// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net //--------------------------------------------------------------------------- // Precompiled Header #include "NSFParserLibPCH.h" #include "NSFParserLib.h" #include "NSFLoader.h" #include "NSFParserLibLibType.h" //--------------------------------------------------------------------------- #if defined(_USRDLL) BOOL WINAPI DllMain(HINSTANCE hinstDLL, ULONG fdwReason, LPVOID lpvReserved) { OutputDebugString("NSFParserLib> DLLMain CALL - "); switch (fdwReason) { case DLL_PROCESS_ATTACH: { // Initialize anything needed here // If failed, return FALSE OutputDebugString("PROCESS ATTACH!\n"); } break; case DLL_THREAD_ATTACH: { OutputDebugString("THREAD ATTACH!\n"); } break; case DLL_PROCESS_DETACH: { // Shutdown anything needed here OutputDebugString("PROCESS DETACH!\n"); } break; case DLL_THREAD_DETACH: { OutputDebugString("THREAD DETACH!\n"); } break; } return (TRUE); } //--------------------------------------------------------------------------- NSFPARSERLIB_ENTRY unsigned int RunShaderParser(const char* pszDirectory, bool bRecurseSubFolders) { // Create a loader... NSFLoader* pkLoader = NSFLoader::Create(); if (!pkLoader) return 0; unsigned int uiCount = pkLoader->ParseAllNSFFiles(pszDirectory, bRecurseSubFolders); NSFLoader::Destroy(); return uiCount; } //--------------------------------------------------------------------------- NSFPARSERLIB_ENTRY unsigned int GetCompilerVersion(void) { return (_MSC_VER); } //--------------------------------------------------------------------------- #endif //#if defined(_USRDLL) //--------------------------------------------------------------------------- #if defined(_LIB) || defined (_PS3) //--------------------------------------------------------------------------- unsigned int NSFParserLib_RunShaderParser(const char* pszDirectory, bool bRecurseSubFolders) { // Create a loader... NSFLoader* pkLoader = NSFLoader::Create(); if (!pkLoader) return 0; unsigned int uiCount = pkLoader->ParseAllNSFFiles(pszDirectory, bRecurseSubFolders); NSFLoader::Destroy(); return uiCount; } //--------------------------------------------------------------------------- #endif //---------------------------------------------------------------------------