Xash3D FWGS engine.
 
 
 
 

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/*
ios_lib.c - dynamic library code for iOS
Copyright (C) 2017-2018 mittorn
This program is free software: you can redistribute it and/sor modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program 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.
*/
#if TARGET_OS_IPHONE
#include <SDL.h>
#include "common.h"
#include "library.h"
#include "filesystem.h"
#include "server.h"
#include "platform/apple/ios_lib.h"
static void *IOS_LoadLibraryInternal( const char *dllname )
{
void *pHandle;
string errorstring = "";
char path[MAX_SYSPATH];
// load frameworks from Documents directory
// frameworks should be signed with same key with application
// Useful for debug to prevent rebuilding app on every library update
// NOTE: Apple polices forbids loading code from shared places
#ifdef ENABLE_FRAMEWORK_SIDELOAD
Q_snprintf( path, MAX_SYSPATH, "%s.framework/lib", dllname );
if( pHandle = dlopen( path, RTLD_LAZY ) )
return pHandle;
Q_snprintf( errorstring, MAX_STRING, dlerror() );
#endif
#ifdef DLOPEN_FRAMEWORKS
// load frameworks as it should be located in Xcode builds
Q_snprintf( path, MAX_SYSPATH, "%s%s.framework/lib", SDL_GetBasePath(), dllname );
#else
// load libraries from app root to allow re-signing ipa with custom utilities
Q_snprintf( path, MAX_SYSPATH, "%s%s", SDL_GetBasePath(), dllname );
#endif
pHandle = dlopen( path, RTLD_LAZY );
if( !pHandle )
{
COM_PushLibraryError(errorstring);
COM_PushLibraryError(dlerror());
}
return pHandle;
}
extern char *g_szLibrarySuffix;
static void *IOS_LoadLibrary( const char *dllname )
{
string name;
char *postfix = g_szLibrarySuffix;
char *pHandle;
if( !postfix ) postfix = GI->gamefolder;
Q_snprintf( name, MAX_STRING, "%s_%s", dllname, postfix );
pHandle = IOS_LoadLibraryInternal( name );
if( pHandle )
return pHandle;
return IOS_LoadLibraryInternal( dllname );
}
#endif // TARGET_OS_IPHONE