Files
scummvm/engines/ags/shared/core/platform.h
T
Thierry Crozat 7f6d7f41d4 AGS: use #if instead of #ifdef for log macros
Sprite Cache and Managed Objects produce a lot of entries in the log currently.
They use a macro to set if they should be on or not, but this macro may be set =0, with the intent of disabling.
Let's instead use #if when testing these macros.

Additionally

- only define DEBUG_MANAGED_OBJECTS if AGS_DEBUG_MANAGED_OBJECTS is true
- adds a new command line flag AGS_DEBUG_SPRITECACHE, which will only define DEBUG_SPRITECACHE if true
- guard indefinition through core/platform.h

From upstream e8bd58da2e09d844068dc087f1da153a693b7aa8
2022-10-09 18:11:02 +01:00

160 lines
5.0 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef AGS_SHARED_CORE_PLATFORM_H
#define AGS_SHARED_CORE_PLATFORM_H
#include "common/scummsys.h"
namespace AGS3 {
// platform definitions. Not intended for replacing types or checking for libraries.
// ScummVM implementation is identifying as Linux for now
#if 1
#define AGS_PLATFORM_SCUMMVM (1)
#define AGS_PLATFORM_OS_WINDOWS (0)
#define AGS_PLATFORM_OS_LINUX (1)
#define AGS_PLATFORM_OS_MACOS (0)
#define AGS_PLATFORM_OS_ANDROID (0)
#define AGS_PLATFORM_OS_IOS (0)
#define AGS_PLATFORM_OS_PSP (0)
#define AGS_PLATFORM_OS_EMSCRIPTEN (0)
// check Android first because sometimes it can get confused with host OS
#elif defined(__ANDROID__) || defined(ANDROID)
#define AGS_PLATFORM_SCUMMVM (0)
#define AGS_PLATFORM_OS_WINDOWS (0)
#define AGS_PLATFORM_OS_LINUX (0)
#define AGS_PLATFORM_OS_MACOS (0)
#define AGS_PLATFORM_OS_ANDROID (1)
#define AGS_PLATFORM_OS_IOS (0)
#define AGS_PLATFORM_OS_PSP (0)
#elif defined(_WIN32)
//define something for Windows (32-bit and 64-bit)
#define AGS_PLATFORM_SCUMMVM (0)
#define AGS_PLATFORM_OS_WINDOWS (1)
#define AGS_PLATFORM_OS_LINUX (0)
#define AGS_PLATFORM_OS_MACOS (0)
#define AGS_PLATFORM_OS_ANDROID (0)
#define AGS_PLATFORM_OS_IOS (0)
#define AGS_PLATFORM_OS_PSP (0)
#elif defined(__APPLE__)
#define AGS_PLATFORM_SCUMMVM (0)
#include "ags/shared/ags/shared/TargetConditionals.h"
#ifndef TARGET_OS_SIMULATOR
#define TARGET_OS_SIMULATOR (0)
#endif
#ifndef TARGET_OS_IOS
#define TARGET_OS_IOS (0)
#endif
#ifndef TARGET_OS_OSX
#define TARGET_OS_OSX (0)
#endif
#if TARGET_OS_SIMULATOR || TARGET_IPHONE_SIMULATOR
#define AGS_PLATFORM_OS_WINDOWS (0)
#define AGS_PLATFORM_OS_LINUX (0)
#define AGS_PLATFORM_OS_MACOS (0)
#define AGS_PLATFORM_OS_ANDROID (0)
#define AGS_PLATFORM_OS_IOS (1)
#define AGS_PLATFORM_OS_PSP (0)
#elif TARGET_OS_IOS || TARGET_OS_IPHONE
#define AGS_PLATFORM_OS_WINDOWS (0)
#define AGS_PLATFORM_OS_LINUX (0)
#define AGS_PLATFORM_OS_MACOS (0)
#define AGS_PLATFORM_OS_ANDROID (0)
#define AGS_PLATFORM_OS_IOS (1)
#define AGS_PLATFORM_OS_PSP (0)
#elif TARGET_OS_OSX || TARGET_OS_MAC
#define AGS_PLATFORM_OS_WINDOWS (0)
#define AGS_PLATFORM_OS_LINUX (0)
#define AGS_PLATFORM_OS_MACOS (1)
#define AGS_PLATFORM_OS_ANDROID (0)
#define AGS_PLATFORM_OS_IOS (0)
#define AGS_PLATFORM_OS_PSP (0)
#else
#error "Unknown Apple platform"
#endif
#elif defined(__linux__)
#define AGS_PLATFORM_OS_WINDOWS (0)
#define AGS_PLATFORM_OS_LINUX (1)
#define AGS_PLATFORM_OS_MACOS (0)
#define AGS_PLATFORM_OS_ANDROID (0)
#define AGS_PLATFORM_OS_IOS (0)
#define AGS_PLATFORM_OS_PSP (0)
#else
#error "Unknown platform"
#endif
#if defined(__LP64__)
// LP64 machine, macOS or Linux
// int 32bit | long 64bit | long long 64bit | void* 64bit
#define AGS_PLATFORM_64BIT (1)
#elif defined(_WIN64)
// LLP64 machine, Windows
// int 32bit | long 32bit | long long 64bit | void* 64bit
#define AGS_PLATFORM_64BIT (1)
#else
// 32-bit machine, Windows or Linux or macOS
// int 32bit | long 32bit | long long 64bit | void* 32bit
#define AGS_PLATFORM_64BIT (0)
#endif
#if defined(SCUMM_LITTLE_ENDIAN)
#define AGS_PLATFORM_ENDIAN_LITTLE (1)
#define AGS_PLATFORM_ENDIAN_BIG (0)
#elif defined(SCUMM_BIG_ENDIAN)
#define AGS_PLATFORM_ENDIAN_LITTLE (0)
#define AGS_PLATFORM_ENDIAN_BIG (1)
#else
#error "No endianness defined"
#endif
#if defined(_DEBUG)
#define AGS_PLATFORM_DEBUG (1)
#elif ! defined(NDEBUG)
#define AGS_PLATFORM_DEBUG (1)
#else
#define AGS_PLATFORM_DEBUG (0)
#endif
#define AGS_HAS_DIRECT3D (AGS_PLATFORM_OS_WINDOWS)
#define AGS_HAS_OPENGL (AGS_PLATFORM_OS_WINDOWS || AGS_PLATFORM_OS_ANDROID || AGS_PLATFORM_OS_IOS || AGS_PLATFORM_OS_LINUX)
#define AGS_OPENGL_ES2 (AGS_PLATFORM_OS_ANDROID)
// Only allow searching around for game data on desktop systems;
// otherwise use explicit argument either from program wrapper, command-line
// or read from default config.
#define AGS_SEARCH_FOR_GAME_ON_LAUNCH (AGS_PLATFORM_OS_WINDOWS || AGS_PLATFORM_OS_LINUX || AGS_PLATFORM_OS_MACOS)
#if !defined(DEBUG_MANAGED_OBJECTS)
#define DEBUG_MANAGED_OBJECTS (0)
#endif
#if !defined(DEBUG_SPRITECACHE)
#define DEBUG_SPRITECACHE (0)
#endif
} // namespace AGS3
#endif