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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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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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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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// //
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// pnBuildDates.cpp //
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// //
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// Thanks to there not being a pre-build step in MSVC, we have to do this //
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// kluge instead. Basically, as a post-build step, we run a custom app //
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// that inserts the date and time as string resources into the client EXE. //
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// Then, on startup, the static class here gets inited and we load the //
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// string resources into our char strings. //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#include "HeadSpin.h"
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#include "hsWindows.h"
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#include "pnTimer/pnBuildDates.h"
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char pnBuildDates::fBuildDate[ 128 ] = __DATE__;
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char pnBuildDates::fBuildTime[ 128 ] = __TIME__;
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// This forces our constructor to run on app load
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static pnBuildDates staticObjToForceResLoad;
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#if HS_BUILD_FOR_WIN32
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HINSTANCE sModuleHandle = GetModuleHandle( NULL );
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#endif
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pnBuildDates::pnBuildDates()
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{
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// Note; these are int konstants so we don't have to worry about sharing symbols
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// across apps (in this case, our custom app that updates these strings on post-build)
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IGetString( 1000, fBuildDate, sizeof( fBuildDate ) - 1 );
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IGetString( 1001, fBuildTime, sizeof( fBuildTime ) - 1 );
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}
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void pnBuildDates::IGetString( int resID, char *destBuffer, int size )
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{
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#if HS_BUILD_FOR_WIN32
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HRSRC rsrc = ::FindResource( sModuleHandle, MAKEINTRESOURCE( resID ), RT_RCDATA );
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if( rsrc != NULL )
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{
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HGLOBAL handle = ::LoadResource( sModuleHandle, rsrc );
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if( handle != NULL )
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{
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char *str = (char *)::LockResource( handle );
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strncpy( destBuffer, str, size );
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UnlockResource( handle );
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}
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}
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#endif
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}
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