How to include dll files with plugins automatically

This forum is currently in read-only mode.
From the Asset Store
Source File, music and art pack for Android Negotiator
  • Here is how to automatically include dlls with your plugins. I found this in the xaudio2 source when I was making the audiere plugin.

    Add this to edittime.cpp after #ifndef RUN_ONLY

    //////////////////////////////////////////////////////////////////////////////////
    // Dependencies
    //////////////////////////////////////////////////////////////////////////////////
    
    // Add any DLLs your plugin depends on here.
    void WINAPI ETAddDependencies(MicroDependency& dependencies)
    {
    	// Any DLL files added here are retrieved from the Plugins\Runtime directory, and compiled in to exported EXEs.
    	// When the EXE runs, the DLL is extracted to the current directory before loading your plugin, so calls such
    	// as LoadLibrary("example.dll") will succeed at runtime.  This greatly simplifies redistribution for end users.
    
    	// Eg.
    	//dependencies.Add("example.dll");
    }[/code:1iakkpxh]
    
    Then edit ConstructSDK.def and add this line
    [code:1iakkpxh]	ETAddDependencies		@15[/code:1iakkpxh]
  • Awesome find, right up there with your Resource plug!

  • Have you tested this works? I can't remember if we ever finished the feature...

  • I have tested it as working with my Audiere plugin. The only other plugin I know of that appears to use this feature is the mod plugin.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Oooh, I'll have to include this with the next build of Noise.

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)