Author Topic: Prizm Preprocessor symbols  (Read 6481 times)

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Offline ruler501

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Prizm Preprocessor symbols
« on: June 11, 2012, 02:14:46 pm »
I was planning on writing a C game that could run on both prizm and nspire and I wanted it to detect which it was being compiled for at build time are there any preprocessor symbols I could use for that?

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Offline blue_bear_94

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Re: Prizm Preprocessor symbols
« Reply #1 on: June 11, 2012, 02:38:02 pm »
You can write header files for each device containing definitions of constants and functions. Then use functions from the necessary header file.
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Offline ruler501

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Re: Prizm Preprocessor symbols
« Reply #2 on: June 11, 2012, 02:41:18 pm »
but how could I have it switch at compile time between the two?
I currently don't do much, but I am a developer for a game you should totally try out called AssaultCube Reloaded download here https://assaultcuber.codeplex.com/
-----BEGIN GEEK CODE BLOCK-----
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GCM/CS/M/S d- s++: a---- C++ UL++ P+ L++ E---- W++ N o? K- w-- o? !M V?
PS+ PE+ Y+ PGP++ t 5? X R tv-- b+++ DI+ D+ G++ e- h! !r y

Offline Juju

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Re: Prizm Preprocessor symbols
« Reply #3 on: June 11, 2012, 02:41:23 pm »
IMO preprocessor symbols would be preferable. I wondered that too yesterday.

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Re: Prizm Preprocessor symbols
« Reply #4 on: June 11, 2012, 02:41:50 pm »
You just change the #include statement.
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Offline ruler501

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Re: Prizm Preprocessor symbols
« Reply #5 on: June 11, 2012, 02:42:24 pm »
I would rather it not have to have any changes to source to compile for each platform
I currently don't do much, but I am a developer for a game you should totally try out called AssaultCube Reloaded download here https://assaultcuber.codeplex.com/
-----BEGIN GEEK CODE BLOCK-----
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PS+ PE+ Y+ PGP++ t 5? X R tv-- b+++ DI+ D+ G++ e- h! !r y

Offline Juju

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Re: Prizm Preprocessor symbols
« Reply #6 on: June 11, 2012, 02:43:32 pm »
Preprocessor symbols would also help for switching the #include. If you had to release the code, the user won't have to change some code, they would just change the compiler and type make.
« Last Edit: June 11, 2012, 02:44:41 pm by Juju »

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Offline ruler501

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Re: Prizm Preprocessor symbols
« Reply #7 on: June 11, 2012, 02:46:10 pm »
that was the basic idea of what i wanted to do.
though i think i might be able to do it the makefile since i'd probably have to make seperate targets for nspire and prizm since they get to tns/g3a in different ways
I currently don't do much, but I am a developer for a game you should totally try out called AssaultCube Reloaded download here https://assaultcuber.codeplex.com/
-----BEGIN GEEK CODE BLOCK-----
Version: 3.1
GCM/CS/M/S d- s++: a---- C++ UL++ P+ L++ E---- W++ N o? K- w-- o? !M V?
PS+ PE+ Y+ PGP++ t 5? X R tv-- b+++ DI+ D+ G++ e- h! !r y

Offline alberthrocks

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Re: Prizm Preprocessor symbols
« Reply #8 on: June 11, 2012, 03:23:19 pm »
I think you would need to contact the Ndless maintainers and the PrizmSDK maintainers.
(Namely, ExtendeD for Ndless and Jonimus for PrizmSDK.)

I think something like __NSPIRE__ and __NDLESS__ for building on Nspire, and __PRIZM__ for building on Prizm would work.
« Last Edit: June 11, 2012, 03:25:22 pm by alberthrocks »
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Re: Prizm Preprocessor symbols
« Reply #9 on: June 11, 2012, 03:24:42 pm »
Looking at the nSDL code its _NSPIRE for nspire
and I was thinking that if there isn't one that __PRIZM__ or _PRIZM would work if it wasn't too hard to add in

EDIT: Correction the nSDL code says _TINSPIRE not _NSPIRE
« Last Edit: June 11, 2012, 03:38:49 pm by ruler501 »
I currently don't do much, but I am a developer for a game you should totally try out called AssaultCube Reloaded download here https://assaultcuber.codeplex.com/
-----BEGIN GEEK CODE BLOCK-----
Version: 3.1
GCM/CS/M/S d- s++: a---- C++ UL++ P+ L++ E---- W++ N o? K- w-- o? !M V?
PS+ PE+ Y+ PGP++ t 5? X R tv-- b+++ DI+ D+ G++ e- h! !r y

Offline alberthrocks

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Re: Prizm Preprocessor symbols
« Reply #10 on: June 11, 2012, 03:33:47 pm »
Looking at the nSDL code its _NSPIRE for nspire
and I was thinking that if there isn't one that __PRIZM__ or _PRIZM would work if it wasn't too hard to add in
The _NSPIRE you see doesn't actually exist yet in the Ndless includes (or maybe my searching foo is terrible :P). Instead, it may be a runtime define (-D_NSPIRE) instead of an in-SDK one.

These are relatively easy to add in compared with the other tasks of making a good SDK, but you just need to let them know! ;)
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Offline ruler501

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Re: Prizm Preprocessor symbols
« Reply #11 on: June 11, 2012, 03:35:43 pm »
I dont see the runtime define in the makefile so i don't think its there

EDIT: fixed my previous post with the correct symbol :P

EDIT2: and searching with grep i can't find any define for it in the nSDL source
« Last Edit: June 11, 2012, 03:41:39 pm by ruler501 »
I currently don't do much, but I am a developer for a game you should totally try out called AssaultCube Reloaded download here https://assaultcuber.codeplex.com/
-----BEGIN GEEK CODE BLOCK-----
Version: 3.1
GCM/CS/M/S d- s++: a---- C++ UL++ P+ L++ E---- W++ N o? K- w-- o? !M V?
PS+ PE+ Y+ PGP++ t 5? X R tv-- b+++ DI+ D+ G++ e- h! !r y

Offline alberthrocks

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Re: Prizm Preprocessor symbols
« Reply #12 on: June 11, 2012, 03:42:43 pm »
I dont see the runtime define in the makefile so i don't think its there

EDIT: fixed my previous post with the correct symbol :P
Sorry, I can't seem to find that define.

(I searched his Github: https://github.com/search?q=_TINSPIRE&repo=&langOverride=&start_value=1&type=Code&language=)
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Offline ruler501

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Re: Prizm Preprocessor symbols
« Reply #13 on: June 11, 2012, 03:47:48 pm »
« Last Edit: June 11, 2012, 03:48:49 pm by ruler501 »
I currently don't do much, but I am a developer for a game you should totally try out called AssaultCube Reloaded download here https://assaultcuber.codeplex.com/
-----BEGIN GEEK CODE BLOCK-----
Version: 3.1
GCM/CS/M/S d- s++: a---- C++ UL++ P+ L++ E---- W++ N o? K- w-- o? !M V?
PS+ PE+ Y+ PGP++ t 5? X R tv-- b+++ DI+ D+ G++ e- h! !r y

Offline alberthrocks

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Re: Prizm Preprocessor symbols
« Reply #14 on: June 11, 2012, 04:09:11 pm »
here it is https://github.com/Hoffa/nSDL/blob/master/include/SDL_platform.h#L105
in the nSDL github
Aha, I found it:
In tools/build/nspire-gcc (of the ndless source), there's one line - the final line - that has that runtime define:
"$GCC" -mcpu=arm7tdmi -I "$DIRNAME/../include"  -I "$USERPROFILE/.ndless/include" -fpic -fno-builtin -D _TINSPIRE "$@"

Kinda sneaky, eh? :) I still would prefer to have that define in the header itself (which you can prod the devs to do), but yup, that define works for now.
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Activity remains limited due to busyness from school et al. Sorry! :( Feel free to PM, email, or if you know me well enough, FB me if you have a question/concern. :)

Don't expect me to be online 24/7 until summer. Contact me via FB if you feel it's urgent.


Proud member of ClrHome!

Spoiler For "My Projects! :D":
Projects:

Computer/Web/IRC Projects:
C______c: 0% done (Doing planning and trying to not forget it :P)
A_____m: 40% done (Need to develop a sophisticated process queue, and a pretty web GUI)
AtomBot v3.0: 0% done (Planning stage, may do a litmus test of developer wants in the future)
IdeaFrenzy: 0% done (Planning and trying to not forget it :P)
wxWabbitemu: 40% done (NEED MOAR FEATURES :P)

Calculator Projects:
M__ C_____ (an A____ _____ clone): 0% done (Need to figure out physics and Axe)
C2I: 0% done (planning, checking the demand for it, and dreaming :P)