Remove project name strings from the code

This commit is contained in:
Jeffrey Pfau 2014-07-12 04:29:12 -07:00
parent 8f151ec90f
commit 5b7da978d1
4 changed files with 5 additions and 3 deletions

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@ -19,6 +19,8 @@ include_directories(${CMAKE_SOURCE_DIR}/src/arm)
include_directories(${CMAKE_SOURCE_DIR}/src/gba) include_directories(${CMAKE_SOURCE_DIR}/src/gba)
include_directories(${CMAKE_SOURCE_DIR}/src) include_directories(${CMAKE_SOURCE_DIR}/src)
add_definitions(-DBINARY_NAME="${BINARY_NAME}" -DPROJECT_NAME="${PROJECT_NAME}")
if(WIN32) if(WIN32)
add_definitions(-D_WIN32_WINNT=0x0600) add_definitions(-D_WIN32_WINNT=0x0600)
set(OS_LIB "${OS_LIB};Ws2_32") set(OS_LIB "${OS_LIB};Ws2_32")

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@ -732,7 +732,7 @@ static unsigned char _tabComplete(EditLine* elstate, int ch) {
static void _cliDebuggerInit(struct ARMDebugger* debugger) { static void _cliDebuggerInit(struct ARMDebugger* debugger) {
struct CLIDebugger* cliDebugger = (struct CLIDebugger*) debugger; struct CLIDebugger* cliDebugger = (struct CLIDebugger*) debugger;
// TODO: get argv[0] // TODO: get argv[0]
cliDebugger->elstate = el_init("gbac", stdin, stdout, stderr); cliDebugger->elstate = el_init(BINARY_NAME, stdin, stdout, stderr);
el_set(cliDebugger->elstate, EL_PROMPT, _prompt); el_set(cliDebugger->elstate, EL_PROMPT, _prompt);
el_set(cliDebugger->elstate, EL_EDITOR, "emacs"); el_set(cliDebugger->elstate, EL_EDITOR, "emacs");

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@ -139,7 +139,7 @@ static int _GBASDLInit(struct GLSoftwareRenderer* renderer) {
#endif #endif
#if SDL_VERSION_ATLEAST(2, 0, 0) #if SDL_VERSION_ATLEAST(2, 0, 0)
renderer->window = SDL_CreateWindow("GBAc", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, renderer->viewportWidth, renderer->viewportHeight, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | (SDL_WINDOW_FULLSCREEN_DESKTOP * renderer->events.fullscreen)); renderer->window = SDL_CreateWindow(PROJECT_NAME, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, renderer->viewportWidth, renderer->viewportHeight, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | (SDL_WINDOW_FULLSCREEN_DESKTOP * renderer->events.fullscreen));
SDL_GL_CreateContext(renderer->window); SDL_GL_CreateContext(renderer->window);
SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight); SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
renderer->events.window = renderer->window; renderer->events.window = renderer->window;

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@ -79,7 +79,7 @@ int main(int argc, char** argv) {
#if SDL_VERSION_ATLEAST(2, 0, 0) #if SDL_VERSION_ATLEAST(2, 0, 0)
renderer.events.fullscreen = graphicsOpts.fullscreen; renderer.events.fullscreen = graphicsOpts.fullscreen;
renderer.window = SDL_CreateWindow("GBAc", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, renderer.viewportWidth, renderer.viewportHeight, SDL_WINDOW_OPENGL | (SDL_WINDOW_FULLSCREEN_DESKTOP * renderer.events.fullscreen)); renderer.window = SDL_CreateWindow(PROJECT_NAME, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, renderer.viewportWidth, renderer.viewportHeight, SDL_WINDOW_OPENGL | (SDL_WINDOW_FULLSCREEN_DESKTOP * renderer.events.fullscreen));
SDL_GetWindowSize(renderer.window, &renderer.viewportWidth, &renderer.viewportHeight); SDL_GetWindowSize(renderer.window, &renderer.viewportWidth, &renderer.viewportHeight);
renderer.events.window = renderer.window; renderer.events.window = renderer.window;
renderer.sdlRenderer = SDL_CreateRenderer(renderer.window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); renderer.sdlRenderer = SDL_CreateRenderer(renderer.window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);