Removed some XNA 3.1 code paths; cleaned up constant usage in platform-specific code sections

git-svn-id: file:///srv/devel/repo-conversion/nusu@211 d2e56fa2-650e-0410-a79f-9358c0239efd
This commit is contained in:
Markus Ewald 2010-12-24 01:02:56 +00:00
parent 645148a751
commit 46cbc920b1
16 changed files with 75 additions and 110 deletions

View file

@ -197,7 +197,7 @@ namespace Nuclex.Support {
// explicitly move it to that core. MSDN states that SetProcessorAffinity() should
// be called from the thread whose affinity is being changed.
Thread.CurrentThread.SetProcessorAffinity(new int[] { hardwareThreadIndex });
#elif !WINDOWS_PHONE
#elif WINDOWS
if(Environment.OSVersion.Platform == PlatformID.Win32NT) {
// Prevent this managed thread from impersonating another system thread.
// In .NET, managed threads can supposedly be moved to different system threads
@ -237,7 +237,7 @@ namespace Nuclex.Support {
}
}
#if !XBOX360 && !WINDOWS_PHONE
#if WINDOWS
/// <summary>Retrieves the ProcessThread for the calling thread</summary>
/// <returns>The ProcessThread for the calling thread</returns>
internal static ProcessThread GetProcessThread(int threadId) {
@ -282,7 +282,7 @@ namespace Nuclex.Support {
/// <summary>Delegate used to handle assertion checks in the code</summary>
public static volatile ExceptionDelegate ExceptionHandler = DefaultExceptionHandler;
#if !XBOX360 // Only called if platform is Win32NT
#if WINDOWS
/// <summary>Retrieves the calling thread's thread id</summary>
/// <returns>The thread is of the calling thread</returns>
[DllImport("kernel32.dll")]