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Linux port #17
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For help with audio you can take a look at falltergeist implementation: Mixer.cpp |
Fixes AppleClang complaints. See #17
Closes alexbatalov#17
Aside the fact that a Windows mutex is not a mutex but is instead an interprocess sync primitive, I think that they are being used:
To make number 1 cross platform I think the most effective way is to implement file locking, either by using a well maintained library (such as boost) or by hardcoding for each platform (linux example). In my opinion number 2 shouldn't be needed, it can be replaced by introducing well thought global variables. |
I don't think we need them at all. I've checked a couple of open source games, there are no locks or mutexes to prevent multiple instances. |
Fixes restoring desktop resolution on linux after game exit. See alexbatalov#17
The project compiles and runs under linux after some changes and commenting out the audio code. Below is the list of functions and macros that need to be reimplemented for linux:
_splitpath
filelength
stricmp
→ alias tostrcasecmp
strnicmp
strupr
strlwr
itoa
CopyFileA
timeGetTime
GetTickCount
min
→ macro#define MIN(a, b) (((a) < (b)) ? (a) : (b))
max
→ macro#define MAX(a, b) (((a) > (b)) ? (a) : (b))
_MAX_DIR
→ ?_MAX_FNAME
→FILENAME_MAX
_MAX_EXT
→ ?MAX_PATH
→PATH_MAX
Also, what about the mutexes? I don't understand what the autorun.c/h file is for except preventing multiple instances of the game being run.
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