r5sdk/r5dev/thirdparty/lzham/include/lzham_static_lib.h

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Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
#pragma once
#define LZHAM_STATIC_LIB 1
#include "lzham.h"
#ifdef __cplusplus
// Like lzham_dynamic_lib, except it sets the function pointer members to point directly to the C functions in lzhamlib
class lzham_static_lib : public ilzham
{
lzham_static_lib(const lzham_static_lib &other);
lzham_static_lib& operator= (const lzham_static_lib &rhs);
public:
lzham_static_lib() : ilzham() { }
virtual ~lzham_static_lib() { }
virtual bool load()
{
this->lzham_get_version = ::lzham_get_version;
this->lzham_set_memory_callbacks = ::lzham_set_memory_callbacks;
this->lzham_compress_init = ::lzham_compress_init;
this->lzham_compress_deinit = ::lzham_compress_deinit;
this->lzham_compress = ::lzham_compress;
this->lzham_compress2 = ::lzham_compress2;
this->lzham_compress_memory = ::lzham_compress_memory;
this->lzham_decompress_init = ::lzham_decompress_init;
this->lzham_decompress_reinit = ::lzham_decompress_reinit;
this->lzham_decompress_deinit = ::lzham_decompress_deinit;
this->lzham_decompress = ::lzham_decompress;
this->lzham_decompress_memory = ::lzham_decompress_memory;
this->lzham_z_version = ::lzham_z_version;
this->lzham_z_deflateInit = ::lzham_z_deflateInit;
this->lzham_z_deflateInit2 = ::lzham_z_deflateInit2;
this->lzham_z_deflateReset = ::lzham_z_deflateReset;
this->lzham_z_deflate = ::lzham_z_deflate;
this->lzham_z_deflateEnd = ::lzham_z_deflateEnd;
this->lzham_z_deflateBound = ::lzham_z_deflateBound;
this->lzham_z_compress = ::lzham_z_compress;
this->lzham_z_compress2 = ::lzham_z_compress2;
this->lzham_z_compressBound = ::lzham_z_compressBound;
this->lzham_z_inflateInit = ::lzham_z_inflateInit;
this->lzham_z_inflateInit2 = ::lzham_z_inflateInit2;
this->lzham_z_inflate = ::lzham_z_inflate;
this->lzham_z_inflateEnd = ::lzham_z_inflateEnd;
this->lzham_z_uncompress = ::lzham_z_uncompress;
this->lzham_z_error = ::lzham_z_error;
return true;
}
virtual void unload() { clear(); }
virtual bool is_loaded() { return lzham_get_version != NULL; }
};
#endif // __cplusplus