some scons fixes

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1425 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
nakeee
2008-12-07 17:09:40 +00:00
parent 3f4d2633dd
commit fcfb8ffdd5
7 changed files with 26 additions and 23 deletions

View File

@ -23,7 +23,7 @@
#include "PadSimple.h"
#include "IniFile.h"
#if !defined(OSX64)
#if defined(HAVE_WX) && HAVE_WX
#include "GUI/ConfigDlg.h"
#endif
@ -32,8 +32,10 @@
#include "DirectInputBase.h"
DInput dinput;
//#elif defined(USE_SDL) && USE_SDL
//#include <SDL.h>
#else
#elif defined(HAVE_X11) && HAVE_X11
#include <X11/Xlib.h>
#include <X11/Xutil.h>
@ -166,7 +168,7 @@ void DllConfig(HWND _hParent)
ConfigDialog frame(&win);
frame.ShowModal();
win.SetHWND(0);
#elif !defined(OSX64)
#elif defined(HAVE_WX) && HAVE_WX
ConfigDialog frame(NULL);
frame.ShowModal();
#endif
@ -183,7 +185,7 @@ void PAD_Initialize(SPADInitialize _PADInitialize)
g_PADInitialize = _PADInitialize;
#ifdef _WIN32
dinput.Init((HWND)g_PADInitialize.hWnd);
#else
#elif defined(HAVE_X11) && HAVE_X11
GXdsp = (Display*)g_PADInitialize.hWnd;
XkbSetDetectableAutoRepeat(GXdsp, True, NULL);
#endif
@ -351,7 +353,7 @@ bool XInput_Read(int XPadPlayer, SPADStatus* _pPADStatus)
}
#endif
#if defined(__linux__)
#if defined(HAVE_X11) && HAVE_X11
// The graphics plugin in the PCSX2 design leaves a lot of the window processing to the pad plugin, weirdly enough.
void X11_Read(int _numPAD, SPADStatus* _pPADStatus)
{
@ -504,7 +506,7 @@ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
_pPADStatus->err = PAD_ERR_NONE;
if (pad[_numPAD].bEnableXPad) XInput_Read(pad[_numPAD].XPadPlayer, _pPADStatus);
DInput_Read(_numPAD, _pPADStatus);
#elif defined(__linux__)
#elif defined(HAVE_X11) && HAVE_X11
_pPADStatus->err = PAD_ERR_NONE;
X11_Read(_numPAD, _pPADStatus);
#endif
@ -645,7 +647,7 @@ void LoadConfig()
{
file.Get(SectionName, controlNames[x], &pad[i].keyForControl[x],
(i==0)?defaultKeyForControl[x]:0);
#ifndef _WIN32
#if defined(HAVE_X11) && HAVE_X11
// In linux we have a problem assigning the upper case of the
// keys because they're not being recognized
pad[i].keyForControl[x] = tolower(pad[i].keyForControl[x]);

View File

@ -48,7 +48,7 @@
#include "TextureConverter.h"
#include "VideoState.h"
#if HAVE_WX || defined __WXMSW__
#if defined(HAVE_WX) && HAVE_WX
#include "Debugger/Debugger.h" // for the CDebugger class
#endif
SVideoInitialize g_VideoInitialize;
@ -60,7 +60,7 @@ SVideoInitialize g_VideoInitialize;
for the purpose of the game. At that point there is no need to use the same dll instance
as the one that is rendering the game. However, that could be done. */
#if HAVE_WX || defined __WXMSW__
#if defined(HAVE_WX) && HAVE_WX
CDebugger* m_frame;
void DllDebugger(HWND _hParent, bool Show)
{