Merge development into master: shared Web UI runtime, bridge-driven UIs, and server-authoritative store flow #1
@ -12,19 +12,11 @@ mod windows_ffi {
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#[link(name = "kernel32")]
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unsafe extern "system" {
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pub(super) fn GetModuleHandleA(lpModuleName: *const u8) -> *mut c_void;
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pub(super) fn LoadLibraryA(lpLibFileName: *const u8) -> *mut c_void;
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pub(super) fn GetProcAddress(hModule: *mut c_void, lpProcName: *const u8) -> *mut c_void;
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}
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/// Mangled C++ name for the ExportSVG function.
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/// Format: `?ExportSVG@@YAXPEBD_N11111@Z` matches signature:
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/// `void ExportSVG(const char*, bool, bool, bool, bool, bool, bool)`
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pub(super) const EXPORT_SVG_PROC_NAME: &[u8] = b"?ExportSVG@@YAXPEBD_N11111@Z\0";
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/// Name of the DLL containing the ExportSVG function.
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/// Update this to match your actual DLL name.
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pub(super) const TERRAIN_DLL_NAME: &[u8] = b"TerrainExport.dll\0";
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pub(super) type FnExportSVG =
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extern "system" fn(*const c_char, bool, bool, bool, bool, bool, bool) -> *const c_void;
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}
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@ -63,35 +55,20 @@ pub fn export_terrain_svg(
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unsafe {
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use windows_ffi::*;
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// Try to get already loaded module, or load the DLL
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let module = GetModuleHandleA(TERRAIN_DLL_NAME.as_ptr());
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let module = if module.is_null() {
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let loaded = LoadLibraryA(TERRAIN_DLL_NAME.as_ptr());
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if loaded.is_null() {
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return Err(format!(
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"Failed to load DLL: {}",
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std::str::from_utf8_unchecked(&TERRAIN_DLL_NAME[..TERRAIN_DLL_NAME.len() - 1])
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));
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}
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loaded
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} else {
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module
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};
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// Get the ExportSVG function address
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let export_svg_proc = GetProcAddress(module, EXPORT_SVG_PROC_NAME.as_ptr());
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if export_svg_proc.is_null() {
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return Err("Failed to find ExportSVG function in DLL".to_string());
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let module = GetModuleHandleA(std::ptr::null());
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if module.is_null() {
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return Err("Failed to get game engine module handle".to_string());
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}
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// Convert to function pointer
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let export_svg: FnExportSVG = std::mem::transmute(export_svg_proc);
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let export_svg_proc = GetProcAddress(module, EXPORT_SVG_PROC_NAME.as_ptr());
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if export_svg_proc.is_null() {
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return Err("Failed to find ExportSVG function in game engine".to_string());
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}
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// Convert file path to C string
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let export_svg: FnExportSVG = std::mem::transmute(export_svg_proc);
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let file_path_cstr =
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std::ffi::CString::new(file_path).map_err(|e| format!("Invalid file path: {}", e))?;
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// Call the export function
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export_svg(
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file_path_cstr.as_ptr(),
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draw_location_names,
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@ -164,7 +141,6 @@ struct ExportSvgOptions {
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/// ["terrain:exportSVG", [toJSON _options]] call forge_x_extension_fnc_extCall;
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/// ```
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fn export_svg(options_json: String) -> String {
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// Parse options from JSON
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let options: ExportSvgOptions = match serde_json::from_str(&options_json) {
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Ok(opts) => opts,
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Err(e) => {
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