Ignore:
Timestamp:
Aug 10, 2012, 2:15:31 PM (8 years ago)
Author:
sam
Message:

build: split the D3d9 build flags into D3d9 and Xinput for situations where
we want Xinput but not D3D (ie. OpenGL).

File:
1 edited

Legend:

Unmodified
Added
Removed
  • trunk/src/platform/d3d9/d3d9input.cpp

    r1394 r1712  
    1313#endif
    1414
    15 #if defined USE_D3D9
     15#if defined USE_XINPUT
    1616#   include <d3d9.h>
    1717#   include <xinput.h>
     
    3333
    3434private:
    35 #if defined USE_D3D9
     35#if defined USE_XINPUT
    3636    Array<int, Stick *> m_joysticks;
    3737#endif
     
    4545  : m_data(new D3d9InputData())
    4646{
    47 #if defined USE_D3D9
     47#if defined USE_XINPUT
    4848    for (int i = 0; i < XUSER_MAX_COUNT; i++)
    4949    {
     
    6464D3d9Input::~D3d9Input()
    6565{
    66 #if defined USE_D3D9
     66#if defined USE_XINPUT
    6767    /* Unregister all the joysticks we added */
    6868    while (m_data->m_joysticks.Count())
     
    8484    Entity::TickDraw(seconds);
    8585
    86 #if defined USE_D3D9
     86#if defined USE_XINPUT
    8787    for (int i = 0; i < m_data->m_joysticks.Count(); i++)
    8888    {
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