func names are no longer mangled to death
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@@ -54,8 +54,8 @@ static std::map<uint, Point*> id_to_point; // Use a pool allocator possibly late
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static std::map<Point*, uint> point_to_id;
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// Constants
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const char* vertex_filepath = "src/shaders/vertex.glsl";
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const char* fragment_filepath = "src/shaders/fragment.glsl";
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const char* vertex_filepath = "vertex.glsl";
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const char* fragment_filepath = "fragment.glsl";
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// Private foward decls
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void _resize_cb(GLFWwindow* win, int w, int h);
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@@ -67,7 +67,7 @@ bool _glfw_setup();
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void _refresh_win();
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double _time();
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DllExport bool __cdecl start(int win_w, int win_h) {
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extern DllExport bool __cdecl start(int win_w, int win_h) {
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if (!InitializeCriticalSectionAndSpinCount(&cs, 0x00000400))
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return false;
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@@ -92,7 +92,7 @@ DllExport bool __cdecl start(int win_w, int win_h) {
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return running;
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}
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DllExport bool __cdecl stop() {
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extern DllExport bool __cdecl stop() {
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stop_flag = true;
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DWORD res = WaitForSingleObject(win_thread_h, STOP_WAIT_TIME_MS);
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bool success = res == WAIT_OBJECT_0;
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@@ -103,7 +103,7 @@ DllExport bool __cdecl stop() {
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return success;
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}
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DllExport pointid __cdecl create_point(float x, float y, float z) {
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extern DllExport pointid __cdecl create_point(float x, float y, float z) {
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EnterCriticalSection(&cs);
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Point* p = (Point*)malloc(sizeof(Point));
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@@ -124,21 +124,21 @@ DllExport pointid __cdecl create_point(float x, float y, float z) {
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return id;
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}
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DllExport void __cdecl set_color(pointid id, float r, float g, float b) {
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extern DllExport void __cdecl set_color(pointid id, float r, float g, float b) {
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EnterCriticalSection(&cs);
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Point* p = id_to_point[id];
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p->b.color = { r, g, b, p->b.color[3] };
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LeaveCriticalSection(&cs);
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}
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DllExport void __cdecl set_scale(pointid id, float scale) {
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extern DllExport void __cdecl set_scale(pointid id, float scale) {
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EnterCriticalSection(&cs);
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Point* p = id_to_point[id];
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p->b.scale = scale;
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LeaveCriticalSection(&cs);
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}
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DllExport void __cdecl update_point(pointid id, float x, float y, float z) {
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extern DllExport void __cdecl update_point(pointid id, float x, float y, float z) {
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EnterCriticalSection(&cs);
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Point* p = id_to_point[id];
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p->targetloc = { x, y, z };
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@@ -147,7 +147,7 @@ DllExport void __cdecl update_point(pointid id, float x, float y, float z) {
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LeaveCriticalSection(&cs);
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}
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DllExport void __cdecl set_lifetime(pointid id, float new_lifetime_s) {
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extern DllExport void __cdecl set_lifetime(pointid id, float new_lifetime_s) {
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EnterCriticalSection(&cs);
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Point* p = id_to_point[id];
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p->start_s = _time();
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@@ -155,7 +155,7 @@ DllExport void __cdecl set_lifetime(pointid id, float new_lifetime_s) {
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LeaveCriticalSection(&cs);
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}
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DllExport void __cdecl clear_point(pointid id) {
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extern DllExport void __cdecl clear_point(pointid id) {
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EnterCriticalSection(&cs);
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Point* p = id_to_point[id];
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id_to_point.erase(id);
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