/* Copyright (c) 2010 Wildfire Games * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* * DLL delay loading and notification */ #ifndef INCLUDED_WDLL_DELAY_LOAD #define INCLUDED_WDLL_DELAY_LOAD // must be POD because it is used before static ctors run. struct WdllLoadNotify { const char* dll_name; Status (*func)(); WdllLoadNotify* next; }; extern void wdll_add_notify(WdllLoadNotify*); // request that func be called if and when dll_name is ever delay-loaded. // must be invoked at function scope. #define WDLL_ADD_NOTIFY(dll_name, func)\ STMT(\ static WdllLoadNotify UID__ = { dll_name, func };\ wdll_add_notify(&UID__);\ ) #endif // #ifndef INCLUDED_WDLL_DELAY_LOAD