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			146 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			146 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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/* WIKI CATEGORY: SharedObject */
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/**
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 * # CategorySharedObject
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 *
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 * System-dependent library loading routines.
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 *
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 * Shared objects are code that is programmatically loadable at runtime.
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 * Windows calls these "DLLs", Linux calls them "shared libraries", etc.
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 *
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 * To use them, build such a library, then call SDL_LoadObject() on it. Once
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 * loaded, you can use SDL_LoadFunction() on that object to find the address
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 * of its exported symbols. When done with the object, call SDL_UnloadObject()
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 * to dispose of it.
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 *
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 * Some things to keep in mind:
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 *
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 * - These functions only work on C function names. Other languages may have
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 *   name mangling and intrinsic language support that varies from compiler to
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 *   compiler.
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 * - Make sure you declare your function pointers with the same calling
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 *   convention as the actual library function. Your code will crash
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 *   mysteriously if you do not do this.
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 * - Avoid namespace collisions. If you load a symbol from the library, it is
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 *   not defined whether or not it goes into the global symbol namespace for
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 *   the application. If it does and it conflicts with symbols in your code or
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 *   other shared libraries, you will not get the results you expect. :)
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 * - Once a library is unloaded, all pointers into it obtained through
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 *   SDL_LoadFunction() become invalid, even if the library is later reloaded.
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 *   Don't unload a library if you plan to use these pointers in the future.
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 *   Notably: beware of giving one of these pointers to atexit(), since it may
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 *   call that pointer after the library unloads.
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 */
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#ifndef SDL_loadso_h_
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#define SDL_loadso_h_
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_begin_code.h>
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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 * An opaque datatype that represents a loaded shared object.
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 *
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 * \since This datatype is available since SDL 3.2.0.
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 *
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 * \sa SDL_LoadObject
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 * \sa SDL_LoadFunction
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 * \sa SDL_UnloadObject
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 */
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typedef struct SDL_SharedObject SDL_SharedObject;
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/**
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 * Dynamically load a shared object.
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 *
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 * \param sofile a system-dependent name of the object file.
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 * \returns an opaque pointer to the object handle or NULL on failure; call
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 *          SDL_GetError() for more information.
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 *
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 * \threadsafety It is safe to call this function from any thread.
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 *
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 * \since This function is available since SDL 3.2.0.
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 *
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 * \sa SDL_LoadFunction
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 * \sa SDL_UnloadObject
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 */
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extern SDL_DECLSPEC SDL_SharedObject * SDLCALL SDL_LoadObject(const char *sofile);
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/**
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 * Look up the address of the named function in a shared object.
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 *
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 * This function pointer is no longer valid after calling SDL_UnloadObject().
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 *
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 * This function can only look up C function names. Other languages may have
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 * name mangling and intrinsic language support that varies from compiler to
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 * compiler.
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 *
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 * Make sure you declare your function pointers with the same calling
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 * convention as the actual library function. Your code will crash
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 * mysteriously if you do not do this.
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 *
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 * If the requested function doesn't exist, NULL is returned.
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 *
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 * \param handle a valid shared object handle returned by SDL_LoadObject().
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 * \param name the name of the function to look up.
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 * \returns a pointer to the function or NULL on failure; call SDL_GetError()
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 *          for more information.
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 *
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 * \threadsafety It is safe to call this function from any thread.
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 *
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 * \since This function is available since SDL 3.2.0.
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 *
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 * \sa SDL_LoadObject
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 */
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extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_LoadFunction(SDL_SharedObject *handle, const char *name);
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/**
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 * Unload a shared object from memory.
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 *
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 * Note that any pointers from this object looked up through
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 * SDL_LoadFunction() will no longer be valid.
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 *
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 * \param handle a valid shared object handle returned by SDL_LoadObject().
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 *
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 * \threadsafety It is safe to call this function from any thread.
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 *
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 * \since This function is available since SDL 3.2.0.
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 *
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 * \sa SDL_LoadObject
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 */
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extern SDL_DECLSPEC void SDLCALL SDL_UnloadObject(SDL_SharedObject *handle);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include <SDL3/SDL_close_code.h>
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#endif /* SDL_loadso_h_ */
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