Files
psxrecomp/overlay_toolchain/include/psx_window_icon.h
T
Matthew Stanley fe42da2744 Merge release/native-rendering-20261003 into master
Keeps both lines: master's PGXP session, draw-distance clamps, masked rejects
and saturated-winding NCLIP; the release's render-pass kit additions, verified
media/disc extents, timeline/present rings, cull-scale sites. Overlay ABI v30.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-04 19:27:02 -07:00

24 lines
823 B
C

#pragma once
#ifdef __cplusplus
extern "C" {
#endif
struct SDL_Window;
/* Load assets/psxrecomp.png beside the exe (or SDL base path) and apply as
* the window / taskbar icon. No-op when the PNG is missing. */
void psx_apply_window_icon(struct SDL_Window *window, const char *argv0);
/* The resolved path psx_apply_window_icon() would use, or "" when no icon PNG
* was found. Exists so the launcher can carry the SAME icon as the game
* window: recomp-ui takes a host-supplied path (GameInfo.window_icon_path)
* rather than repeating this search, which is what stops the two from
* drifting apart the next time the search order changes. The result is cached
* on first call and the returned pointer stays valid for the process. */
const char *psx_window_icon_path(const char *argv0);
#ifdef __cplusplus
}
#endif