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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
typedef void (*mod_func)(void);
struct mod {
const char *name;
mod_func init_func;
mod_func exit_func;
mod_func update_func;
struct list_head list;
};
RAPI void rune_load_mods(void);
RAPI void rune_init_mods(void);
RAPI void rune_close_mods(void);
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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