/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. Copyright (C) 2018 Daniel Gibson This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ // Implementation details for idCommon::SetCallback() and idCommon::GetAdditionalFunction() // Needed in different parts of the Engine (that are supposed to call the callbacks) // but *not* part of the Game API exported to Game DLLs. // Common.h (above idCommon::SetCallback()) has a lengthy explanation of what all this is good for.. #ifndef NEO_FRAMEWORK_GAMECALLBACKS_LOCAL_H_ #define NEO_FRAMEWORK_GAMECALLBACKS_LOCAL_H_ #include "Common.h" struct idGameCallbacks { typedef void (*ReloadImagesCallback)(void* userArg, const idCmdArgs &args); ReloadImagesCallback reloadImagesCB; void* reloadImagesUserArg; idGameCallbacks(); // called when Game DLL is unloaded (=> the registered callbacks become invalid) void Reset(); }; extern idGameCallbacks gameCallbacks; #endif /* NEO_FRAMEWORK_GAMECALLBACKS_LOCAL_H_ */