/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __D3D9PREREQUISITES_H__ #define __D3D9PREREQUISITES_H__ #include "OgrePrerequisites.h" // Define versions for if DirectX is in use (Win32 only) #define DIRECT3D_VERSION 0x0900 // some D3D commonly used macros #define SAFE_DELETE(p) { if(p) { delete (p); (p)=NULL; } } #define SAFE_DELETE_ARRAY(p) { if(p) { delete[] (p); (p)=NULL; } } #define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } } #include "OgreNoMemoryMacros.h" #undef NOMINMAX #define NOMINMAX // required to stop windows.h screwing up std::min definition #include #include #include #include "OgreMemoryMacros.h" namespace Ogre { // Predefine classes class D3D9RenderSystem; class D3D9RenderWindow; class D3D9Texture; class D3D9TextureManager; class D3D9Driver; class D3D9DriverList; class D3D9VideoMode; class D3D9VideoModeList; class D3D9GpuProgram; class D3D9GpuProgramManager; class D3D9HardwareBufferManager; class D3D9HardwareIndexBuffer; class D3D9HLSLProgramFactory; class D3D9HLSLProgram; class D3D9VertexDeclaration; // Should we ask D3D to manage vertex/index buffers automatically? // Doing so avoids lost devices, but also has a performance impact // which is unacceptably bad when using very large buffers #define OGRE_D3D_MANAGE_BUFFERS 1 //------------------------------------------- // Windows setttings //------------------------------------------- #if (OGRE_PLATFORM == OGRE_PLATFORM_WIN32) && !defined(OGRE_STATIC_LIB) # ifdef OGRED3DENGINEDLL_EXPORTS # define _OgreD3D9Export __declspec(dllexport) # else # if defined( __MINGW32__ ) # define _OgreD3D9Export # else # define _OgreD3D9Export __declspec(dllimport) # endif # endif #else # define _OgreD3D9Export #endif // OGRE_WIN32 } #endif