Files
UnrealEngineUWP/Engine/Source/Programs/UnrealFrontend/Private/Windows/WindowsUnrealFrontendMain.cpp
Ben Donatelli c629071067 Added include directives to fix non-unity build
[CL 2046980 by Ben Donatelli in Main branch]
2014-04-23 19:03:48 -04:00

76 lines
1.9 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
WindowsUnrealFrontendMain.cpp: Implements the main entry point for Windows.
=============================================================================*/
#include "UnrealFrontendMain.h"
#include "ExceptionHandling.h"
#include "LaunchEngineLoop.h"
/**
* The main application entry point for Windows platforms.
*
* @param hInInstance - Handle to the current instance of the application.
* @param hPrevInstance - Handle to the previous instance of the application (always NULL).
* @param lpCmdLine - Command line for the application.
* @param nShowCmd - Specifies how the window is to be shown.
*
* @return Application's exit value.
*/
int32 WINAPI WinMain( HINSTANCE hInInstance, HINSTANCE hPrevInstance, char* lpCmdLine, int32 nShowCmd )
{
hInstance = hInInstance;
const TCHAR* OrgCmdLine = GetCommandLineW();
const TCHAR* CmdLine = FCommandLine::RemoveExeName(OrgCmdLine);
#if !UE_BUILD_SHIPPING
if (FParse::Param(CmdLine, TEXT("crashreports")))
{
GAlwaysReportCrash = true;
}
#endif
#if WINVER > 0x502 // Windows Error Reporting is not supported on Windows XP
if (FParse::Param(CmdLine, TEXT("useautoreporter")))
#endif
{
GUseCrashReportClient = false;
}
int32 ErrorLevel = 0;
#if UE_BUILD_DEBUG
if (!GAlwaysReportCrash)
#else
if (FPlatformMisc::IsDebuggerPresent() && !GAlwaysReportCrash)
#endif
{
ErrorLevel = UnrealFrontendMain(CmdLine);
}
else
{
#if !PLATFORM_SEH_EXCEPTIONS_DISABLED
__try
#endif
{
GIsGuarded = 1;
ErrorLevel = UnrealFrontendMain(CmdLine);
GIsGuarded = 0;
}
#if !PLATFORM_SEH_EXCEPTIONS_DISABLED
__except (ReportCrash(GetExceptionInformation()))
{
ErrorLevel = 1;
GError->HandleError();
FPlatformMisc::RequestExit(true);
}
#endif
}
FEngineLoop::AppExit();
return ErrorLevel;
}