Fix the SDL build

epoxy
Günther Brammer 2016-02-05 00:05:45 +01:00
parent 59e5a327b2
commit 1010732ba8
3 changed files with 3 additions and 12 deletions

View File

@ -271,16 +271,6 @@ void C4AbstractApp::RestoreVideoMode()
{
}
bool C4AbstractApp::ApplyGammaRamp(struct _GAMMARAMP& ramp, bool fForce)
{
return SDL_SetGammaRamp(ramp.red, ramp.green, ramp.blue) != -1;
}
bool C4AbstractApp::SaveDefaultGammaRamp(struct _GAMMARAMP& ramp)
{
return SDL_GetGammaRamp(ramp.red, ramp.green, ramp.blue) != -1;
}
// For Max OS X, the implementation resides in StdMacApp.mm
#ifndef __APPLE__

View File

@ -173,7 +173,7 @@ void C4GamePadOpener::SetGamePad(int iNewGamePad)
C4GamePadControl::pInstance->OpenGamepad(iGamePad = iNewGamePad);
}
#elif defined(HAVE_SDL)
#elif defined(HAVE_SDL) && !defined(USE_CONSOLE)
#include <SDL.h>

View File

@ -172,9 +172,10 @@
#elif defined(USE_SDL_MAINLOOP)
#include <SDL.h>
// FIXME
#define K_SHIFT_L SDLK_LSHIFT
#define K_SHIFT_R SDLK_RSHIFT
#define K_CONTROL_L SDLK_LCTRL
#define K_CONTROL_R SDLK_RCTRL
#define K_ALT_L SDLK_LALT
#define K_ALT_R SDLK_RALT
#define K_F1 SDLK_F1