if (WIN32)
# d3d8.dll
- #if (DirectX_D3D8_INCLUDE_DIR)
- # include_directories (${DirectX_D3D8_INCLUDE_DIR})
- # add_custom_command (
- # OUTPUT d3d8.cpp
- # COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/d3d8.py > ${CMAKE_CURRENT_BINARY_DIR}/d3d8.cpp
- # DEPENDS d3d8.py d3d8types.py d3d8caps.py winapi.py stdapi.py
- # )
- # add_library (d3d8 SHARED d3d8.def d3d8.cpp trace_write.cpp os_win32.cpp)
- # set_target_properties (d3d8 PROPERTIES PREFIX "")
- #endif (DirectX_D3D8_INCLUDE_DIR)
+ if (DirectX_D3D8_INCLUDE_DIR)
+ include_directories (${DirectX_D3D8_INCLUDE_DIR})
+ add_custom_command (
+ OUTPUT d3d8.cpp
+ COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/d3d8.py > ${CMAKE_CURRENT_BINARY_DIR}/d3d8.cpp
+ DEPENDS d3d8.py trace.py d3d8types.py d3d8caps.py d3dshader.py winapi.py stdapi.py
+ )
+ add_library (d3d8 SHARED d3d8.def d3d8.cpp trace_write.cpp os_win32.cpp)
+ set_target_properties (d3d8
+ PROPERTIES PREFIX ""
+ RUNTIME_OUTPUT_PATH ${PROJECT_BINARY_DIR}/wrappers
+ LIBRARY_OUTPUT_PATH ${PROJECT_BINARY_DIR}/wrappers
+ )
+ endif (DirectX_D3D8_INCLUDE_DIR)
# d3d9.dll
if (DirectX_D3DX9_INCLUDE_DIR)
from winapi import *
from d3d8types import *
from d3d8caps import *
+from trace import DllTracer
HRESULT = Enum("HRESULT", [
"D3D_OK",
Method(HRESULT, "UnlockBox", []),
]
-d3d8 = Dll("d3d8")
-d3d8.functions += [
+d3d8 = API("d3d8")
+d3d8.add_functions([
StdFunction(PDIRECT3D8, "Direct3DCreate8", [(UINT, "SDKVersion")]),
-]
+])
+
+
+class D3D8Tracer(DllTracer):
+
+ pass
+
if __name__ == '__main__':
print '#include <windows.h>'
- print '#include <tchar.h>'
print '#include <d3d8.h>'
print
print '#include "trace_write.hpp"'
+ print '#include "os.hpp"'
print
- wrap()
+ tracer = D3D8Tracer('d3d8.dll')
+ tracer.trace_api(d3d8)
return GetProcAddress(g_hDll, lpProcName);
}
- ''' % self.dllname
+#define __abort() OS::Abort()
+''' % self.dllname
dispatcher = Dispatcher()
dispatcher.dispatch_api(api)