Files
UnrealEngineUWP/Engine/Source/Runtime/HTML5/HTML5JS/Public/HTML5JavaScriptFx.h
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

39 lines
1.3 KiB
C

// 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_DoesSaveGameExist(const char* Name, const int UserIndex);
bool UE_SaveGame(const char* Name, const int UserIndex, const char* indata, int insize);
bool UE_LoadGame(const char* Name, const int UserIndex, char **outdata, int* outsize);
// 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)() );
}