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implement all DLL exports (as TODOs)
Now we can use our own compiled LEGO1.LIB rather than one generated from the original. Also implements a script that tests them to help ensure future commits don't break them.
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@@ -5,6 +5,7 @@
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#include "legoinputmanager.h"
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#include "legogamestate.h"
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#include "legonavcontroller.h"
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#include "legopathboundary.h"
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#include "legoroi.h"
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#include "legovideomanager.h"
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#include "mxatomid.h"
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@@ -27,7 +28,7 @@ class LegoOmni : public MxOmni
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public:
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__declspec(dllexport) void CreateBackgroundAudio();
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__declspec(dllexport) void RemoveWorld(const MxAtomId &p1, long p2);
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__declspec(dllexport) static int GetCurrPathInfo(class LegoPathBoundary * *,int &);
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__declspec(dllexport) static int GetCurrPathInfo(LegoPathBoundary **,int &);
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__declspec(dllexport) static void CreateInstance();
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__declspec(dllexport) static LegoOmni *GetInstance();
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@@ -99,7 +100,6 @@ __declspec(dllexport) const char * GetNoCD_SourceName();
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__declspec(dllexport) LegoInputManager * InputManager();
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__declspec(dllexport) LegoOmni * Lego();
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__declspec(dllexport) void MakeSourceName(char *, const char *);
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__declspec(dllexport) MxNotificationManager * NotificationManager();
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__declspec(dllexport) LegoEntity * PickEntity(long,long);
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__declspec(dllexport) LegoROI * PickROI(long,long);
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__declspec(dllexport) void SetOmniUserMessage(void (*)(const char *,int));
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