scummvm/backends/platform/wince/stub.cpp
2014-02-18 02:39:40 +01:00

56 lines
2.4 KiB
C++

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