Leaked source code of windows server 2003
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/*==========================================================================
* * Copyright (C) 2000 Microsoft Corporation. All Rights Reserved. * * File: DPLClient.h * Content: DirectPlay Lobby Client Header File *@@BEGIN_MSINTERNAL * History: * Date By Reason * ==== == ====== * 02/21/00 mjn Created * 03/22/2000 jtk Changed interface names * 04/25/2000 rmt Bug #s 33138, 33145, 33150 * 05/03/00 rmt Bug #33879 -- Status messsage missing from field * 06/15/00 rmt Bug #33617 - Must provide method for providing automatic launch of DirectPlay instances * 07/08/2000 rmt Bug #38725 - Need to provide method to detect if app was lobby launched * rmt Bug #38757 - Callback messages for connections may return AFTER WaitForConnection returns * rmt Bug #38755 - No way to specify player name in Connection Settings * rmt Bug #38758 - DPLOBBY8.H has incorrect comments * rmt Bug #38783 - pvUserApplicationContext is only partially implemented * rmt Added DPLHANDLE_ALLCONNECTIONS and dwFlags (reserved field to couple of funcs). *@@END_MSINTERNAL * ***************************************************************************/
#ifndef __DPLCLIENT_H__
#define __DPLCLIENT_H__
//**********************************************************************
// Constant definitions
//**********************************************************************
//**********************************************************************
// Macro definitions
//**********************************************************************
//**********************************************************************
// Structure definitions
//**********************************************************************
class CMessageQueue;
//**********************************************************************
// Variable definitions
//**********************************************************************
//
// VTable for lobbied application interface
//
extern IDirectPlay8LobbyClientVtbl DPL_Lobby8ClientVtbl;
//**********************************************************************
// Function prototypes
//**********************************************************************
STDMETHODIMP DPL_EnumLocalPrograms(IDirectPlay8LobbyClient *pInterface, GUID *const pGuidApplication, BYTE *const pEnumData, DWORD *const pdwEnumDataSize, DWORD *const pdwEnumDataItems, const DWORD dwFlags );
STDMETHODIMP DPL_ConnectApplication(IDirectPlay8LobbyClient *pInterface, DPL_CONNECT_INFO *const pdplConnectionInfo, const PVOID pvUserApplicationContext, DPNHANDLE *const hApplication, const DWORD dwTimeOut, const DWORD dwFlags);
STDMETHODIMP DPL_ReleaseApplication(IDirectPlay8LobbyClient *pInterface, const DPNHANDLE hApplication, const DWORD dwFlags );
HRESULT DPLSendLobbyClientInfo(DIRECTPLAYLOBBYOBJECT *const pdpLobbyObject, CMessageQueue *const pMessageQueue);
HRESULT DPLLaunchApplication(DIRECTPLAYLOBBYOBJECT *const pdpLobbyObject, DPL_PROGRAM_DESC *const pdplProgramDesc, DWORD *const pdwPID, const DWORD dwTimeOut);
HRESULT DPLUpdateAppStatus(DIRECTPLAYLOBBYOBJECT *const pdpLobbyObject, const DPNHANDLE hSender, BYTE *const pBuffer);
HRESULT DPLUpdateConnectionSettings(DIRECTPLAYLOBBYOBJECT *const pdpLobbyObject, const DPNHANDLE hSender, BYTE *const pBuffer );
#endif // __DNLCLIENT_H__
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