Added support for building on Windows
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+9
-9
@@ -78,7 +78,7 @@ static struct Area *hack_build_area( void )
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return result;
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}
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void sm64_global_init( uint8_t *rom, uint8_t *outTexture, SM64DebugPrintFunctionPtr debugPrintFunction )
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SM64_LIB_FN void sm64_global_init( uint8_t *rom, uint8_t *outTexture, SM64DebugPrintFunctionPtr debugPrintFunction )
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{
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s_last_colors_hash = 0;
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gDebugPrint = debugPrintFunction;
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@@ -98,13 +98,13 @@ void sm64_global_init( uint8_t *rom, uint8_t *outTexture, SM64DebugPrintFunction
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D_80339D10.targetAnim = NULL;
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}
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void sm64_load_surfaces( uint16_t terrainType, const struct SM64Surface *surfaceArray, uint32_t numSurfaces )
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SM64_LIB_FN void sm64_load_surfaces( uint16_t terrainType, const struct SM64Surface *surfaceArray, uint32_t numSurfaces )
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{
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surfaces_load_static_libsm64( surfaceArray, numSurfaces );
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gCurrentArea->terrainType = terrainType;
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}
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void sm64_mario_reset( int16_t marioX, int16_t marioY, int16_t marioZ )
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SM64_LIB_FN void sm64_mario_reset( int16_t marioX, int16_t marioY, int16_t marioZ )
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{
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gMarioSpawnInfoVal.startPos[0] = marioX;
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gMarioSpawnInfoVal.startPos[1] = marioY;
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@@ -147,7 +147,7 @@ static void update_objects( void )
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update_mario_platform();
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}
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void sm64_mario_tick( const struct SM64MarioInputs *inputs, struct SM64MarioState *outState, struct SM64MarioGeometryBuffers *outBuffers )
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SM64_LIB_FN void sm64_mario_tick( const struct SM64MarioInputs *inputs, struct SM64MarioState *outState, struct SM64MarioGeometryBuffers *outBuffers )
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{
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update_button( inputs->buttonA, A_BUTTON );
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update_button( inputs->buttonB, B_BUTTON );
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@@ -173,23 +173,23 @@ void sm64_mario_tick( const struct SM64MarioInputs *inputs, struct SM64MarioStat
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outState->faceAngle = (float)gMarioState->faceAngle[1] / 32768.0f * 3.14159f;
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}
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void sm64_global_terminate( void )
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SM64_LIB_FN void sm64_global_terminate( void )
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{
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// TODO free other things
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surfaces_unload_all();
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}
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uint32_t sm64_load_surface_object( const struct SM64SurfaceObject *surfaceObject )
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SM64_LIB_FN uint32_t sm64_load_surface_object( const struct SM64SurfaceObject *surfaceObject )
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{
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return surfaces_load_object( surfaceObject );
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}
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void sm64_move_object( uint32_t id, const struct SM64ObjectTransform *transform )
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SM64_LIB_FN void sm64_move_object( uint32_t id, const struct SM64ObjectTransform *transform )
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{
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surface_object_update_transform( id, transform );
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}
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void sm64_unload_object( uint32_t id )
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SM64_LIB_FN void sm64_unload_object( uint32_t id )
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{
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}
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}
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