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/*
* Rune Game Engine
* Copyright 2024 Danny Holman <dholman@gymli.org>
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef RUNE_CORE_MOD_H
#define RUNE_CORE_MOD_H
#include <rune/util/types.h>
#include <rune/util/list.h>
#ifdef _WIN32
#include <windows.h>
#define REGISTER_MOD(name, init_func, exit_func, update_func) \
void register_##name() { \
rune_register_mod(#name, init_func, exit_func, update_func); \
} \
BOOL WINAPI DllMain(HINSTANCE hndl, DWORD fdw, LPVOID lpv) { \
if (fdw == DLL_PROCESS_ATTACH) \
register_##name(); \
}
#else
#define REGISTER_MOD(name, init_func, exit_func, update_func) \
__attribute__((constructor)) void register_##name() { \
rune_register_mod(#name, init_func, exit_func, update_func); \
}
#endif
/// Function pointer, used by the mod struct
typedef void (*mod_func)(void);
/**
* Class-like definition for in-game mod
*/
struct mod {
const char *name; ///< Name of the mod
mod_func init_func; ///< Mod initialization function, called by rune_init_mods
mod_func exit_func; ///< Mod exit function, called by rune_close_mods
mod_func update_func; ///< Mod update function, called at every frame
struct list_head list; ///< Linked list of all mod structs, used internally
};
/**
* \brief Load all the mods from the mod folder, mods must be either DLLs on Windows,
* or shared objects on Linux.
*/
RAPI void rune_load_mods(void);
/**
* \brief Iterate over the list of mods and call each mod's init_func
*/
RAPI void rune_init_mods(void);
/**
* \brief Iterate over the list of mods, call each mod's exit_func and release memory
*/
RAPI void rune_close_mods(void);
/**
* \brief Mod registration function, called by a mod by way of the REGISTER_MOD
* macro
* \param[in] name Name of the mod (can include version information)
* \param[in] init_func Mod init function, called by rune_init_mods
* \param[in] exit_func Mod exit function, called by rune_exit_mods
* \param[in] update_func Mod update function, called during each frame
*/
RAPI void rune_register_mod(const char *name, mod_func init_func, mod_func exit_func, mod_func update_func);
#endif
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