Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
1235 lines
46 KiB
C++
1235 lines
46 KiB
C++
//----------------------------------------------------------------------------
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// File: VoiceClient.cpp
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//
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// Desc: The VoiceClientServer sample is a simple DirectPlay
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// voice-based client/server application.
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//
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// Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
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//-----------------------------------------------------------------------------
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#define STRICT
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#include <windows.h>
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#include <basetsd.h>
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#include <commctrl.h>
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#include <cguid.h>
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#include <dplay8.h>
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#include <dpaddr.h>
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#include <dplobby8.h>
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#include <dxerr8.h>
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#include <tchar.h>
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#include "DXUtil.h"
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#include "NetVoice.h"
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#include "VoiceClientServer.h"
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#include "NetClient.h"
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#include "resource.h"
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//-----------------------------------------------------------------------------
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// player struct locking defines
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//-----------------------------------------------------------------------------
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CRITICAL_SECTION g_csPlayerContext;
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#define PLAYER_LOCK() EnterCriticalSection( &g_csPlayerContext );
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#define PLAYER_ADDREF( pPlayerInfo ) if( pPlayerInfo ) pPlayerInfo->lRefCount++;
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#define PLAYER_RELEASE( pPlayerInfo ) if( pPlayerInfo ) { pPlayerInfo->lRefCount--; if( pPlayerInfo->lRefCount <= 0 ) DestoryPlayerStruct( pPlayerInfo ); } pPlayerInfo = NULL;
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#define PLAYER_UNLOCK() LeaveCriticalSection( &g_csPlayerContext );
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//-----------------------------------------------------------------------------
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// Defines, and constants
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//-----------------------------------------------------------------------------
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struct APP_PLAYER_INFO
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{
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LONG lRefCount; // Ref count so we can cleanup when all threads
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// are done w/ this object
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DPNID dpnidPlayer; // DPNID of player
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BOOL bTalking; // Is the player talking
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BOOL bHalfDuplex; // If true, then player cannot talk
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TCHAR strPlayerName[MAX_PLAYER_NAME]; // Player name
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APP_PLAYER_INFO* pNext;
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APP_PLAYER_INFO* pPrev;
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};
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//-----------------------------------------------------------------------------
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// Global variables
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//-----------------------------------------------------------------------------
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IDirectPlay8Client* g_pDPClient = NULL; // DirectPlay peer object
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CNetClientWizard* g_pNetClientWizard = NULL; // Connection wizard
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IDirectPlay8LobbiedApplication* g_pLobbiedApp = NULL; // DirectPlay lobbied app
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CNetVoice* g_pNetVoice = NULL; // DirectPlay voice helper class
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BOOL g_bWasLobbyLaunched = FALSE; // TRUE if lobby launched
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HINSTANCE g_hInst = NULL; // HINST of app
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HWND g_hDlg = NULL; // HWND of main dialog
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LONG g_lNumberOfActivePlayers = 0; // Number of players currently in game
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DPNID g_dpnidLocalPlayer = 0;
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APP_PLAYER_INFO g_playerHead;
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TCHAR g_strAppName[256] = TEXT("VoiceClient");
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HRESULT g_hrDialog; // Exit code for app
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TCHAR g_strLocalPlayerName[MAX_PATH]; // Local player name
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DVCLIENTCONFIG g_dvClientConfig; // Voice client config
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BOOL g_bMixingSessionType = FALSE; // TRUE if the server is mixing, otherwise its forwarding.
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//-----------------------------------------------------------------------------
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// Function-prototypes
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//-----------------------------------------------------------------------------
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HRESULT WINAPI DirectPlayMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
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HRESULT WINAPI DirectPlayLobbyMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
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HRESULT WINAPI DirectPlayVoiceClientMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
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INT_PTR CALLBACK SampleDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
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INT_PTR CALLBACK VoiceConfigDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
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VOID OnInitDialog( HWND hDlg );
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HRESULT InitDirectPlay();
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VOID AppendTextToEditControl( HWND hDlg, TCHAR* strNewLogLine );
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HRESULT GetPlayerStruct( DPNID dpnidPlayer, APP_PLAYER_INFO** ppPlayerInfo );
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VOID DestoryPlayerStruct( APP_PLAYER_INFO* pPlayerInfo );
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VOID AddPlayerStruct( APP_PLAYER_INFO* pPlayerInfo );
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HRESULT DisplayPlayersInChat( HWND hDlg );
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VOID VoiceConfigDlgOnOK( HWND hDlg );
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void SetPlayerTalking( APP_PLAYER_INFO* pPlayerInfo, BOOL bTalking );
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//-----------------------------------------------------------------------------
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// Name: WinMain()
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// Desc: Entry point for the application. Since we use a simple dialog for
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// user interaction we don't need to pump messages.
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//-----------------------------------------------------------------------------
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INT APIENTRY WinMain( HINSTANCE hInst, HINSTANCE hPrevInst,
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LPSTR pCmdLine, INT nCmdShow )
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{
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HRESULT hr;
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HKEY hDPlaySampleRegKey;
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BOOL bConnectSuccess = FALSE;
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InitCommonControls();
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ZeroMemory( &g_playerHead, sizeof(APP_PLAYER_INFO) );
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g_playerHead.pNext = &g_playerHead;
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g_playerHead.pPrev = &g_playerHead;
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g_hInst = hInst;
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InitializeCriticalSection( &g_csPlayerContext );
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// Read persistent state information from registry
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RegCreateKeyEx( HKEY_CURRENT_USER, DPLAY_SAMPLE_KEY, 0, NULL,
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REG_OPTION_NON_VOLATILE, KEY_ALL_ACCESS, NULL,
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&hDPlaySampleRegKey, NULL );
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DXUtil_ReadStringRegKey( hDPlaySampleRegKey, TEXT("Player Name"),
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g_strLocalPlayerName, MAX_PATH, TEXT("TestPlayer") );
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// Init COM so we can use CoCreateInstance
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CoInitializeEx( NULL, COINIT_MULTITHREADED );
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// Create helper class
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g_pNetClientWizard = new CNetClientWizard( hInst, g_strAppName, &g_guidApp );
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g_pNetVoice = new CNetVoice( DirectPlayVoiceClientMessageHandler, NULL );
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if( FAILED( hr = InitDirectPlay() ) )
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{
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DXTRACE_ERR( TEXT("InitDirectPlay"), hr );
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MessageBox( NULL, TEXT("Failed initializing IDirectPlay8Peer. ")
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TEXT("The sample will now quit."),
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g_strAppName, MB_OK | MB_ICONERROR );
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return FALSE;
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}
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// If we were launched from a lobby client, then we may have connection settings
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// that we can use either host or join a game. If not, then we'll need to prompt
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// the user to detrimine how to connect.
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if( g_bWasLobbyLaunched && g_pNetClientWizard->HaveConnectionSettingsFromLobby() )
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{
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// If were lobby launched then the DPL_MSGID_CONNECT has already been
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// handled, and since the lobby client also sent us connection settings
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// we can use them to either host or join a DirectPlay session.
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if( FAILED( hr = g_pNetClientWizard->ConnectUsingLobbySettings() ) )
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{
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DXTRACE_ERR( TEXT("ConnectUsingLobbySettings"), hr );
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MessageBox( NULL, TEXT("Failed to connect using lobby settings. ")
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TEXT("The sample will now quit."),
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g_strAppName, MB_OK | MB_ICONERROR );
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bConnectSuccess = FALSE;
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}
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else
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{
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// Read information from g_pNetClientWizard
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_tcscpy( g_strLocalPlayerName, g_pNetClientWizard->GetPlayerName() );
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bConnectSuccess = TRUE;
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}
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}
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else
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{
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// If not lobby launched, prompt the user about the network
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// connection and which session they would like to join or
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// if they want to create a new one.
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// Setup connection wizard
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g_pNetClientWizard->SetPlayerName( g_strLocalPlayerName );
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// Start a connection wizard. The wizard uses GDI dialog boxes.
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// More complex games can use this as a starting point and add a
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// fancier graphics layer such as Direct3D.
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hr = g_pNetClientWizard->DoConnectWizard();
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if( FAILED( hr ) )
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{
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DXTRACE_ERR( TEXT("DoConnectWizard"), hr );
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MessageBox( NULL, TEXT("Multiplayer connect failed. ")
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TEXT("The sample will now quit."),
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g_strAppName, MB_OK | MB_ICONERROR );
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bConnectSuccess = FALSE;
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}
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else if( hr == NCW_S_QUIT )
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{
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// The user canceled the Multiplayer connect, so quit
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bConnectSuccess = FALSE;
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}
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else
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{
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bConnectSuccess = TRUE;
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// Read information from g_pNetClientWizard
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_tcscpy( g_strLocalPlayerName, g_pNetClientWizard->GetPlayerName() );
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// Write information to the registry
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DXUtil_WriteStringRegKey( hDPlaySampleRegKey, TEXT("Player Name"), g_strLocalPlayerName );
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}
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}
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if( bConnectSuccess )
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{
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// Set default DirectPlayVoice setup options
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ZeroMemory( &g_dvClientConfig, sizeof(g_dvClientConfig) );
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g_dvClientConfig.dwSize = sizeof(g_dvClientConfig);
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g_dvClientConfig.dwFlags = DVCLIENTCONFIG_AUTOVOICEACTIVATED |
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DVCLIENTCONFIG_AUTORECORDVOLUME;
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g_dvClientConfig.lPlaybackVolume = DVPLAYBACKVOLUME_DEFAULT;
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g_dvClientConfig.dwBufferQuality = DVBUFFERQUALITY_DEFAULT;
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g_dvClientConfig.dwBufferAggressiveness = DVBUFFERAGGRESSIVENESS_DEFAULT;
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g_dvClientConfig.dwThreshold = DVTHRESHOLD_UNUSED;
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g_dvClientConfig.lRecordVolume = DVRECORDVOLUME_LAST;
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g_dvClientConfig.dwNotifyPeriod = 0;
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// App is now connected via DirectPlay, so start the game.
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// For this sample, we just start a simple dialog box game.
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g_hrDialog = S_OK;
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DialogBox( hInst, MAKEINTRESOURCE(IDD_MAIN_GAME), NULL,
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(DLGPROC) SampleDlgProc );
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if( FAILED( g_hrDialog ) )
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{
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if( g_hrDialog == DPNERR_CONNECTIONLOST )
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{
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MessageBox( NULL, TEXT("The DirectPlay session was lost. ")
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TEXT("The sample will now quit."),
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g_strAppName, MB_OK | MB_ICONERROR );
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}
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else
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{
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DXTRACE_ERR( TEXT("DialogBox"), g_hrDialog );
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MessageBox( NULL, TEXT("An error occured during the game. ")
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TEXT("The sample will now quit."),
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g_strAppName, MB_OK | MB_ICONERROR );
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}
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}
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}
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// Disconnect from the DirectPlayVoice session,
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// and destory it if we are the host player.
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SAFE_DELETE( g_pNetVoice );
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// Cleanup DirectPlay and helper classes
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if( g_pDPClient )
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{
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g_pDPClient->Close( 0 );
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SAFE_RELEASE( g_pDPClient );
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}
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if( g_pLobbiedApp )
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{
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g_pLobbiedApp->Close( 0 );
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SAFE_RELEASE( g_pLobbiedApp );
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}
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// Don't delete the wizard until we know that
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// DirectPlay is out of its message handlers.
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// This will be true after Close() has been called.
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SAFE_DELETE( g_pNetClientWizard );
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RegCloseKey( hDPlaySampleRegKey );
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DeleteCriticalSection( &g_csPlayerContext );
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CoUninitialize();
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return TRUE;
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}
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//-----------------------------------------------------------------------------
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// Name: InitDirectPlay()
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// Desc:
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//-----------------------------------------------------------------------------
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HRESULT InitDirectPlay()
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{
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DPNHANDLE hLobbyLaunchedConnection = NULL;
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HRESULT hr;
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// Create IDirectPlay8Client
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if( FAILED( hr = CoCreateInstance( CLSID_DirectPlay8Client, NULL,
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CLSCTX_INPROC_SERVER,
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IID_IDirectPlay8Client,
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(LPVOID*) &g_pDPClient ) ) )
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return DXTRACE_ERR( TEXT("CoCreateInstance"), hr );
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// Create IDirectPlay8LobbiedApplication
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if( FAILED( hr = CoCreateInstance( CLSID_DirectPlay8LobbiedApplication, NULL,
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CLSCTX_INPROC_SERVER,
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IID_IDirectPlay8LobbiedApplication,
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(LPVOID*) &g_pLobbiedApp ) ) )
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return DXTRACE_ERR( TEXT("CoCreateInstance"), hr );
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// Init the helper class, now that g_pDP and g_pLobbiedApp are valid
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g_pNetClientWizard->Init( g_pDPClient, g_pLobbiedApp );
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// Init IDirectPlay8Client
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if( FAILED( hr = g_pDPClient->Initialize( NULL, DirectPlayMessageHandler, 0 ) ) )
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return DXTRACE_ERR( TEXT("Initialize"), hr );
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// Init IDirectPlay8LobbiedApplication. Before this Initialize() returns
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// a DPL_MSGID_CONNECT msg may come in to the DirectPlayLobbyMessageHandler
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// so be prepared ahead of time.
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if( FAILED( hr = g_pLobbiedApp->Initialize( NULL, DirectPlayLobbyMessageHandler,
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&hLobbyLaunchedConnection, 0 ) ) )
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return DXTRACE_ERR( TEXT("Initialize"), hr );
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// IDirectPlay8LobbiedApplication::Initialize returns a handle to a connnection
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// if we have been lobby launced. Initialize is guanteeded to return after
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// the DPL_MSGID_CONNECT msg has been processed. So unless a we are expected
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// multiple lobby connections, we do not need to remember the lobby connection
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// handle since it will be recorded upon the DPL_MSGID_CONNECT msg.
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g_bWasLobbyLaunched = ( hLobbyLaunchedConnection != NULL );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: SampleDlgProc()
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// Desc: Handles dialog messages
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//-----------------------------------------------------------------------------
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INT_PTR CALLBACK SampleDlgProc( HWND hDlg, UINT msg,
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WPARAM wParam, LPARAM lParam )
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{
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switch( msg )
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{
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case WM_INITDIALOG:
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{
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OnInitDialog( hDlg );
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break;
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}
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case WM_APP_DISPLAY_PLAYERS:
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{
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DisplayPlayersInChat( hDlg );
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break;
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}
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case WM_TIMER:
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{
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DWORD dwNumPlayers;
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DWORD iIndex;
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LVITEM lvItem;
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APP_PLAYER_INFO* pPlayerInfo = NULL;
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HWND hListView = GetDlgItem( hDlg, IDC_PEOPLE_LIST );
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dwNumPlayers = ListView_GetItemCount( hListView );
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// Now that they are added and the listview sorted them by name,
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// run through them all caching the listview index with its dpnid
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for( iIndex = 0; iIndex < dwNumPlayers; iIndex++ )
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{
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HRESULT hr;
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APP_PLAYER_INFO* pPlayerInfo = NULL;
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DPNID dpnidPlayer;
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lvItem.mask = LVIF_PARAM;
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lvItem.iItem = iIndex;
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ListView_GetItem( hListView, &lvItem );
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dpnidPlayer = (DPNID) lvItem.lParam;
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PLAYER_LOCK(); // enter player context CS
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hr = GetPlayerStruct( dpnidPlayer, &pPlayerInfo );
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PLAYER_ADDREF( pPlayerInfo ); // addref player, since we are using it now
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PLAYER_UNLOCK(); // leave player context CS
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if( FAILED(hr) || pPlayerInfo == NULL )
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{
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// The player who sent this may have gone away before this
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// message was handled, so just ignore it
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continue;
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}
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TCHAR strStatus[255];
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if( pPlayerInfo->bHalfDuplex )
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{
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_tcscpy( strStatus, TEXT("Can't talk") );
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}
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else
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{
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if( g_bMixingSessionType )
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{
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// With mixing servers, you can't tell which
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// client is talking.
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_tcscpy( strStatus, TEXT("n/a") );
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}
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else
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{
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if( pPlayerInfo->bTalking )
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_tcscpy( strStatus, TEXT("Talking") );
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else
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_tcscpy( strStatus, TEXT("Silent") );
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}
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}
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lvItem.iItem = iIndex;
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lvItem.iSubItem = 1;
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lvItem.mask = LVIF_TEXT;
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lvItem.pszText = strStatus;
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PLAYER_LOCK();
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PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed
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PLAYER_UNLOCK();
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SendMessage( hListView, LVM_SETITEM, 0, (LPARAM) &lvItem );
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}
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break;
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}
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case WM_COMMAND:
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{
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switch( LOWORD(wParam) )
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{
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case IDC_SETUP:
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{
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// Ask the user for DirectPlayVoice setup params
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DWORD dwResult = (DWORD)DialogBox( g_hInst,
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MAKEINTRESOURCE(IDD_VOICE_SETUP),
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hDlg, (DLGPROC) VoiceConfigDlgProc );
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if( dwResult != IDCANCEL )
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g_pNetVoice->ChangeVoiceClientSettings( &g_dvClientConfig );
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}
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return TRUE;
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case IDCANCEL:
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g_hrDialog = S_OK;
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EndDialog( hDlg, 0 );
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return TRUE;
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}
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break;
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}
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}
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return FALSE; // Didn't handle message
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}
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//-----------------------------------------------------------------------------
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// Name: OnInitDialog()
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// Desc: Inits the dialog
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//-----------------------------------------------------------------------------
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VOID OnInitDialog( HWND hDlg )
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{
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LVCOLUMN column;
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RECT rctListView;
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TCHAR strHeader[255];
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DWORD dwVertScrollBar;
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DWORD dwListViewWidth;
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g_hDlg = hDlg;
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// Load and set the icon
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HICON hIcon = LoadIcon( g_hInst, MAKEINTRESOURCE( IDI_MAIN ) );
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SendMessage( hDlg, WM_SETICON, ICON_BIG, (LPARAM) hIcon ); // Set big icon
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SendMessage( hDlg, WM_SETICON, ICON_SMALL, (LPARAM) hIcon ); // Set small icon
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SetWindowText( hDlg, g_strAppName );
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// Display local player's name
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SetDlgItemText( hDlg, IDC_PLAYER_NAME, g_strLocalPlayerName );
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// Setup the listview
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HWND hListView = GetDlgItem( hDlg, IDC_PEOPLE_LIST );
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dwVertScrollBar = GetSystemMetrics( SM_CXVSCROLL );
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GetClientRect( hListView, &rctListView );
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dwListViewWidth = rctListView.right - dwVertScrollBar;
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column.mask = LVCF_FMT | LVCF_SUBITEM | LVCF_TEXT | LVCF_WIDTH;
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column.fmt = LVCFMT_LEFT;
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column.iSubItem = -1;
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// Insert the Name column
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_tcscpy( strHeader, TEXT("Name") );
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column.cx = dwListViewWidth * 5 / 10;
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column.pszText = strHeader;
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column.cchTextMax = _tcslen( strHeader );
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ListView_InsertColumn( hListView, 0, &column );
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// Insert the Status column
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_tcscpy( strHeader, TEXT("Status") );
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column.cx = dwListViewWidth * 5 / 10;
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column.pszText = strHeader;
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column.cchTextMax = _tcslen( strHeader );
|
|
ListView_InsertColumn( hListView, 1, &column );
|
|
|
|
// Connect to the DirectPlay Voice session
|
|
if( FAILED( g_hrDialog = g_pNetVoice->Init( hDlg, FALSE, TRUE,
|
|
g_pDPClient, DVSESSIONTYPE_FORWARDING,
|
|
NULL, &g_dvClientConfig ) ) )
|
|
{
|
|
if( g_hrDialog == DVERR_USERBACK )
|
|
{
|
|
MessageBox( hDlg, TEXT("The user backed out of the wizard. ")
|
|
TEXT("This simple sample does not handle this case, so ")
|
|
TEXT("the sample will quit."), TEXT("DirectPlay Sample"), MB_OK );
|
|
g_hrDialog = S_OK;
|
|
}
|
|
|
|
if( g_hrDialog == DVERR_USERCANCEL )
|
|
{
|
|
MessageBox( hDlg, TEXT("The user canceled the wizard. ")
|
|
TEXT("This simple sample does not handle this case, so ")
|
|
TEXT("the sample will quit."), TEXT("DirectPlay Sample"), MB_OK );
|
|
g_hrDialog = S_OK;
|
|
}
|
|
|
|
if( g_hrDialog == DVERR_ALREADYPENDING )
|
|
{
|
|
MessageBox( hDlg, TEXT("Another instance of the Voice Setup Wizard is already running. ")
|
|
TEXT("This simple sample does not handle this case, so ")
|
|
TEXT("the sample will quit."), TEXT("DirectPlay Sample"), MB_OK );
|
|
g_hrDialog = S_OK;
|
|
}
|
|
|
|
if( FAILED(g_hrDialog) )
|
|
DXTRACE_ERR( TEXT("Init"), g_hrDialog );
|
|
|
|
EndDialog( hDlg, 0 );
|
|
return;
|
|
}
|
|
|
|
// Get the session description to figure out if we are connected to a mixing server
|
|
IDirectPlayVoiceClient* pVoiceClient = g_pNetVoice->GetVoiceClient();
|
|
DVSESSIONDESC dvsd;
|
|
ZeroMemory( &dvsd, sizeof(DVSESSIONDESC) );
|
|
dvsd.dwSize = sizeof(DVSESSIONDESC);
|
|
pVoiceClient->GetSessionDesc( &dvsd );
|
|
g_bMixingSessionType = (dvsd.dwSessionType == DVSESSIONTYPE_MIXING);
|
|
|
|
// Display a warning to the user if they are in half duplex mode
|
|
if( g_pNetVoice->IsHalfDuplex() )
|
|
{
|
|
MessageBox( hDlg, TEXT("You are running in half duplex mode. ")
|
|
TEXT("In half duplex mode no recording takes place."),
|
|
TEXT("DirectPlay Sample"), MB_OK );
|
|
}
|
|
|
|
// Make a timer to update the listbox
|
|
// 'Status' column every so often
|
|
SetTimer( hDlg, 0, 250, NULL );
|
|
|
|
PostMessage( hDlg, WM_APP_DISPLAY_PLAYERS, 0, 0 );
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: DisplayPlayersInChat()
|
|
// Desc: Displays the active players in the listview
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT DisplayPlayersInChat( HWND hDlg )
|
|
{
|
|
if( hDlg == NULL )
|
|
return S_OK;
|
|
|
|
LVITEM lvItem;
|
|
HWND hListView = GetDlgItem( hDlg, IDC_PEOPLE_LIST );
|
|
TCHAR strStatus[32];
|
|
TCHAR strNumberPlayers[32];
|
|
DWORD dwNumPlayers = 0;
|
|
|
|
// Remove all the players and re-add them in the player enum callback
|
|
ListView_DeleteAllItems( hListView );
|
|
|
|
PLAYER_LOCK(); // enter player context CS
|
|
|
|
APP_PLAYER_INFO* pCurPlayer = g_playerHead.pNext;
|
|
|
|
while ( pCurPlayer != &g_playerHead )
|
|
{
|
|
ZeroMemory( &lvItem, sizeof(lvItem) );
|
|
|
|
// Add the item, saving the player's name and dpnid in the listview
|
|
lvItem.mask = LVIF_TEXT | LVIF_PARAM;
|
|
lvItem.iItem = 0;
|
|
lvItem.iSubItem = 0;
|
|
lvItem.pszText = pCurPlayer->strPlayerName;
|
|
lvItem.lParam = (LONG) pCurPlayer->dpnidPlayer;
|
|
lvItem.cchTextMax = _tcslen( pCurPlayer->strPlayerName );
|
|
int nIndex = ListView_InsertItem( hListView, &lvItem );
|
|
|
|
if( pCurPlayer->bHalfDuplex )
|
|
{
|
|
_tcscpy( strStatus, TEXT("Can't talk") );
|
|
}
|
|
else
|
|
{
|
|
if( g_bMixingSessionType )
|
|
{
|
|
// With mixing servers, you can't tell which
|
|
// client is talking.
|
|
_tcscpy( strStatus, TEXT("n/a") );
|
|
}
|
|
else
|
|
{
|
|
if( pCurPlayer->bTalking )
|
|
_tcscpy( strStatus, TEXT("Talking") );
|
|
else
|
|
_tcscpy( strStatus, TEXT("Silent") );
|
|
}
|
|
}
|
|
|
|
// Start the player's status off as silent.
|
|
lvItem.mask = LVIF_TEXT;
|
|
lvItem.iItem = nIndex;
|
|
lvItem.iSubItem = 1;
|
|
lvItem.pszText = strStatus;
|
|
lvItem.cchTextMax = _tcslen( strStatus );
|
|
ListView_SetItem( hListView, &lvItem );
|
|
|
|
dwNumPlayers++;
|
|
pCurPlayer = pCurPlayer->pNext;
|
|
}
|
|
|
|
PLAYER_UNLOCK(); // leave player context CS
|
|
|
|
wsprintf( strNumberPlayers, TEXT("%d"), dwNumPlayers );
|
|
SetDlgItemText( hDlg, IDC_NUM_PLAYERS, strNumberPlayers );
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: DirectPlayMessageHandler
|
|
// Desc: Handler for DirectPlay messages. This function is called by
|
|
// the DirectPlay message handler pool of threads, so be careful of thread
|
|
// synchronization problems with shared memory
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT WINAPI DirectPlayMessageHandler( PVOID pvUserContext,
|
|
DWORD dwMessageId,
|
|
PVOID pMsgBuffer )
|
|
{
|
|
// Try not to stay in this message handler for too long, otherwise
|
|
// there will be a backlog of data. The best solution is to
|
|
// queue data as it comes in, and then handle it on other threads.
|
|
|
|
// This function is called by the DirectPlay message handler pool of
|
|
// threads, so be careful of thread synchronization problems with shared memory
|
|
|
|
switch( dwMessageId )
|
|
{
|
|
case DPN_MSGID_TERMINATE_SESSION:
|
|
{
|
|
PDPNMSG_TERMINATE_SESSION pTerminateSessionMsg;
|
|
pTerminateSessionMsg = (PDPNMSG_TERMINATE_SESSION)pMsgBuffer;
|
|
|
|
g_hrDialog = DPNERR_CONNECTIONLOST;
|
|
EndDialog( g_hDlg, 0 );
|
|
break;
|
|
}
|
|
|
|
case DPN_MSGID_RECEIVE:
|
|
{
|
|
HRESULT hr;
|
|
PDPNMSG_RECEIVE pReceiveMsg;
|
|
pReceiveMsg = (PDPNMSG_RECEIVE)pMsgBuffer;
|
|
|
|
GAMEMSG_GENERIC* pMsg = (GAMEMSG_GENERIC*) pReceiveMsg->pReceiveData;
|
|
switch( pMsg->dwType )
|
|
{
|
|
case GAME_MSGID_SET_ID:
|
|
{
|
|
// The host is tell us the DPNID for this client
|
|
GAMEMSG_SET_ID* pSetIDMsg;
|
|
pSetIDMsg = (GAMEMSG_SET_ID*)pReceiveMsg->pReceiveData;
|
|
|
|
g_dpnidLocalPlayer = pSetIDMsg->dpnidPlayer;
|
|
break;
|
|
}
|
|
|
|
case GAME_MSGID_CREATE_PLAYER:
|
|
{
|
|
// The host is telling us about a new player
|
|
GAMEMSG_CREATE_PLAYER* pCreatePlayerMsg;
|
|
pCreatePlayerMsg = (GAMEMSG_CREATE_PLAYER*)pReceiveMsg->pReceiveData;
|
|
|
|
// Create a new and fill in a APP_PLAYER_INFO
|
|
APP_PLAYER_INFO* pPlayerInfo = new APP_PLAYER_INFO;
|
|
ZeroMemory( pPlayerInfo, sizeof(APP_PLAYER_INFO) );
|
|
pPlayerInfo->lRefCount = 1;
|
|
pPlayerInfo->dpnidPlayer = pCreatePlayerMsg->dpnidPlayer;
|
|
_tcscpy( pPlayerInfo->strPlayerName, pCreatePlayerMsg->strPlayerName );
|
|
|
|
PLAYER_LOCK(); // enter player struct CS
|
|
AddPlayerStruct( pPlayerInfo );
|
|
PLAYER_UNLOCK(); // leave player struct CS
|
|
|
|
// Update the number of active players, and
|
|
// post a message to the dialog thread to update the
|
|
// UI. This keeps the DirectPlay message handler
|
|
// from blocking
|
|
InterlockedIncrement( &g_lNumberOfActivePlayers );
|
|
|
|
if( g_hDlg != NULL )
|
|
PostMessage( g_hDlg, WM_APP_DISPLAY_PLAYERS, 0, 0 );
|
|
break;
|
|
};
|
|
|
|
case GAME_MSGID_DESTROY_PLAYER:
|
|
{
|
|
// The host is telling us about a player that's been destroyed
|
|
APP_PLAYER_INFO* pPlayerInfo = NULL;
|
|
GAMEMSG_DESTROY_PLAYER* pDestroyPlayerMsg;
|
|
pDestroyPlayerMsg = (GAMEMSG_DESTROY_PLAYER*)pReceiveMsg->pReceiveData;
|
|
|
|
// Get the player struct accosicated with this DPNID
|
|
PLAYER_LOCK(); // enter player struct CS
|
|
hr = GetPlayerStruct( pDestroyPlayerMsg->dpnidPlayer, &pPlayerInfo );
|
|
PLAYER_UNLOCK(); // leave player struct CS
|
|
|
|
if( FAILED(hr) || pPlayerInfo == NULL )
|
|
{
|
|
// The player who sent this may have gone away before this
|
|
// message was handled, so just ignore it
|
|
break;
|
|
}
|
|
|
|
// Release the player struct
|
|
PLAYER_LOCK(); // enter player struct CS
|
|
PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed
|
|
PLAYER_UNLOCK(); // leave player struct CS
|
|
|
|
// Update the number of active players, and
|
|
// post a message to the dialog thread to update the
|
|
// UI. This keeps the DirectPlay message handler
|
|
// from blocking
|
|
InterlockedDecrement( &g_lNumberOfActivePlayers );
|
|
|
|
if( g_hDlg != NULL )
|
|
PostMessage( g_hDlg, WM_APP_DISPLAY_PLAYERS, 0, 0 );
|
|
break;
|
|
};
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Make sure the DirectPlay MessageHandler calls the CNetConnectWizard handler,
|
|
// so it can be informed of messages such as DPN_MSGID_ENUM_HOSTS_RESPONSE.
|
|
if( g_pNetClientWizard )
|
|
g_pNetClientWizard->MessageHandler( pvUserContext, dwMessageId, pMsgBuffer );
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: AddPlayerStruct()
|
|
// Desc: Add pPlayerInfo to the circular linked list, g_playerHead
|
|
//-----------------------------------------------------------------------------
|
|
VOID AddPlayerStruct( APP_PLAYER_INFO* pPlayerInfo )
|
|
{
|
|
pPlayerInfo->pNext = g_playerHead.pNext;
|
|
pPlayerInfo->pPrev = &g_playerHead;
|
|
|
|
g_playerHead.pNext->pPrev = pPlayerInfo;
|
|
g_playerHead.pNext = pPlayerInfo;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: DestoryPlayerStruct()
|
|
// Desc: Remove pPlayerInfo from the circular linked list, g_playerHead
|
|
//-----------------------------------------------------------------------------
|
|
VOID DestoryPlayerStruct( APP_PLAYER_INFO* pPlayerInfo )
|
|
{
|
|
pPlayerInfo->pNext->pPrev = pPlayerInfo->pPrev;
|
|
pPlayerInfo->pPrev->pNext = pPlayerInfo->pNext;
|
|
|
|
SAFE_DELETE( pPlayerInfo );
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: GetPlayerStruct()
|
|
// Desc: Searchs the circular linked list, g_playerHead, for dpnidPlayer
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT GetPlayerStruct( DPNID dpnidPlayer, APP_PLAYER_INFO** ppPlayerInfo )
|
|
{
|
|
if( ppPlayerInfo == NULL )
|
|
return E_FAIL;
|
|
|
|
APP_PLAYER_INFO* pCurPlayer = g_playerHead.pNext;
|
|
|
|
*ppPlayerInfo = NULL;
|
|
while ( pCurPlayer != &g_playerHead )
|
|
{
|
|
if( pCurPlayer->dpnidPlayer == dpnidPlayer )
|
|
{
|
|
*ppPlayerInfo = pCurPlayer;
|
|
return S_OK;
|
|
}
|
|
|
|
pCurPlayer = pCurPlayer->pNext;
|
|
}
|
|
|
|
// Not found.
|
|
return E_FAIL;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: DirectPlayLobbyMessageHandler
|
|
// Desc: Handler for DirectPlay lobby messages. This function is called by
|
|
// the DirectPlay lobby message handler pool of threads, so be careful of
|
|
// thread synchronization problems with shared memory
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT WINAPI DirectPlayLobbyMessageHandler( PVOID pvUserContext,
|
|
DWORD dwMessageId,
|
|
PVOID pMsgBuffer )
|
|
{
|
|
switch( dwMessageId )
|
|
{
|
|
case DPL_MSGID_CONNECT:
|
|
{
|
|
PDPL_MESSAGE_CONNECT pConnectMsg;
|
|
pConnectMsg = (PDPL_MESSAGE_CONNECT)pMsgBuffer;
|
|
|
|
// The CNetConnectWizard will handle this message for us,
|
|
// so there is nothing we need to do here for this simple
|
|
// sample.
|
|
break;
|
|
}
|
|
|
|
case DPL_MSGID_DISCONNECT:
|
|
{
|
|
PDPL_MESSAGE_DISCONNECT pDisconnectMsg;
|
|
pDisconnectMsg = (PDPL_MESSAGE_DISCONNECT)pMsgBuffer;
|
|
|
|
// We should free any data associated with the lobby
|
|
// client here, but there is none.
|
|
break;
|
|
}
|
|
|
|
case DPL_MSGID_RECEIVE:
|
|
{
|
|
PDPL_MESSAGE_RECEIVE pReceiveMsg;
|
|
pReceiveMsg = (PDPL_MESSAGE_RECEIVE)pMsgBuffer;
|
|
|
|
// The lobby client sent us data. This sample doesn't
|
|
// expected data from the client, but it is useful
|
|
// for more complex apps.
|
|
break;
|
|
}
|
|
|
|
case DPL_MSGID_CONNECTION_SETTINGS:
|
|
{
|
|
PDPL_MESSAGE_CONNECTION_SETTINGS pConnectionStatusMsg;
|
|
pConnectionStatusMsg = (PDPL_MESSAGE_CONNECTION_SETTINGS)pMsgBuffer;
|
|
|
|
// The lobby client has changed the connection settings.
|
|
// This simple sample doesn't handle this, but more complex apps may
|
|
// want to.
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Make sure the DirectPlay MessageHandler calls the CNetConnectWizard handler,
|
|
// so the wizard can be informed of lobby messages such as DPL_MSGID_CONNECT
|
|
if( g_pNetClientWizard )
|
|
return g_pNetClientWizard->LobbyMessageHandler( pvUserContext, dwMessageId,
|
|
pMsgBuffer );
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: DirectPlayVoiceClientMessageHandler()
|
|
// Desc: The callback for DirectPlayVoice client messages.
|
|
// This handles client messages and updates the UI the whenever a client
|
|
// starts or stops talking.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CALLBACK DirectPlayVoiceClientMessageHandler( LPVOID lpvUserContext, DWORD dwMessageType,
|
|
LPVOID lpMessage )
|
|
{
|
|
// Try not to stay in this message handler for too long, otherwise
|
|
// there will be a backlog of data. The best solution is to
|
|
// queue data as it comes in, and then handle it on other threads.
|
|
|
|
// This function is called by the DirectPlay message handler pool of
|
|
// threads, so be care of thread synchronization problems with shared memory
|
|
HRESULT hr;
|
|
HWND hDlg = (HWND) lpvUserContext;
|
|
|
|
DPNID dpnidPlayer;
|
|
BOOL bTalking;
|
|
|
|
switch( dwMessageType )
|
|
{
|
|
case DVMSGID_SESSIONLOST:
|
|
g_hrDialog = DPNERR_CONNECTIONLOST;
|
|
EndDialog( hDlg, 0 );
|
|
break;
|
|
|
|
case DVMSGID_GAINFOCUS:
|
|
case DVMSGID_LOSTFOCUS:
|
|
{
|
|
TCHAR strWindowName[MAX_PATH];
|
|
wsprintf( strWindowName, TEXT("%s%s"), g_strAppName,
|
|
(dwMessageType == DVMSGID_LOSTFOCUS) ? TEXT(" (Focus Lost)") : TEXT("") );
|
|
|
|
SetWindowText( hDlg, strWindowName );
|
|
break;
|
|
}
|
|
|
|
case DVMSGID_RECORDSTART:
|
|
{
|
|
DVMSG_RECORDSTART* pMsg = (DVMSG_RECORDSTART*) lpMessage;
|
|
dpnidPlayer = g_dpnidLocalPlayer;
|
|
bTalking = TRUE;
|
|
break;
|
|
}
|
|
|
|
case DVMSGID_RECORDSTOP:
|
|
{
|
|
DVMSG_RECORDSTOP* pMsg = (DVMSG_RECORDSTOP*) lpMessage;
|
|
dpnidPlayer = g_dpnidLocalPlayer;
|
|
bTalking = FALSE;
|
|
break;
|
|
}
|
|
|
|
case DVMSGID_PLAYERVOICESTART:
|
|
{
|
|
DVMSG_PLAYERVOICESTART* pMsg = (DVMSG_PLAYERVOICESTART*) lpMessage;
|
|
dpnidPlayer = pMsg->dvidSourcePlayerID;
|
|
bTalking = TRUE;
|
|
break;
|
|
}
|
|
|
|
case DVMSGID_PLAYERVOICESTOP:
|
|
{
|
|
DVMSG_PLAYERVOICESTOP* pMsg = (DVMSG_PLAYERVOICESTOP*) lpMessage;
|
|
dpnidPlayer = pMsg->dvidSourcePlayerID;
|
|
bTalking = FALSE;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// With a mixing sever, the client won't recieve DVMSGID_RECORDSTART/STOP msgs.
|
|
// It will still receieve DVMSGID_PLAYERVOICESTART/STOP messages whenever
|
|
// audio occurs, however the messages do not identify the source. So
|
|
// in this sample, if the server is in mixing mode then it just reports
|
|
// 'n/a' for the players. This could be done differently in more complex apps.
|
|
if( g_bMixingSessionType )
|
|
return S_OK;
|
|
|
|
switch( dwMessageType )
|
|
{
|
|
case DVMSGID_RECORDSTART:
|
|
case DVMSGID_RECORDSTOP:
|
|
case DVMSGID_PLAYERVOICESTART:
|
|
case DVMSGID_PLAYERVOICESTOP:
|
|
{
|
|
APP_PLAYER_INFO* pPlayerInfo = NULL;
|
|
|
|
PLAYER_LOCK(); // enter player context CS
|
|
hr = GetPlayerStruct( dpnidPlayer, &pPlayerInfo );
|
|
|
|
if( FAILED(hr) || pPlayerInfo == NULL )
|
|
{
|
|
// The player who sent this may have gone away before this
|
|
// message was handled, so just ignore it
|
|
PLAYER_UNLOCK(); // leave player context CS
|
|
break;
|
|
}
|
|
|
|
// Update the talking status
|
|
pPlayerInfo->bTalking = bTalking;
|
|
|
|
PLAYER_UNLOCK(); // leave player context CS
|
|
}
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: VoiceConfigDlgProc()
|
|
// Desc: Prompt the user for DirectPlayVoice setup options
|
|
//-----------------------------------------------------------------------------
|
|
INT_PTR CALLBACK VoiceConfigDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam )
|
|
{
|
|
DWORD dwSliderPos;
|
|
|
|
switch( msg )
|
|
{
|
|
case WM_INITDIALOG:
|
|
// Set the range on the sliders
|
|
SendDlgItemMessage( hDlg, IDC_PLAYBACK_SLIDER, TBM_SETRANGE, FALSE, MAKELONG( 0, 100 ) );
|
|
SendDlgItemMessage( hDlg, IDC_RECORD_SLIDER, TBM_SETRANGE, FALSE, MAKELONG( 0, 100 ) );
|
|
SendDlgItemMessage( hDlg, IDC_QUALITY_SLIDER, TBM_SETRANGE, FALSE, MAKELONG( DVBUFFERQUALITY_MIN, DVBUFFERQUALITY_MAX ) );
|
|
SendDlgItemMessage( hDlg, IDC_THRESHOLD_SLIDER, TBM_SETRANGE, FALSE, MAKELONG( DVTHRESHOLD_MIN, DVTHRESHOLD_MAX ) );
|
|
SendDlgItemMessage( hDlg, IDC_AGGRESSIVENESS_SLIDER, TBM_SETRANGE, FALSE, MAKELONG( DVBUFFERAGGRESSIVENESS_MIN, DVBUFFERAGGRESSIVENESS_MAX ) );
|
|
|
|
// Setup the dialog based on the globals
|
|
|
|
// Set the playback controls
|
|
if( g_dvClientConfig.lPlaybackVolume == DVPLAYBACKVOLUME_DEFAULT )
|
|
{
|
|
CheckRadioButton( hDlg, IDC_PLAYBACK_DEFAULT, IDC_PLAYBACK_SET, IDC_PLAYBACK_DEFAULT );
|
|
}
|
|
else
|
|
{
|
|
dwSliderPos = (DWORD) ( ( g_dvClientConfig.lPlaybackVolume - DSBVOLUME_MIN ) *
|
|
100.0f / (DSBVOLUME_MAX-DSBVOLUME_MIN) );
|
|
CheckRadioButton( hDlg, IDC_PLAYBACK_DEFAULT, IDC_PLAYBACK_SET, IDC_PLAYBACK_SET );
|
|
SendDlgItemMessage( hDlg, IDC_PLAYBACK_SLIDER, TBM_SETPOS, TRUE, dwSliderPos );
|
|
}
|
|
|
|
// Set the record controls
|
|
if( g_dvClientConfig.dwFlags & DVCLIENTCONFIG_AUTORECORDVOLUME )
|
|
{
|
|
CheckRadioButton( hDlg, IDC_RECORD_DEFAULT, IDC_RECORD_AUTO, IDC_RECORD_AUTO );
|
|
}
|
|
else if( g_dvClientConfig.lRecordVolume == DVPLAYBACKVOLUME_DEFAULT )
|
|
{
|
|
CheckRadioButton( hDlg, IDC_RECORD_DEFAULT, IDC_RECORD_AUTO, IDC_RECORD_DEFAULT );
|
|
}
|
|
else
|
|
{
|
|
dwSliderPos = (DWORD) ( ( g_dvClientConfig.lRecordVolume - DSBVOLUME_MIN ) *
|
|
100.0f / (DSBVOLUME_MAX-DSBVOLUME_MIN) );
|
|
CheckRadioButton( hDlg, IDC_RECORD_DEFAULT, IDC_RECORD_AUTO, IDC_RECORD_SET );
|
|
SendDlgItemMessage( hDlg, IDC_RECORD_SLIDER, TBM_SETPOS, TRUE, dwSliderPos );
|
|
}
|
|
|
|
// Set the threshold controls
|
|
if( g_dvClientConfig.dwFlags & DVCLIENTCONFIG_AUTOVOICEACTIVATED )
|
|
{
|
|
CheckRadioButton( hDlg, IDC_THRESHOLD_DEFAULT, IDC_THRESHOLD_AUTO, IDC_THRESHOLD_AUTO );
|
|
}
|
|
else if( g_dvClientConfig.dwThreshold == DVTHRESHOLD_DEFAULT )
|
|
{
|
|
CheckRadioButton( hDlg, IDC_THRESHOLD_DEFAULT, IDC_THRESHOLD_AUTO, IDC_THRESHOLD_DEFAULT );
|
|
}
|
|
else
|
|
{
|
|
CheckRadioButton( hDlg, IDC_THRESHOLD_DEFAULT, IDC_THRESHOLD_AUTO, IDC_THRESHOLD_SET );
|
|
SendDlgItemMessage( hDlg, IDC_THRESHOLD_SLIDER, TBM_SETPOS, TRUE, g_dvClientConfig.dwThreshold );
|
|
}
|
|
|
|
// Set the quality controls
|
|
if( g_dvClientConfig.dwBufferQuality == DVBUFFERQUALITY_DEFAULT )
|
|
{
|
|
CheckRadioButton( hDlg, IDC_QUALITY_DEFAULT, IDC_QUALITY_SET, IDC_QUALITY_DEFAULT );
|
|
}
|
|
else
|
|
{
|
|
CheckRadioButton( hDlg, IDC_QUALITY_DEFAULT, IDC_QUALITY_SET, IDC_QUALITY_SET );
|
|
SendDlgItemMessage( hDlg, IDC_QUALITY_SLIDER, TBM_SETPOS, TRUE, g_dvClientConfig.dwBufferQuality );
|
|
}
|
|
|
|
// Set the aggressiveness controls
|
|
if( g_dvClientConfig.dwBufferAggressiveness == DVBUFFERAGGRESSIVENESS_DEFAULT )
|
|
{
|
|
CheckRadioButton( hDlg, IDC_AGGRESSIVENESS_DEFAULT, IDC_AGGRESSIVENESS_SET, IDC_AGGRESSIVENESS_DEFAULT );
|
|
}
|
|
else
|
|
{
|
|
CheckRadioButton( hDlg, IDC_AGGRESSIVENESS_DEFAULT, IDC_AGGRESSIVENESS_SET, IDC_AGGRESSIVENESS_SET );
|
|
SendDlgItemMessage( hDlg, IDC_AGGRESSIVENESS_SLIDER, TBM_SETPOS, TRUE, g_dvClientConfig.dwBufferAggressiveness );
|
|
}
|
|
|
|
return TRUE;
|
|
|
|
case WM_NOTIFY:
|
|
#ifndef NM_RELEASEDCAPTURE
|
|
#define NM_RELEASEDCAPTURE (NM_FIRST-16)
|
|
#endif
|
|
if( ((LPNMHDR) lParam)->code == NM_RELEASEDCAPTURE )
|
|
{
|
|
// If this is a release capture from a slider, then automatically check
|
|
// its 'Set' radio button.
|
|
switch( ((LPNMHDR) lParam)->idFrom )
|
|
{
|
|
case IDC_PLAYBACK_SLIDER:
|
|
CheckRadioButton( hDlg, IDC_PLAYBACK_DEFAULT, IDC_PLAYBACK_SET, IDC_PLAYBACK_SET );
|
|
break;
|
|
|
|
case IDC_RECORD_SLIDER:
|
|
CheckRadioButton( hDlg, IDC_RECORD_DEFAULT, IDC_RECORD_AUTO, IDC_RECORD_SET );
|
|
break;
|
|
|
|
case IDC_THRESHOLD_SLIDER:
|
|
CheckRadioButton( hDlg, IDC_THRESHOLD_DEFAULT, IDC_THRESHOLD_AUTO, IDC_THRESHOLD_SET );
|
|
break;
|
|
|
|
case IDC_QUALITY_SLIDER:
|
|
CheckRadioButton( hDlg, IDC_QUALITY_DEFAULT, IDC_QUALITY_SET, IDC_QUALITY_SET );
|
|
break;
|
|
|
|
case IDC_AGGRESSIVENESS_SLIDER:
|
|
CheckRadioButton( hDlg, IDC_AGGRESSIVENESS_DEFAULT, IDC_AGGRESSIVENESS_SET, IDC_AGGRESSIVENESS_SET );
|
|
break;
|
|
}
|
|
}
|
|
return TRUE;
|
|
|
|
case WM_COMMAND:
|
|
switch( LOWORD(wParam) )
|
|
{
|
|
case IDOK:
|
|
VoiceConfigDlgOnOK( hDlg );
|
|
return TRUE;
|
|
|
|
case IDCANCEL:
|
|
EndDialog( hDlg, IDCANCEL );
|
|
return TRUE;
|
|
}
|
|
break;
|
|
}
|
|
|
|
return FALSE; // Didn't handle message
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: VoiceConfigDlgOnOK()
|
|
// Desc: Figure out all the DirectPlayVoice setup params from the dialog box,
|
|
// and store them in global vars.
|
|
//-----------------------------------------------------------------------------
|
|
VOID VoiceConfigDlgOnOK( HWND hDlg )
|
|
{
|
|
DWORD dwSliderPos;
|
|
|
|
g_dvClientConfig.dwFlags = 0;
|
|
|
|
// Figure out the playback params
|
|
if( IsDlgButtonChecked( hDlg, IDC_PLAYBACK_DEFAULT ) )
|
|
{
|
|
g_dvClientConfig.lPlaybackVolume = DVPLAYBACKVOLUME_DEFAULT;
|
|
}
|
|
else
|
|
{
|
|
dwSliderPos = (DWORD)SendDlgItemMessage( hDlg, IDC_PLAYBACK_SLIDER, TBM_GETPOS, 0, 0 );
|
|
g_dvClientConfig.lPlaybackVolume = DSBVOLUME_MIN + (LONG) ( dwSliderPos / 100.0f *
|
|
(DSBVOLUME_MAX-DSBVOLUME_MIN) );
|
|
}
|
|
|
|
// Figure out the record params
|
|
if( IsDlgButtonChecked( hDlg, IDC_RECORD_AUTO ) )
|
|
{
|
|
g_dvClientConfig.lRecordVolume = 0;
|
|
g_dvClientConfig.dwFlags |= DVCLIENTCONFIG_AUTORECORDVOLUME;
|
|
}
|
|
else if( IsDlgButtonChecked( hDlg, IDC_RECORD_DEFAULT ) )
|
|
{
|
|
g_dvClientConfig.lRecordVolume = DVPLAYBACKVOLUME_DEFAULT;
|
|
}
|
|
else
|
|
{
|
|
dwSliderPos = (DWORD)SendDlgItemMessage( hDlg, IDC_RECORD_SLIDER, TBM_GETPOS, 0, 0 );
|
|
g_dvClientConfig.lRecordVolume = DSBVOLUME_MIN + (LONG) ( dwSliderPos / 100.0f *
|
|
(DSBVOLUME_MAX-DSBVOLUME_MIN) );
|
|
}
|
|
|
|
// Figure out the threshold params
|
|
if( IsDlgButtonChecked( hDlg, IDC_THRESHOLD_AUTO ) )
|
|
{
|
|
g_dvClientConfig.dwThreshold = DVTHRESHOLD_UNUSED;
|
|
g_dvClientConfig.dwFlags |= DVCLIENTCONFIG_AUTOVOICEACTIVATED;
|
|
}
|
|
else if( IsDlgButtonChecked( hDlg, IDC_THRESHOLD_DEFAULT ) )
|
|
{
|
|
g_dvClientConfig.dwThreshold = DVTHRESHOLD_DEFAULT;
|
|
g_dvClientConfig.dwFlags |= DVCLIENTCONFIG_MANUALVOICEACTIVATED;
|
|
}
|
|
else
|
|
{
|
|
dwSliderPos = (DWORD)SendDlgItemMessage( hDlg, IDC_THRESHOLD_SLIDER, TBM_GETPOS, 0, 0 );
|
|
g_dvClientConfig.dwThreshold = dwSliderPos;
|
|
g_dvClientConfig.dwFlags |= DVCLIENTCONFIG_MANUALVOICEACTIVATED;
|
|
}
|
|
|
|
// Figure out the quality params
|
|
if( IsDlgButtonChecked( hDlg, IDC_QUALITY_DEFAULT ) )
|
|
{
|
|
g_dvClientConfig.dwBufferQuality = DVBUFFERQUALITY_DEFAULT;
|
|
}
|
|
else
|
|
{
|
|
dwSliderPos = (DWORD)SendDlgItemMessage( hDlg, IDC_QUALITY_SLIDER, TBM_GETPOS, 0, 0 );
|
|
g_dvClientConfig.dwBufferQuality = dwSliderPos;
|
|
}
|
|
|
|
// Figure out the aggressiveness params
|
|
if( IsDlgButtonChecked( hDlg, IDC_AGGRESSIVENESS_DEFAULT ) )
|
|
{
|
|
g_dvClientConfig.dwBufferAggressiveness = DVBUFFERAGGRESSIVENESS_DEFAULT;
|
|
}
|
|
else
|
|
{
|
|
dwSliderPos = (DWORD)SendDlgItemMessage( hDlg, IDC_AGGRESSIVENESS_SLIDER, TBM_GETPOS, 0, 0 );
|
|
g_dvClientConfig.dwBufferAggressiveness = dwSliderPos;
|
|
}
|
|
|
|
EndDialog( hDlg, IDOK );
|
|
}
|
|
|
|
|