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using System;
using System.IO;
using System.Runtime.InteropServices;
using UnityEngine;
public partial class UniQuake
{
#if UNITY_EDITOR
private const string DllPath = "Plugins/windows/x86_64/uniquake.dll";
#elif UNITY_STANDALONE_WIN
#if UNITY_64
private const string DllPath = "Plugins/x86_64/uniquake.dll";
#else
private const string DllPath = "Plugins/x86/uniquake.dll";
#endif
#endif
private IntPtr libraryHandle;
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate void UniQuake_InitFunc(IntPtr parms);
private UniQuake_InitFunc UniQuake_Init;
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate void UniQuake_UpdateFunc(float deltaTime);
private UniQuake_UpdateFunc UniQuake_Update;
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate void UniQuake_ShutdownFunc();
private UniQuake_ShutdownFunc UniQuake_Shutdown;
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate void UniQuake_SetFmodSystemFunc(IntPtr fmodSystem, int playerNumber = 0);
private UniQuake_SetFmodSystemFunc UniQuake_SetFmodSystem;
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate void UniQuake_SetCallbacksFunc(IntPtr context, IntPtr callbacks);
private UniQuake_SetCallbacksFunc UniQuake_SetSysCallbacks;
private UniQuake_SetCallbacksFunc UniQuake_SetRenderCallbacks;
private UniQuake_SetCallbacksFunc UniQuake_SetGameCallbacks;
private void LoadLibrary()
{
string dllFile = Path.Combine(Application.dataPath, DllPath);
// Experimental code to allow running multiple instances of Quake next to each other
if (!string.IsNullOrEmpty(LibraryOverride))
{
string directory = Path.GetDirectoryName(dllFile);
string extension = Path.GetExtension(dllFile);
dllFile = Path.Combine(directory, LibraryOverride + extension);
}
libraryHandle = SystemLibrary.LoadLibrary(dllFile);
if (libraryHandle == IntPtr.Zero)
{
throw new DllNotFoundException($"Failed to load UniQuake library from path: {dllFile}, last error = {Marshal.GetLastWin32Error()}");
}
UniQuake_Init = LoadLibraryFunction<UniQuake_InitFunc>(nameof(UniQuake_Init));
UniQuake_Update = LoadLibraryFunction<UniQuake_UpdateFunc>(nameof(UniQuake_Update));
UniQuake_Shutdown = LoadLibraryFunction<UniQuake_ShutdownFunc>(nameof(UniQuake_Shutdown));
UniQuake_SetFmodSystem = LoadLibraryFunction<UniQuake_SetFmodSystemFunc>(nameof(UniQuake_SetFmodSystem));
UniQuake_SetSysCallbacks = LoadLibraryFunction<UniQuake_SetCallbacksFunc>(nameof(UniQuake_SetSysCallbacks));
UniQuake_SetRenderCallbacks = LoadLibraryFunction<UniQuake_SetCallbacksFunc>(nameof(UniQuake_SetRenderCallbacks));
UniQuake_SetGameCallbacks = LoadLibraryFunction<UniQuake_SetCallbacksFunc>(nameof(UniQuake_SetGameCallbacks));
}
private TDelegate LoadLibraryFunction<TDelegate>(string functionName)
{
IntPtr procAddress = SystemLibrary.GetProcAddress(libraryHandle, functionName);
if (procAddress == IntPtr.Zero)
{
throw new DllNotFoundException($"Could not find library function: {functionName}");
}
return Marshal.GetDelegateForFunctionPointer<TDelegate>(procAddress);
}
private void FreeLibrary()
{
if (libraryHandle != IntPtr.Zero)
{
SystemLibrary.FreeLibrary(libraryHandle);
libraryHandle = IntPtr.Zero;
}
}
}