
Storytime: Cucky's original SDL2 port work involved using SDL2's threading API to emulate the original WinAPI threading. I can't be assed with that stuff, so I used the same trick Cucky did for the Wii port, and hooked Organya up to the SDL2 audio callback. This actually opens up the possibility for perfectly-synchronised Organya playback. By that I mean, instead of needing a super low-latency audio callback, I can have the callback synchronise its audio mixing with Organya itself. I haven't done it yet, I plan to soon.
13 lines
467 B
C
13 lines
467 B
C
#pragma once
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#include "WindowsWrapper.h"
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void GetCompileDate(int *year, int *month, int *day);
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BOOL GetCompileVersion(int *v1, int *v2, int *v3, int *v4);
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void DeleteDebugLog(void);
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BOOL PrintDebugLog(const char *string, int value1, int value2, int value3);
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BOOL CheckFileExists(const char *name);
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long GetFileSizeLong(const char *path);
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BOOL PrintBitmapError(const char *string, int value);
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BOOL IsShiftJIS(unsigned char c);
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BOOL IsEnableBitmap(const char *path);
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