Lines Matching refs:that
13 - Even if we replace the SDL2 in those games with a compatible one, that is to
14 say, edit a developer's Steam depot (yuck!), there are developers that are
15 statically linking SDL2 that we can't do this for. We can't even force the
17 - If you don't ship an SDL2 with the game in some form, people that disabled the
21 generic Linux boxes that may or may not have SDL2 installed, you have to ship
23 a non-Steam build plus a Steam build (that is, one with and one without SDL2
25 that works everywhere.
28 as a legal, not technical issue, but zlib doesn't care. Even those that aren't
43 Except that is all done with a bunch of macro magic so we don't have to maintain
46 What is jump_table.SDL_init()? Eventually, that's a function pointer of the real
47 SDL_Init() that you've been calling all this time. But at startup, it looks more
57 pointers, which means that this _DEFAULT function never gets called again.
60 So you might be asking, what was the value in that? Isn't this what the operating
67 And now, this game that is statically linked to SDL, can still be overridden
94 a shared library of its own). If so, it loads that library and looks for and
99 That function takes a version number (more on that in a moment), the address of
102 added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all
105 if it's smaller, we know we can provide the entire API that the caller needs.
111 inconceivable to have a small dispatch library that only supplies this one
113 right one initialize the jump table based on the version. For something that
118 "I don't want that overhead in my project!"
119 To which I would point out that the extra function call through the jump table
122 encourage you not to do that. However, on heavily locked down platforms like
128 off. Our hopes is that if we make it easy to disable, but not too easy,