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https://github.com/FWGS/xash3d-fwgs.git
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96 lines
2.4 KiB
C
96 lines
2.4 KiB
C
/*
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ios_lib.c - dynamic library code for iOS
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Copyright (C) 2017-2018 mittorn
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This program is free software: you can redistribute it and/sor modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include <string.h>
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#include <unistd.h>
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#include <SDL.h>
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#include <dlfcn.h>
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#include <sys/stat.h>
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#include "crtlib.h"
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#include "library.h"
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#include "platform/ios/lib_ios.h"
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#include "common.h"
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const char *g_szLibrarySuffix;
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static void *IOS_LoadLibraryInternal( const char *dllname )
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{
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void *pHandle;
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char path[MAX_SYSPATH];
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Q_snprintf( path, sizeof( path ), "%s%s", SDL_GetBasePath(), dllname );
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pHandle = dlopen( path, RTLD_LAZY );
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if( !pHandle )
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COM_PushLibraryError(dlerror( ));
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return pHandle;
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}
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static qboolean IOS_LibraryExistsInternal( const char *name )
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{
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struct stat buf;
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char path[MAX_SYSPATH];
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Q_snprintf( path, sizeof( path ), "%s%s", SDL_GetBasePath(), name );
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return stat( path, &buf ) == 0;
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}
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static const char *IOS_GetLibraryPostfix( void )
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{
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if( g_szLibrarySuffix )
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return g_szLibrarySuffix;
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return Q_strcmp( host.default_gamedir, FS_Gamedir( )) ? FS_Gamedir( ) : "";
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}
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static void IOS_PrepareGameLibraryPath( const char *dllname, char *out, size_t outsize )
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{
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string strippedname;
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Q_strncpy( strippedname, dllname, sizeof( strippedname ));
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COM_StripExtension( strippedname );
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Q_snprintf( out, outsize, "%s_%s.dylib", strippedname, IOS_GetLibraryPostfix( ));
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}
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void *IOS_LoadLibrary( const char *dllname )
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{
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// filesystem_stdio is a special case, as engine won't work correctly without it
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// but it's always located at known path
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if( !Q_strcmp( dllname, "filesystem_stdio.dylib" ))
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return IOS_LoadLibraryInternal( dllname );
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string name;
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char *pHandle;
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IOS_PrepareGameLibraryPath( dllname, name, sizeof( name ));
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pHandle = IOS_LoadLibraryInternal( name );
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if( !pHandle )
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pHandle = IOS_LoadLibraryInternal( dllname );
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return pHandle;
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}
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qboolean IOS_LibraryExists( const char *dllname )
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{
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string name;
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IOS_PrepareGameLibraryPath( dllname, name, sizeof( name ));
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return IOS_LibraryExistsInternal( name ) || IOS_LibraryExistsInternal( dllname );
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}
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