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__