10 Commits (b3d419d1add934a6110cd76398137d1c59b0424a)

Author SHA1 Message Date
Nico de Poel b3d419d1ad More code organization; putting QuakeParms in its own file and encapsulating the nitty gritty unmanaged code details, to make things overall more readable. 5 years ago
Nico de Poel c2f4d854e0 Moved all of the callbacks interop code into a separate class with a base class for some common abstractions. Allows for better organization of callbacks as the list grows. 5 years ago
Nico de Poel b2ad8a5074 Added an opaque target pointer to each callback function, so that Unity can pass an object instance and use that instance when processing callbacks. 5 years ago
Nico de Poel 9c5e00b8a0 Modified callback conventions so that the paradigm is more Unity implementing system calls required by Quake in whatever way works best, rather than Quake calling specific Unity functions. 5 years ago
Nico de Poel 3f74b45969 Renamed UniQuake files and functions to have consistent casing 5 years ago
Nico de Poel 6a06621b90 Added some fun stuff that allows you to play with the time scale in Quake, either speeding it up or slowing it down from Unity. 5 years ago
Nico de Poel 2ef1b24042 Further simplified mechanism for creating and pinning callbacks. We don't care about the individual GCHandles so just throw them into a list for easy management. 5 years ago
Nico de Poel 38840fa7c3 Reorganized callbacks so that the function pointers and the containing class are all pinned, which makes them safe to store inside the DLL and reuse them on subsequent update calls. 5 years ago
Nico de Poel 0928173a43 Fixed command-line argument passing, and simplified code to set up callbacks 5 years ago
Nico de Poel 79b8f0d221 Added Unity code to interop with Quake DLL and test initialization from a Unity scene. 5 years ago