! Define _IRR_OGLES2_USE_EXTPOINTER_ if the OpenGL-ES 2.x driver should use extensions via function pointers.
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/** This should usually be enabled, but also depends on the specific
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architecture. You can simply uncomment the define and recompile.
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*/
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#ifdef _IRR_COMPILE_WITH_OGLES2_
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#if !defined(_IRR_IOS_PLATFORM_)
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#define _IRR_OGLES2_USE_EXTPOINTER_
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#endif
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#endif
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//! On some Linux systems the XF86 vidmode extension or X11 RandR are missing. Use these flags
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//! to remove the dependencies such that Irrlicht will compile on those systems, too.
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//! If you don't need colored cursors you can also disable the Xcursor extension
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#if defined(_IRR_LINUX_PLATFORM_) && defined(_IRR_COMPILE_WITH_X11_)
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//#define _IRR_LINUX_X11_VIDMODE_
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#define _IRR_LINUX_X11_RANDR_
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#ifdef NO_IRR_LINUX_X11_VIDMODE_
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#undef _IRR_LINUX_X11_VIDMODE_
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#endif
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#ifdef NO_IRR_LINUX_X11_RANDR_
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#undef _IRR_LINUX_X11_RANDR_
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#endif
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//! X11 has by default only monochrome cursors, but using the Xcursor library we can also get color cursor support.
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//! If you have the need for custom color cursors on X11 then enable this and make sure you also link
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//! to the Xcursor library in your Makefile/Projectfile.
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//#define _IRR_LINUX_XCURSOR_
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#ifdef NO_IRR_LINUX_XCURSOR_
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#undef _IRR_LINUX_XCURSOR_
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#endif
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#else
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#undef _IRR_LINUX_X11_VIDMODE_
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#undef _IRR_LINUX_X11_RANDR_
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#endif
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//! Define _IRR_COMPILE_WITH_GUI_ to compile the engine with the built-in GUI
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/** Disable this if you are using an external library to draw the GUI. If you disable this then
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you will not be able to use anything provided by the GUI Environment, including loading fonts. */
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#define _IRR_COMPILE_WITH_GUI_
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#ifdef NO_IRR_COMPILE_WITH_GUI_
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#undef _IRR_COMPILE_WITH_GUI_
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#endif
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//! Define _IRR_WCHAR_FILESYSTEM to enable unicode filesystem support for the engine.
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/** This enables the engine to read/write from unicode filesystem. If you
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disable this feature, the engine behave as before (ansi). This is currently only supported
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for Windows based systems. You also have to set #define UNICODE for this to compile.
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*/
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//#define _IRR_WCHAR_FILESYSTEM
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#ifdef NO_IRR_WCHAR_FILESYSTEM
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#undef _IRR_WCHAR_FILESYSTEM
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#endif
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//! Define _IRR_COMPILE_WITH_JPEGLIB_ to enable compiling the engine using libjpeg.
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/** This enables the engine to read jpeg images. If you comment this out,
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the engine will no longer read .jpeg images. */
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#define _IRR_COMPILE_WITH_LIBJPEG_
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#ifdef NO_IRR_COMPILE_WITH_LIBJPEG_
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#undef _IRR_COMPILE_WITH_LIBJPEG_
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#endif
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//! Define _IRR_USE_NON_SYSTEM_JPEG_LIB_ to let irrlicht use the jpeglib which comes with irrlicht.
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/** If this is commented out, Irrlicht will try to compile using the jpeg lib installed in the system.
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This is only used when _IRR_COMPILE_WITH_LIBJPEG_ is defined. */
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//#define _IRR_USE_NON_SYSTEM_JPEG_LIB_
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#ifdef NO_IRR_USE_NON_SYSTEM_JPEG_LIB_
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#undef _IRR_USE_NON_SYSTEM_JPEG_LIB_
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#endif
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//! Define _IRR_COMPILE_WITH_LIBPNG_ to enable compiling the engine using libpng.
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/** This enables the engine to read png images. If you comment this out,
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the engine will no longer read .png images. */
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#define _IRR_COMPILE_WITH_LIBPNG_
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#ifdef NO_IRR_COMPILE_WITH_LIBPNG_
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#undef _IRR_COMPILE_WITH_LIBPNG_
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#endif
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//! Define _IRR_USE_NON_SYSTEM_LIBPNG_ to let irrlicht use the libpng which comes with irrlicht.
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/** If this is commented out, Irrlicht will try to compile using the libpng installed in the system.
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This is only used when _IRR_COMPILE_WITH_LIBPNG_ is defined. */
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//#define _IRR_USE_NON_SYSTEM_LIB_PNG_
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#ifdef NO_IRR_USE_NON_SYSTEM_LIB_PNG_
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#undef _IRR_USE_NON_SYSTEM_LIB_PNG_
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#endif
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//! Define _IRR_USE_NVIDIA_PERFHUD_ to opt-in to using the nVidia PerHUD tool
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/** Enable, by opting-in, to use the nVidia PerfHUD performance analysis driver
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tool <http://developer.nvidia.com/object/nvperfhud_home.html>. */
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#undef _IRR_USE_NVIDIA_PERFHUD_
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//! Uncomment the following line if you want to ignore the deprecated warnings
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#define IGNORE_DEPRECATED_WARNING
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//! Define _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_ if you want to use bone based
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/** animated meshes. If you compile without this, you will be unable to load
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B3D, MS3D or X meshes */
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#define _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
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#ifdef NO_IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
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#undef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
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#endif
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#ifdef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
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//! Define _IRR_COMPILE_WITH_B3D_LOADER_ if you want to use Blitz3D files
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#define _IRR_COMPILE_WITH_B3D_LOADER_
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#ifdef NO_IRR_COMPILE_WITH_B3D_LOADER_
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#undef _IRR_COMPILE_WITH_B3D_LOADER_
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#endif
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#endif // _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
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//! Define _IRR_COMPILE_WITH_BMP_LOADER_ if you want to load .bmp files
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//! Disabling this loader will also disable the built-in font
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#define _IRR_COMPILE_WITH_BMP_LOADER_
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#ifdef NO_IRR_COMPILE_WITH_BMP_LOADER_
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#undef _IRR_COMPILE_WITH_BMP_LOADER_
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#endif
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//! Define _IRR_COMPILE_WITH_JPG_LOADER_ if you want to load .jpg files
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#define _IRR_COMPILE_WITH_JPG_LOADER_
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#ifdef NO_IRR_COMPILE_WITH_JPG_LOADER_
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#undef _IRR_COMPILE_WITH_JPG_LOADER_
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#endif
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//! Define _IRR_COMPILE_WITH_PNG_LOADER_ if you want to load .png files
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#define _IRR_COMPILE_WITH_PNG_LOADER_
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#ifdef NO_IRR_COMPILE_WITH_PNG_LOADER_
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#undef _IRR_COMPILE_WITH_PNG_LOADER_
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#endif
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//! Define _IRR_COMPILE_WITH_BMP_WRITER_ if you want to write .bmp files
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#define _IRR_COMPILE_WITH_BMP_WRITER_
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#ifdef NO_IRR_COMPILE_WITH_BMP_WRITER_
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#undef _IRR_COMPILE_WITH_BMP_WRITER_
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#endif
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//! Define _IRR_COMPILE_WITH_JPG_WRITER_ if you want to write .jpg files
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#define _IRR_COMPILE_WITH_JPG_WRITER_
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#ifdef NO_IRR_COMPILE_WITH_JPG_WRITER_
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#undef _IRR_COMPILE_WITH_JPG_WRITER_
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#endif
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//! Define _IRR_COMPILE_WITH_PNG_WRITER_ if you want to write .png files
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#define _IRR_COMPILE_WITH_PNG_WRITER_
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#ifdef NO_IRR_COMPILE_WITH_PNG_WRITER_
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#undef _IRR_COMPILE_WITH_PNG_WRITER_
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#endif
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//! Define __IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_ if you want to open ZIP and GZIP archives
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/** ZIP reading has several more options below to configure. */
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#define __IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_
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#ifdef NO__IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_
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#undef __IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_
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#endif
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#ifdef __IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_
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//! Define _IRR_COMPILE_WITH_ZLIB_ to enable compiling the engine using zlib.
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/** This enables the engine to read from compressed .zip archives. If you
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disable this feature, the engine can still read archives, but only uncompressed
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ones. */
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#define _IRR_COMPILE_WITH_ZLIB_
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#ifdef NO_IRR_COMPILE_WITH_ZLIB_
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#undef _IRR_COMPILE_WITH_ZLIB_
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#endif
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//! Define _IRR_USE_NON_SYSTEM_ZLIB_ to let irrlicht use the zlib which comes with irrlicht.
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/** If this is commented out, Irrlicht will try to compile using the zlib
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installed on the system. This is only used when _IRR_COMPILE_WITH_ZLIB_ is
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defined. */
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//#define _IRR_USE_NON_SYSTEM_ZLIB_
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#ifdef NO_IRR_USE_NON_SYSTEM_ZLIB_
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#undef _IRR_USE_NON_SYSTEM_ZLIB_
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#endif
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#endif
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//! Define __IRR_COMPILE_WITH_MOUNT_ARCHIVE_LOADER_ if you want to mount folders as archives
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#define __IRR_COMPILE_WITH_MOUNT_ARCHIVE_LOADER_
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#ifdef NO__IRR_COMPILE_WITH_MOUNT_ARCHIVE_LOADER_
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#undef __IRR_COMPILE_WITH_MOUNT_ARCHIVE_LOADER_
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|
#endif
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//! Define __IRR_COMPILE_WITH_TAR_ARCHIVE_LOADER_ if you want to open TAR archives
|
|
#define __IRR_COMPILE_WITH_TAR_ARCHIVE_LOADER_
|
|
#ifdef NO__IRR_COMPILE_WITH_TAR_ARCHIVE_LOADER_
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|
#undef __IRR_COMPILE_WITH_TAR_ARCHIVE_LOADER_
|
|
#endif
|
|
//! Define __IRR_COMPILE_WITH_WAD_ARCHIVE_LOADER_ if you want to open WAD archives
|
|
#define __IRR_COMPILE_WITH_WAD_ARCHIVE_LOADER_
|
|
#ifdef NO__IRR_COMPILE_WITH_WAD_ARCHIVE_LOADER_
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|
#undef __IRR_COMPILE_WITH_WAD_ARCHIVE_LOADER_
|
|
#endif
|
|
|
|
//! Set FPU settings
|
|
/** Irrlicht should use approximate float and integer fpu techniques
|
|
precision will be lower but speed higher. currently X86 only
|
|
*/
|
|
#if !defined(_IRR_OSX_PLATFORM_) && !defined(_IRR_SOLARIS_PLATFORM_)
|
|
//#define IRRLICHT_FAST_MATH
|
|
#ifdef NO_IRRLICHT_FAST_MATH
|
|
#undef IRRLICHT_FAST_MATH
|
|
#endif
|
|
#endif
|
|
|
|
// Some cleanup and standard stuff
|
|
|
|
#ifdef _IRR_WINDOWS_API_
|
|
|
|
// To build Irrlicht as a static library, you must define _IRR_STATIC_LIB_ in both the
|
|
// Irrlicht build, *and* in the user application, before #including <irrlicht.h>
|
|
#ifndef _IRR_STATIC_LIB_
|
|
#ifdef IRRLICHT_EXPORTS
|
|
#define IRRLICHT_API __declspec(dllexport)
|
|
#else
|
|
#define IRRLICHT_API __declspec(dllimport)
|
|
#endif // IRRLICHT_EXPORT
|
|
#else
|
|
#define IRRLICHT_API
|
|
#endif // _IRR_STATIC_LIB_
|
|
|
|
// Declare the calling convention.
|
|
#if defined(_STDCALL_SUPPORTED)
|
|
#define IRRCALLCONV __stdcall
|
|
#else
|
|
#define IRRCALLCONV __cdecl
|
|
#endif // STDCALL_SUPPORTED
|
|
|
|
#else // _IRR_WINDOWS_API_
|
|
|
|
// Force symbol export in shared libraries built with gcc.
|
|
#if (__GNUC__ >= 4) && !defined(_IRR_STATIC_LIB_) && defined(IRRLICHT_EXPORTS)
|
|
#define IRRLICHT_API __attribute__ ((visibility("default")))
|
|
#else
|
|
#define IRRLICHT_API
|
|
#endif
|
|
|
|
#define IRRCALLCONV
|
|
|
|
#endif // _IRR_WINDOWS_API_
|
|
|
|
// We need to disable DIRECT3D9 support for Visual Studio 6.0 because
|
|
// those $%&$!! disabled support for it since Dec. 2004 and users are complaining
|
|
// about linker errors. Comment this out only if you are knowing what you are
|
|
// doing. (Which means you have an old DX9 SDK and VisualStudio6).
|
|
#ifdef _MSC_VER
|
|
#if (_MSC_VER < 1300 && !defined(__GNUC__))
|
|
#undef _IRR_COMPILE_WITH_DIRECT3D_9_
|
|
#pragma message("Compiling Irrlicht with Visual Studio 6.0, support for DX9 is disabled.")
|
|
#endif
|
|
#endif
|
|
|
|
#ifndef _IRR_WINDOWS_API_
|
|
#undef _IRR_WCHAR_FILESYSTEM
|
|
#endif
|
|
|
|
#if defined(__sparc__) || defined(__sun__)
|
|
#define __BIG_ENDIAN__
|
|
#endif
|
|
|
|
#if defined(_IRR_SOLARIS_PLATFORM_)
|
|
#undef _IRR_COMPILE_WITH_JOYSTICK_EVENTS_
|
|
#endif
|
|
|
|
//! Define __IRR_HAS_S64 if the irr::s64 type should be enable (needs long long, available on most platforms, but not part of ISO C++ 98)
|
|
#define __IRR_HAS_S64
|
|
#ifdef NO__IRR_HAS_S64
|
|
#undef __IRR_HAS_S64
|
|
#endif
|
|
|
|
#endif // __IRR_COMPILE_CONFIG_H_INCLUDED__
|
|
|