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56 lines
2.4 KiB
C++
56 lines
2.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include <windows.h>
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extern int dynamic_modules_main(HINSTANCE hInst, HINSTANCE hPrev, LPWSTR szCmdLine, int sw);
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int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPWSTR szCmdLine, int sw) {
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/* Hello!
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* This thing looks trivial, right? Guess again :-)
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* Observe:
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* 1) Because of the way plugins are done within the scummvm core
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* (read: slightly dirty) it is required that the plugins
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* (built as dlls in win32 systems) have to "backlink" into the
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* main executable. More specifically, the dlls have to call
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* functions from the (separately built) main module.
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* This means trouble for wince, as the dynamic linker does not
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* resolve imported symbols to a dll from an executable.
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* 2) But wait! DLLs can have any way of importing/exporting symbols
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* between them. Hmmm...
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*
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* Right! The solution is thus: We build everything as a dll. This means
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* the individual engines (plugins) and also the scummvm core application.
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* It is in fact "The sub-DLL solution" described over at edll
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* (ref. http://edll.sourceforge.net/).
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*
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* The last thing to watch out for is that in a plugin build, we already
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* supply a WinMain function (this one, right here) which supersedes
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* SDL's one. So we need to do the startup things SDL does in scummvm
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* before running SDL_main.
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*
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* All this leaves us, for this source file, to do this crummy little... */
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dynamic_modules_main(hInst, hPrev, szCmdLine, sw);
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}
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