/* =========================================================================== Copyright (C) 2023 the OpenMoHAA team This file is part of OpenMoHAA source code. OpenMoHAA source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. OpenMoHAA source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenMoHAA source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #include "../sys_local.h" #include "../win_localization.h" #include "../sys_loadlib.h" static void* game_library = NULL; static void* cgame_library = NULL; qboolean GLimp_SpawnRenderThread(void (*function)(void)) { return qfalse; } void* GLimp_RendererSleep(void) { return NULL; } void GLimp_FrontEndSleep(void) { } void GLimp_WakeRenderer(void* data) { } /* ============== Sys_ShowConsole ============== */ void Sys_ShowConsole(int visLevel, qboolean quitOnClose) { } /* ============== SaveRegistryInfo ============== */ qboolean SaveRegistryInfo(qboolean user, const char* pszName, void* pvBuf, long lSize) { STUB_DESC("not implemented"); return qfalse; } /* ============== LoadRegistryInfo ============== */ qboolean LoadRegistryInfo(qboolean user, const char* pszName, void* pvBuf, long* plSize) { STUB_DESC("not implemented"); return qfalse; } /* ============== IsFirstRun ============== */ qboolean IsFirstRun(void) { STUB_DESC("wtf"); return qfalse; } /* ============== IsNewConfig ============== */ qboolean IsNewConfig(void) { STUB_DESC("wtf"); return qfalse; } /* ============== IsSafeMode ============== */ qboolean IsSafeMode(void) { STUB_DESC("wtf"); return qfalse; } /* ============== ClearNewConfigFlag ============== */ void ClearNewConfigFlag(void) { } /* ============== Sys_GetWholeClipboard ============== */ const char* Sys_GetWholeClipboard(void) { return NULL; } /* ============== Sys_SetClipboard ============== */ void Sys_SetClipboard(const char* contents) { } /* ================ RecoverLostAutodialData ================ */ void RecoverLostAutodialData(void) { // FIXME: stub } /* ============== Sys_CloseMutex ============== */ void Sys_CloseMutex(void) { // FIXME: stub } /* ================= Sys_UnloadGame ================= */ void Sys_UnloadGame(void) { Com_Printf("------ Unloading Game ------\n"); if (game_library) { Sys_UnloadLibrary(game_library); } game_library = NULL; } /* ================= Sys_GetGameAPI ================= */ void* Sys_GetGameAPI(void* parms) { void* (*GetGameAPI) (void*); const char* gamename = "game" ARCH_STRING DLL_SUFFIX DLL_EXT; if (game_library) Com_Error(ERR_FATAL, "Sys_GetGameAPI without calling Sys_UnloadGame"); game_library = Sys_LoadDll(gamename, qfalse); //Still couldn't find it. if (!game_library) { Com_Printf("Sys_GetGameAPI(%s) failed: \"%s\"\n", gamename, Sys_LibraryError()); Com_Error(ERR_FATAL, "Couldn't load game"); } Com_Printf("Sys_GetGameAPI(%s): succeeded ...\n", gamename); GetGameAPI = (void* (*)(void*))Sys_LoadFunction(game_library, "GetGameAPI"); if (!GetGameAPI) { Sys_UnloadGame(); return NULL; } return GetGameAPI(parms); } /* ================= Sys_UnloadCGame ================= */ void Sys_UnloadCGame(void) { Com_Printf("------ Unloading ClientGame ------\n"); if (cgame_library) { Sys_UnloadLibrary(cgame_library); } cgame_library = NULL; } /* ================= Sys_GetCGameAPI ================= */ void* Sys_GetCGameAPI(void* parms) { void* (*GetCGameAPI) (void*); const char* gamename = "cgame" ARCH_STRING DLL_SUFFIX DLL_EXT; if (cgame_library) Com_Error(ERR_FATAL, "Sys_GetCGameAPI without calling Sys_UnloadCGame"); cgame_library = Sys_LoadDll(gamename, qfalse); //Still couldn't find it. if (!cgame_library) { Com_Printf("Sys_GetCGameAPI(%s) failed: \"%s\"\n", gamename, Sys_LibraryError()); Com_Error(ERR_FATAL, "Couldn't load game"); } Com_Printf("Sys_GetCGameAPI(%s): succeeded ...\n", gamename); GetCGameAPI = (void* (*)(void*))Sys_LoadFunction(cgame_library, "GetCGameAPI"); if (!GetCGameAPI) { Sys_UnloadCGame(); return NULL; } return GetCGameAPI(parms); } void VM_Forced_Unload_Start(void) { } void VM_Forced_Unload_Done(void) { } void Sys_InitEx() { Sys_InitLocalization(); }