#ifndef SDL_ARCH_H #define SDL_ARCH_H /* All driver types should have a default, portable implementation, provided * here. */ /* None of these SDL implementations run on Xbox, so I've commented * out use of this header and added the #includes to each arch_*.h */ /* * The basic design principle of arch is that a new platform can be up and running * quickly using only arch_default, with OpenGL graphics and SDL input, and things can * be overloaded later. That way, people don't have to learn how arch works * until after they have the basic stuff running. * * For Xbox, let's leave this file alone, and special case stuff in arch_xbox.h. * * For LowLevelWindow, just undefine SUPPORT_OPENGL and don't link any LLW at * all. * For InputHandler, undef SUPPORT_SDL_INPUT and we won't create the SDL input * handler. (We'll still include the header here, but it'll never be used.) */ /* We can have any number of input drivers. By default, use SDL for keyboards * and joysticks. If you write your own handler for these devices types, or if * SDL input doesn't work on your platform, undef SUPPORT_SDL_INPUT in your platform * header. */ #define SUPPORT_SDL_INPUT #include "InputHandler/InputHandler_SDL.h" /* Load default fallback drivers; some of these may be overridden by arch-specific * drivers. These are all singleton drivers--we never use more than one. */ /* XXX: null, none, Null--pick one */ #include "LoadingWindow/LoadingWindow_Null.h" #include "ArchHooks/ArchHooks_none.h" #include "Sound/RageSoundDriver_Null.h" #include "Lights/LightsDriver_Null.h" #include "Lights/LightsDriver_SystemMessage.h" #include "MemoryCard/MemoryCardDriver_Null.h" #if defined(SUPPORT_OPENGL) #include "LowLevelWindow/LowLevelWindow_SDL.h" #endif #endif /* * Copyright (c) 2002 by the person(s) listed below. All rights reserved. * * Glenn Maynard */