Files
UnrealEngineUWP/Engine/Source/Runtime/HTML5/Simulator/HTML5Win32/Private/LoadDLL.cpp
Jeff Campeau 4953cf332e Partial support for the VS2013 toolchain readded.
Individual projects select 2013 support through their target.cs files. This is already setup for the correct projects and no other projects should use 2013.
#lockdown Nick.Penwarden

[CL 2902827 by Jeff Campeau in Main branch]
2016-03-10 04:38:13 -05:00

62 lines
2.0 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "HTML5Win32PrivatePCH.h"
#include "LoadDLL.h"
#include <windows.h>
#include <string>
namespace HTML5Win32 {
HMODULE PhysX3CommonHandle = 0;
HMODULE PhysX3Handle = 0;
HMODULE PhysX3CookingHandle = 0;
HMODULE nvToolsExtHandle = 0;
void LoadANGLE( const char* EngineRoot)
{
LoadLibraryA ((std::string(EngineRoot) + std::string("/Binaries/ThirdParty/ANGLE/libGLESv2.dll")).c_str());
LoadLibraryA ((std::string(EngineRoot) + std::string("/Binaries/ThirdParty/ANGLE/libEGL.dll")).c_str());
}
void LoadPhysXDLL(const char* EngineRoot)
{
#if _MSC_VER >= 1900
std::string DllRoot = std::string(EngineRoot) + std::string("/Binaries/ThirdParty/PhysX/PhysX-3.3/Win32/VS2015/");
#elif _MSC_VER >= 1800
std::string DllRoot = std::string(EngineRoot) + std::string("/Binaries/ThirdParty/PhysX/PhysX-3.3/Win32/VS2013/");
#endif
#if UE_BUILD_DEBUG && !defined(NDEBUG) // Use !defined(NDEBUG) to check to see if we actually are linking with Debug third party libraries (bDebugBuildsActuallyUseDebugCRT)
PhysX3CommonHandle = LoadLibraryA( (DllRoot + "PhysX3CommonDEBUG_x86.dll").c_str());
nvToolsExtHandle = LoadLibraryA((DllRoot + "nvToolsExt32_1.dll").c_str());
PhysX3Handle = LoadLibraryA((DllRoot + "PhysX3DEBUG_x86.dll").c_str());
PhysX3CookingHandle = LoadLibraryA((DllRoot + "PhysX3CookingDEBUG_x86.dll").c_str());
#else
PhysX3CommonHandle = LoadLibraryA( (DllRoot + "PhysX3CommonPROFILE_x86.dll").c_str());
nvToolsExtHandle = LoadLibraryA((DllRoot + "nvToolsExt32_1.dll").c_str());
PhysX3Handle = LoadLibraryA((DllRoot + "PhysX3PROFILE_x86.dll").c_str());
PhysX3CookingHandle = LoadLibraryA((DllRoot + "PhysX3CookingPROFILE_x86.dll").c_str());
#endif
}
void ShutDownPhysXDLL()
{
}
void LoadOpenAL(const char* EngineRoot)
{
std::string DllRoot = std::string(EngineRoot) + std::string("Binaries/ThirdParty/OpenAL/OpenAL32.dll");
LoadLibraryA( DllRoot.c_str());
}
}