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