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scummvm/engines/ags/shared/core/platform.h
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Thunderforge fd129ebc0c JANITORIAL: "Mac OS X" and "OS X" to "macOS" in comments
Apple's desktop operating system was formerly called "Mac OS X" and "OS X", but since 2016 it has been called "macOS" (starting with version 10.12).

Changing across all comments and documentation to use this current terminology, except in cases where the historical versions are explicitly referenced. No code changes are made; we should consider changing those in future PRs.
2022-01-29 14:15:05 +01:00

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4.8 KiB
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/* 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)
} // namespace AGS3
#endif