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First steps to get a custom DLL built in Debug mode with all of the relevent Quake engine code embedded

console
Nico de Poel 5 years ago
parent
commit
bff11033c3
  1. 3
      .gitignore
  2. 2
      engine/code/snd_fmod.c
  3. 2
      engine/projects/uniquake/cpp.hint
  4. 19
      engine/projects/uniquake/dllmain.cpp
  5. 5
      engine/projects/uniquake/framework.h
  6. 5
      engine/projects/uniquake/pch.cpp
  7. 13
      engine/projects/uniquake/pch.h
  8. 22
      engine/projects/uniquake/uniquake.cpp
  9. 22
      engine/projects/uniquake/uniquake.h
  10. 365
      engine/projects/uniquake/uniquake.vcxproj
  11. 548
      engine/projects/uniquake/uniquake.vcxproj.filters

3
.gitignore

@ -5,3 +5,6 @@ UserSettings/
.vs/
Debug/
Release/
.idea/
*.csproj
Logs/

2
engine/code/snd_fmod.c

@ -38,8 +38,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifdef UQE_FMOD
#pragma comment(lib, "../fmod-4/lib/fmodex_vc.lib")
#include "../fmod-4/inc/fmod.h"
#include "../fmod-4/inc/fmod_errors.h"

2
engine/projects/uniquake/cpp.hint

@ -0,0 +1,2 @@
#define UNIQUAKE_API __declspec(dllexport)
#define UNIQUAKE_API __declspec(dllimport)

19
engine/projects/uniquake/dllmain.cpp

@ -0,0 +1,19 @@
// dllmain.cpp : Defines the entry point for the DLL application.
#include "pch.h"
BOOL APIENTRY DllMain( HMODULE hModule,
DWORD ul_reason_for_call,
LPVOID lpReserved
)
{
switch (ul_reason_for_call)
{
case DLL_PROCESS_ATTACH:
case DLL_THREAD_ATTACH:
case DLL_THREAD_DETACH:
case DLL_PROCESS_DETACH:
break;
}
return TRUE;
}

5
engine/projects/uniquake/framework.h

@ -0,0 +1,5 @@
#pragma once
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
// Windows Header Files
#include <windows.h>

5
engine/projects/uniquake/pch.cpp

@ -0,0 +1,5 @@
// pch.cpp: source file corresponding to the pre-compiled header
#include "pch.h"
// When you are using pre-compiled headers, this source file is necessary for compilation to succeed.

13
engine/projects/uniquake/pch.h

@ -0,0 +1,13 @@
// pch.h: This is a precompiled header file.
// Files listed below are compiled only once, improving build performance for future builds.
// This also affects IntelliSense performance, including code completion and many code browsing features.
// However, files listed here are ALL re-compiled if any one of them is updated between builds.
// Do not add files here that you will be updating frequently as this negates the performance advantage.
#ifndef PCH_H
#define PCH_H
// add headers that you want to pre-compile here
#include "framework.h"
#endif //PCH_H

22
engine/projects/uniquake/uniquake.cpp

@ -0,0 +1,22 @@
// uniquake.cpp : Defines the exported functions for the DLL.
//
#include "pch.h"
#include "framework.h"
#include "uniquake.h"
// This is an example of an exported variable
UNIQUAKE_API int nuniquake=0;
// This is an example of an exported function.
UNIQUAKE_API int fnuniquake(void)
{
return 0;
}
// This is the constructor of a class that has been exported.
Cuniquake::Cuniquake()
{
return;
}

22
engine/projects/uniquake/uniquake.h

@ -0,0 +1,22 @@
// The following ifdef block is the standard way of creating macros which make exporting
// from a DLL simpler. All files within this DLL are compiled with the UNIQUAKE_EXPORTS
// symbol defined on the command line. This symbol should not be defined on any project
// that uses this DLL. This way any other project whose source files include this file see
// UNIQUAKE_API functions as being imported from a DLL, whereas this DLL sees symbols
// defined with this macro as being exported.
#ifdef UNIQUAKE_EXPORTS
#define UNIQUAKE_API __declspec(dllexport)
#else
#define UNIQUAKE_API __declspec(dllimport)
#endif
// This class is exported from the dll
class UNIQUAKE_API Cuniquake {
public:
Cuniquake(void);
// TODO: add your methods here.
};
extern UNIQUAKE_API int nuniquake;
UNIQUAKE_API int fnuniquake(void);

365
engine/projects/uniquake/uniquake.vcxproj

@ -0,0 +1,365 @@
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