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56 lines
2.3 KiB
C
56 lines
2.3 KiB
C
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2018 Daniel Gibson
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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// Implementation details for idCommon::SetCallback() and idCommon::GetAdditionalFunction()
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// Needed in different parts of the Engine (that are supposed to call the callbacks)
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// but *not* part of the Game API exported to Game DLLs.
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// Common.h (above idCommon::SetCallback()) has a lengthy explanation of what all this is good for..
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#ifndef NEO_FRAMEWORK_GAMECALLBACKS_LOCAL_H_
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#define NEO_FRAMEWORK_GAMECALLBACKS_LOCAL_H_
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#include "Common.h"
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struct idGameCallbacks {
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typedef void (*ReloadImagesCallback)(void* userArg, const idCmdArgs &args);
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ReloadImagesCallback reloadImagesCB;
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void* reloadImagesUserArg;
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idGameCallbacks();
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// called when Game DLL is unloaded (=> the registered callbacks become invalid)
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void Reset();
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};
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extern idGameCallbacks gameCallbacks;
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#endif /* NEO_FRAMEWORK_GAMECALLBACKS_LOCAL_H_ */
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