Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Add a specially formatted string to each debug library of the form
// "%LIBNAME%.lib is built debug!". We can search for this string via
// a Perforce trigger to ensure that debug LIBs are not checked in.
//
// Also added a global int that is emitted only in release builds so
// that release DLLs and EXEs can ensure that they are linking to
// release versions of LIBs at link time. The global int adhere to the
// naming convention "%LIBNAME%_lib_is_a_release_build".
//
// To take advantage of this pattern a DLL or EXE should add code
// at global scope similar to the following in one of its modules:
//
// #if !defined(_DEBUG)
// extern int bitmap_lib_is_a_release_build;
//
// void DebugTestFunction()
// {
// bitmap_lib_is_a_release_build = 0;
// }
// #endif
//
//=============================================================================//
#if defined(DEBUG) || defined(_DEBUG)
#define _DEBUGONLYSTRING(x) #x
#define DEBUGONLYSTRING(x) _DEBUGONLYSTRING(x)
static volatile char const *pDebugString = DEBUGONLYSTRING(LIBNAME) ".lib is built debug!";
#else
#define _RELONLYINT(x) int x ## _lib_is_a_release_build = 0
#define RELONLYINT(x) _RELONLYINT(x)
RELONLYINT(LIBNAME);
#endif