Files
UnrealEngineUWP/Engine/Source/Runtime/HTML5/HTML5JS/Public/HTML5JavaScriptFx.h
Nick Shin ba1a2c7974 #jira UE-70472 GitHub 5571 : Return status code in http response callback in HTML5 builds
#rb none
#rnx
#5571

[CL 5499720 by Nick Shin in Dev-Mobile branch]
2019-03-21 22:08:23 -04:00

46 lines
1.5 KiB
C

// Copyright 1998-2019 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*, int),
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();
}