// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. #pragma once extern "C" { bool UE_SendAndRecievePayLoad( char *URL, char* indata, int insize, char** outdata, int* outsize ); // SaveGame bool UE_SaveGame(const char* Name, const char* indata, int insize); bool UE_LoadGame(const char* Name, char **outdata, int* outsize); bool UE_DeleteSavedGame(const char* Name); bool UE_DoesSaveGameExist(const char* Name); // MessageBox int UE_MessageBox( int MsgType, const char* Text, const char* Caption); // CultureName int UE_GetCurrentCultureName(const char* OutName, int outsize); // MakeHTTPDataRequest void UE_MakeHTTPDataRequest(void *ctx, const char* url, const char* verb, const char* payload, int payloadsize, // POST const char* headers, int async, // e.g. onBeforeUnload int freeBuffer, void(*onload)(void*, void*, unsigned, void*), void(*onerror)(void*, int, const char*), void(*onprogress)(void*, int, int) ); // onBeforeUnload void UE_Reset_OnBeforeUnload(); void UE_Register_OnBeforeUnload(void *ctx, void(*callback)(void*)); void UE_UnRegister_OnBeforeUnload(void *ctx, void(*callback)(void*)); // GSystemResolution void UE_GSystemResolution( int(*resX)(), int(*rexY)() ); void UE_EngineRegisterCanvasResizeListener(void(*listener)()); // Returns the WebGL major version number that the browser supports (e.g. 2, 1 or 0) // This function can be called even before creating any GL contexts on C/C++ side. int UE_BrowserWebGLVersion(); }