📄 cpw_config.h
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#define CPW_LOCALHOST_H "../win32/cpw_win32.h"
/****************************************************/
/* platform's OpenGL header includes */
/****************************************************/
#define CPW_OPENGL_H <gl/gl.h>
/****************************************************/
/* platform's GLU header includes */
/****************************************************/
#define CPW_GLU_H <gl/glu.h>
/****************************************************/
/* auto link WIN32's OpenGL library's. change this */
/* if your using an alternate library. */
/****************************************************/
#pragma comment (lib, "opengl32.lib")
#pragma comment (lib, "glu32.lib")
/****************************************************/
/* auto link to freetype */
/****************************************************/
#if defined(CPWDLL_EXPORTS)
#if defined(_DEBUG)
#pragma comment (lib, "freetype206MT_D.lib" )
#else
#pragma comment (lib, "freetype206MT.lib" )
#endif
#endif
#if defined(CPW_EXTERN)
#pragma comment (lib, "CpwLib.lib" )
#pragma comment (lib, "freetype206MT.lib" )
#endif
#if defined(CPWDLL_EXTERN)
#pragma comment (lib, "CpwDLL.lib" )
#endif
#if defined(CPWDLLDBG_EXTERN)
#pragma comment (lib, "CpwDLL_dbg.lib" )
#endif
#if defined(CPWEXTDLL_EXTERN)
#pragma comment (lib, "CpwExtDLL.lib" )
#endif
/****************************************************/
/* external API exporting macro */
/****************************************************/
#ifdef _LIB
#define CPW_API extern /* building the static lib */
#elif CPWDLL_EXPORTS /* building the dll */
#define CPW_API __declspec(dllexport)
#else
#define CPW_API /* nothing */
#endif
/****************************************************/
/* platform's inline function declaration */
/****************************************************/
#define CPW_INLINE __inline
/****************************************************/
/* platform's type definitions */
/****************************************************/
#ifndef bool
#define bool BOOL
#endif
#ifndef false
#define false FALSE
#endif
#ifndef true
#define true TRUE
#endif
#ifndef null
#define null NULL
#endif
#define pVoid void*
#define pChar char*
#define uint_8 unsigned __int8
#define uint_16 unsigned __int16
#define uint_32 unsigned __int32
#define int_16 __int16
#define int_32 __int32
#define int_64 __int64
#define float_32 float
#define float_64 double
#define long_32 LONG32
/****************************************************/
/* memory allocators - override to suit you needs */
/****************************************************/
#define cpwmalloc malloc
#define cpwrealloc realloc
#define cpwfree free
/*************************************************************************/
/* */
/* <Include Macro> */
/* FreeType Font Library include header location. */
/* */
/* <Description> */
/* Points to your local FreeType include headers directory. */
/* */
/* Chances are you need to change this to compile Cpw on your box. */
/* The Win32 VC 6.0 projects have an include search path in them that */
/* is specific to my box: '../../../freetype-2.0.6/include' which */
/* assumes the FreeType project sits in the same root as the Cpw */
/* project directory and is FreeType version 2.0.6. */
/* */
/*************************************************************************/
#define CPW_FREETYPE_H "freetype/freetype.h"
/*************************************************************************/
/* */
/* <Limits Define> */
/* CPW_MAX_BUTTONS */
/* */
/* <Description> */
/* The maximum number of buttons on a mouse. */
/* For Win32, we have 2 standard plus the wheel/middle button. */
/* */
/*************************************************************************/
#define CPW_MAX_BUTTONS 3
/*************************************************************************/
/* */
/* <Define> */
/* CPW_LOCALHOST_DIRDIV */
/* */
/* <Description> */
/* The directory dividing character. Used in cpw_fonts.c */
/* */
/*************************************************************************/
#define CPW_LOCALHOST_DIRDIV "\\"
/*************************************************************************/
/* */
/* <Compile Switch> */
/* CPW_DIRECTINPUT_JOYSTICKACCESS */
/* */
/* <Description> */
/* Direct input joystick or windows base services joystick access. */
/* Comment this out if you always want to use winbase access. Note */
/* Cpw will fall through to winbase joystick access if the required */
/* di interfaces are not available on the host running the Cpw app. */
/* See the win32 adapter for more information. Only comment this out */
/* if you specifically want winbase or if you don't have the di sdk */
/* installed on your development machine. */
/* */
/* Commenting this out removes di joystick code, saving space. */
/* */
/*************************************************************************/
/* #define CPW_DIRECTINPUT_JOYSTICKACCESS */
/*************************************************************************/
/* */
/* <Compile Switch> */
/* CPW_DIRECTINPUT_MOUSEACCESS */
/* */
/* <Description> */
/* Direct input mouse access. This is primarily for game programmers. */
/* Mouse input with directinput has no mouse cursors! So don't use */
/* this unless your writing a full screen game or app that doesn't */
/* need the mouse cursor to display. (you could draw your own cursor */
/* if you wanted to I suppose) Also note, di mouse access must be */
/* associated with a window. The di interface is initialized the */
/* first time cpwMouseState is called. (Event callbacks are not */
/* supported - it is assumed your going for speed and as such, */
/* would not use a callback mechanism for mouse input.) Make sure */
/* your window is created and in the foreground before calling */
/* cpwMouseState for the first time. */
/* */
/* For mouse access you must compile with and your clients must */
/* have DirectInput 3 or greater. */
/* */
/* Commenting this out removes di mouse code, saving space. */
/* */
/*************************************************************************/
/* #define CPW_DIRECTINPUT_MOUSEACCESS */
/*************************************************************************/
/* */
/* <Compile Switch> */
/* CPW_DIRECTINPUT_KEYBOARDACCESS */
/* */
/* <Description> */
/* Direct input keyboard access. Is there a need? I've found Cpw's */
/* keyboard event callbacks more than adequate, even for game */
/* programming. There just isn't that much data / cpu time associated */
/* with a key presses. They are 'low bandwidth'. */
/* */
/* * Currently NOT implemented * */
/* */
/* Commenting this out removes di keyboard code, saving space. */
/* */
/*************************************************************************/
/* #define CPW_DIRECTINPUT_KEYBOARDACCESS */
/*************************************************************************/
/* */
/* <MS Compile Switch> */
/* DIRECTINPUT_VERSION */
/* */
/* <Description> */
/* Direct input version to use. If you are using winbase for input */
/* this value has no signifigance. DirectInput must have this defined */
/* or it will default to the current version of the sdk you have */
/* installed. You should use to the lowest possible version so users */
/* Don't have to install the latest runtime to run your game. To get */
/* the latest runtime on your client's machine you can optionally */
/* include the di runtime installer that comes with the disdk. */
/* */
/* For joystick access you must compile with and your clients must */
/* have DirectInput 5 or greater. */
/* */
/*************************************************************************/
#define DIRECTINPUT_VERSION 0x0500
/* #define DIRECTINPUT_VERSION 0x0700 */
/* #define DIRECTINPUT_VERSION 0x0800 */
/*************************************************************************/
/* */
/* <Compile Switch> */
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