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Add first element (FT_IsDemo) to enum idCommon::FunctionType
GetAdditionalFunction() will return a function that returns true if we're running the Doom3 demo version. Not really relevant for mods, but I use this to enable some Demo-specific hacks/workarounds in base.dll Adding this here anyway to make sure the next function type added will get another ID (maybe 2).
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1 changed files with 5 additions and 6 deletions
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@ -244,10 +244,7 @@ public:
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*
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*
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* Similar to SetCallback() I've also added GetAdditionalFunction() to get a function pointer
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* Similar to SetCallback() I've also added GetAdditionalFunction() to get a function pointer
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* from dhewm3 that Mods can call (and that's not exported via the normal interface classes).
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* from dhewm3 that Mods can call (and that's not exported via the normal interface classes).
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* Right now GetAdditionalFunction() will always just return false and do nothing, but if
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* Right now it's only used for a Doom3 Demo specific hack only relevant for base.dll (not for Mods)
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* some Mod needs some specific function in the future, it could be implemented with
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* GetAdditionalFunction() - again without breaking the game API and ABI for all the other
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* Mods that don't need that function.
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*/
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*/
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typedef void* (*FunctionPointer)(void*); // needs to be cast to/from real type!
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typedef void* (*FunctionPointer)(void*); // needs to be cast to/from real type!
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@ -265,13 +262,15 @@ public:
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virtual bool SetCallback(CallbackType cbt, FunctionPointer cb, void* userArg) = 0;
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virtual bool SetCallback(CallbackType cbt, FunctionPointer cb, void* userArg) = 0;
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enum FunctionType {
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enum FunctionType {
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// None yet..
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// the function pointer's signature is bool fn(void) - no arguments.
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// it returns true if we're currently running the doom3 demo
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// not relevant for mods, only for game/ aka base.dll/base.so/...
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FT_IsDemo = 1,
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};
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};
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// returns true if that function is available in this version of dhewm3
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// returns true if that function is available in this version of dhewm3
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// *out_fnptr will be the function (you'll have to cast it probably)
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// *out_fnptr will be the function (you'll have to cast it probably)
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// *out_userArg will be an argument you have to pass to the function, if appropriate (else NULL)
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// *out_userArg will be an argument you have to pass to the function, if appropriate (else NULL)
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// NOTE: this doesn't do anything yet, but allows to add ugly mod-specific hacks without breaking the Game interface
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virtual bool GetAdditionalFunction(FunctionType ft, FunctionPointer* out_fnptr, void** out_userArg) = 0;
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virtual bool GetAdditionalFunction(FunctionType ft, FunctionPointer* out_fnptr, void** out_userArg) = 0;
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};
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};
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