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82 lines
3.1 KiB
82 lines
3.1 KiB
using System;
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using System.IO;
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using System.Runtime.InteropServices;
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using UnityEngine;
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public partial class UniQuake
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{
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#if UNITY_EDITOR
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private const string DllPath = "Plugins/windows/x86_64/uniquake.dll";
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#elif UNITY_STANDALONE_WIN
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#if UNITY_64
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private const string DllPath = "Plugins/x86_64/uniquake.dll";
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#else
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private const string DllPath = "Plugins/x86/uniquake.dll";
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#endif
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#elif UNITY_PS4 || UNITY_PS5
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private const string DllPath = "Plugins/uniquake.prx";
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#elif UNITY_GAMECORE
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private const string DllPath = "Plugins/uniquake.dll";
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#endif
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private IntPtr libraryHandle;
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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private delegate void UniQuake_InitFunc(IntPtr parms, IntPtr sysCalls, IntPtr glCalls, IntPtr gameCalls);
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private UniQuake_InitFunc UniQuake_Init;
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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private delegate void UniQuake_UpdateFunc(float deltaTime);
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private UniQuake_UpdateFunc UniQuake_Update;
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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private delegate void UniQuake_ShutdownFunc();
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private UniQuake_ShutdownFunc UniQuake_Shutdown;
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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private delegate void UniQuake_SetFmodSystemFunc(IntPtr fmodSystem, int playerNumber = 0);
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private UniQuake_SetFmodSystemFunc UniQuake_SetFmodSystem;
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private void LoadLibrary()
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{
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string dllFile = Path.Combine(Application.dataPath, DllPath);
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// Experimental code to allow running multiple instances of Quake next to each other
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// string dllName = Path.GetFileNameWithoutExtension(dllFile);
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// string dllExt = Path.GetExtension(dllFile);
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// string dllCopy = Path.Combine(Application.persistentDataPath, $"{dllName}{GetInstanceID()}{dllExt}");
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// File.Copy(dllFile, dllCopy, true);
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// dllFile = dllCopy;
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libraryHandle = SystemLibrary.LoadLibrary(dllFile);
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if (libraryHandle == IntPtr.Zero)
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{
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throw new DllNotFoundException($"Failed to load UniQuake library from path: {dllFile}, last error = {Marshal.GetLastWin32Error()}");
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}
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UniQuake_Init = LoadLibraryFunction<UniQuake_InitFunc>("UniQuake_Init");
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UniQuake_Update = LoadLibraryFunction<UniQuake_UpdateFunc>("UniQuake_Update");
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UniQuake_Shutdown = LoadLibraryFunction<UniQuake_ShutdownFunc>("UniQuake_Shutdown");
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UniQuake_SetFmodSystem = LoadLibraryFunction<UniQuake_SetFmodSystemFunc>("UniQuake_SetFmodSystem");
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}
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private TDelegate LoadLibraryFunction<TDelegate>(string functionName)
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{
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IntPtr procAddress = SystemLibrary.GetProcAddress(libraryHandle, functionName);
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if (procAddress == IntPtr.Zero)
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{
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throw new DllNotFoundException($"Could not find library function: {functionName}");
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}
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return Marshal.GetDelegateForFunctionPointer<TDelegate>(procAddress);
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}
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private void FreeLibrary()
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{
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if (libraryHandle != IntPtr.Zero)
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{
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SystemLibrary.FreeLibrary(libraryHandle);
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libraryHandle = IntPtr.Zero;
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}
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}
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}
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