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