//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #ifndef _PLATFORMMACCARB_H_ #define _PLATFORMMACCARB_H_ // NOTE: Placing system headers before Torque's platform.h will work around the Torque-Redefines-New problems. #include #include //#include #include "platform/platform.h" class MacCarbPlatState { public: GDHandle hDisplay; WindowPtr appWindow; char appWindowTitle[256]; bool quit; void * ctx; // was an AGLContext -- but didn't want to inc AGL.h and all... S32 desktopBitsPixel; S32 desktopWidth; S32 desktopHeight; U32 currentTime; U32 osVersion; bool osX; TSMDocumentID tsmDoc; bool tsmActive; MacCarbPlatState(); }; extern MacCarbPlatState platState; extern bool GL_EXT_Init(); extern WindowPtr CreateOpenGLWindow( GDHandle hDevice, U32 width, U32 height, bool fullScreen ); extern WindowPtr CreateCurtain( GDHandle hDevice, U32 width, U32 height ); U32 GetMilliseconds(); U8* str2p(const char *str); U8* str2p(const char *str, U8 *dst_p); char* p2str(U8 *p); char* p2str(U8 *p, char *dst_str); U8 TranslateOSKeyCode(U8 vcode); // earlier versions of OSX don't have these convinience macros, so manually stick them here. #ifndef IntToFixed #define IntToFixed(a) ((Fixed)(a) <<16) #define FixedToInt(a) ((short)(((Fixed)(a) + fixed1/2) >> 16)) #endif #endif //_PLATFORMMACCARB_H_