(OSX/iOS) Start renaming ios_ namespace -functions we're going to implement for

OSX as well
This commit is contained in:
twinaphex 2013-07-05 04:10:05 +02:00
parent 423f4944ad
commit df6dfb4970
6 changed files with 15 additions and 15 deletions

View File

@ -88,7 +88,7 @@ void* rarch_main_apple(void* args)
if (init_ret)
{
rarch_main_clear_state();
dispatch_async_f(dispatch_get_main_queue(), (void*)1, ios_rarch_exited);
dispatch_async_f(dispatch_get_main_queue(), (void*)1, apple_rarch_exited);
return 0;
}
@ -124,7 +124,7 @@ void* rarch_main_apple(void* args)
#else
// This needs to be here to tell the GUI thread that the emulator loop has stopped,
// the (void*)1 makes it display the 'Failed to load game' message.
dispatch_async_f(dispatch_get_main_queue(), (void*)1, ios_rarch_exited);
dispatch_async_f(dispatch_get_main_queue(), (void*)1, apple_rarch_exited);
return 1;
#endif
}
@ -182,6 +182,6 @@ void* rarch_main_apple(void* args)
rarch_main_clear_state();
dispatch_async_f(dispatch_get_main_queue(), 0, ios_rarch_exited);
dispatch_async_f(dispatch_get_main_queue(), 0, apple_rarch_exited);
return 0;
}

View File

@ -78,7 +78,7 @@ static bool gfx_ctx_has_focus(void)
static void gfx_ctx_swap_buffers(void)
{
ios_flip_game_view();
apple_flip_game_view();
}
static void gfx_ctx_input_driver(const input_driver_t **input, void **input_data)
@ -101,7 +101,7 @@ const gfx_ctx_driver_t gfx_ctx_ios = {
gfx_ctx_check_window,
gfx_ctx_set_resize,
gfx_ctx_has_focus,
ios_flip_game_view,
apple_flip_game_view,
gfx_ctx_input_driver,
NULL,
NULL,

View File

@ -388,8 +388,8 @@ void gl_shader_set_coords(void *data, const struct gl_coords *coords, const math
#ifdef IOS
// There is no default frame buffer on IOS.
void ios_bind_game_view_fbo(void);
#define gl_bind_backbuffer() ios_bind_game_view_fbo()
void apple_bind_game_view_fbo(void);
#define gl_bind_backbuffer() apple_bind_game_view_fbo()
#else
#define gl_bind_backbuffer() pglBindFramebuffer(GL_FRAMEBUFFER, 0)
#endif

View File

@ -168,7 +168,7 @@ void ios_destroy_game_view()
[EAGLContext setCurrentContext:nil];
}
void ios_flip_game_view()
void apple_flip_game_view()
{
if (--g_fast_forward_skips < 0)
{
@ -194,7 +194,7 @@ void ios_get_game_view_size(unsigned *width, unsigned *height)
*height = *height ? *height : 480;
}
void ios_bind_game_view_fbo()
void apple_bind_game_view_fbo(void)
{
dispatch_sync(dispatch_get_main_queue(), ^{
if (g_context)

View File

@ -427,7 +427,7 @@ static void event_reload_config(void* userdata)
@end
void ios_rarch_exited(void* result)
void apple_rarch_exited(void* result)
{
[[RetroArch_iOS get] rarchExited:result ? NO : YES];
}

View File

@ -21,15 +21,15 @@
char* ios_get_rarch_system_directory();
// These functions should only be called as arguments to dispatch_sync
void ios_rarch_exited(void* result);
void apple_rarch_exited (void* result);
// These functions must only be called in gfx/context/ioseagl_ctx.c
bool ios_init_game_view();
void ios_destroy_game_view();
void ios_flip_game_view();
bool ios_init_game_view(void);
void ios_destroy_game_view(void);
void apple_flip_game_view(void);
void ios_set_game_view_sync(unsigned interval);
void ios_get_game_view_size(unsigned *width, unsigned *height);
void ios_bind_game_view_fbo();
void apple_bind_game_view_fbo(void);
void ios_add_log_message(const char* format, ...);