Revamp: Transition HarmonyLink to C++ with DLL support
This transformative commit marks the evolution of HarmonyLink from a Rust-based server-side application to a C++ implemented, C-compatible dynamic link library (DLL). We've restructured the codebase to streamline integration into games, eliminating the need for a server setup by end-users. Key Changes: - Introduced .gitattributes and .gitmodules to manage new dependencies and collaborations. - Replaced the GitHub workflow files with CMake configurations to support the new C++ build system. - Introduced a comprehensive set of header and implementation files defining the core functionality, platform-specific utilities, and cross-platform compatibility layers. - Removed all Rust-specific files (Cargo.toml, Cargo.lock, etc.) and references to ensure a clean transition to the C++ environment. - Implemented new testing mechanisms within HarmonyLinkTest to ensure robustness and reliability of the DLL. - Excised previous server-side components and models to focus on the DLL's direct integration into consumer applications. This update is a direct response to community feedback, showcasing our commitment to adaptability and innovation. HarmonyLink 2.0 is now more accessible, efficient, and tailored for diverse gaming environments, providing developers with an unparalleled level of hardware-software harmony. Please refer to the updated README for more details on the new structure and how to integrate HarmonyLink 2.0 into your projects.
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HarmonyLinkLib/include/Structs/FOSVerInfo.h
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HarmonyLinkLib/include/Structs/FOSVerInfo.h
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#pragma once
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#include "FString.h"
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#include "HarmonyLinkStruct.h"
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namespace HarmonyLinkLib
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{
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struct FOSVerInfo : HarmonyLinkStruct {
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// 'name' represents the operating system's name, e.g., "Ubuntu" in Linux or "Windows" in Windows systems.
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FString name;
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// 'version' is a numerical representation of the OS version. In Linux, it might be the kernel version,
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// whereas in Windows, it could be the major version number like 10 for Windows 10.
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uint32_t version = 0;
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// 'id' is a unique identifier for the OS. In Linux, it might be a lower-case string like "ubuntu".
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// In Windows, this could map to the edition ID, such as "Professional".
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FString id;
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// 'version_id' is a string representing the specific version of the OS.
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// For example, "20.04" in Ubuntu or "1909" in Windows 10.
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FString version_id;
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// 'version_codename' is a codename for the OS version, if available.
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// This is common in Linux distributions (e.g., "focal" for Ubuntu 20.04) but not typically used in Windows.
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FString version_codename;
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// 'pretty_name' is a more readable version of the name, potentially including the version and codename.
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// For example, "Ubuntu 20.04 LTS (Focal Fossa)" or "Windows 10 Pro".
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FString pretty_name;
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// 'variant_id' is an identifier for the specific variant of the OS, if available.
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// For example, in Linux distributions, this might be "desktop" for the desktop edition,
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// "server" for the server edition, or "core" for a minimal installation. It helps distinguish
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// between different flavors or editions of the same version.
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// On the Steam Deck, this is set to "steamdeck".
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FString variant_id;
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void print() const
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{
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wprintf(L"Name: '%hs'\n", name.c_str());
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wprintf(L"Version: '%d'\n", version);
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wprintf(L"ID: '%hs'\n", id.c_str());
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wprintf(L"Version ID: '%hs'\n", version_id.c_str());
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wprintf(L"Version Codename: '%hs'\n", version_codename.c_str());
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wprintf(L"Pretty Name: '%hs'\n", pretty_name.c_str());
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wprintf(L"Variant ID: '%hs'\n", variant_id.c_str());
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}
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};
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}
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