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voiceconnect.cpp
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2001-10-31
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//----------------------------------------------------------------------------
// File: VoiceConnect.cpp
//
// Desc: The main file for VoiceConnect that shows how use DirectPlay along
// with DirectPlayVoice to allow talking in a conference situation.
//
// Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <windows.h>
#include <basetsd.h>
#include <dxerr8.h>
#include <dplay8.h>
#include <dplobby8.h>
#include <dvoice.h>
#include <commctrl.h>
#include <cguid.h>
#include "NetConnect.h"
#include "NetVoice.h"
#include "DXUtil.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// Player context locking defines
//-----------------------------------------------------------------------------
CRITICAL_SECTION g_csPlayerContext;
#define PLAYER_LOCK() EnterCriticalSection( &g_csPlayerContext );
#define PLAYER_ADDREF( pPlayerInfo ) if( pPlayerInfo ) pPlayerInfo->lRefCount++;
#define PLAYER_RELEASE( pPlayerInfo ) if( pPlayerInfo ) { pPlayerInfo->lRefCount--; if( pPlayerInfo->lRefCount <= 0 ) SAFE_DELETE( pPlayerInfo ); }
#define PLAYER_UNLOCK() LeaveCriticalSection( &g_csPlayerContext );
//-----------------------------------------------------------------------------
// Defines, and constants
//-----------------------------------------------------------------------------
#define DPLAY_SAMPLE_KEY TEXT("Software\\Microsoft\\DirectX DirectPlay Samples")
#define MAX_PLAYER_NAME 14
#define WM_APP_DISPLAY_PLAYERS (WM_APP + 0)
// This GUID allows DirectPlay to find other instances of the same game on
// the network. So it must be unique for every game, and the same for
// every instance of that game. // {FCD4761E-2B9C-4478-B7EA-D9E18E6E2AAC}
GUID g_guidApp = { 0xfcd4761e, 0x2b9c, 0x4478, { 0xb7, 0xea, 0xd9, 0xe1, 0x8e, 0x6e, 0x2a, 0xac } };
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
struct APP_PLAYER_INFO
{
LONG lRefCount; // Ref count so we can cleanup when all threads
// are done w/ this object
DPNID dpnidPlayer; // DPNID of player
BOOL bTalking; // Is the player talking
BOOL bHalfDuplex; // If true, then player cannot talk
TCHAR strPlayerName[MAX_PLAYER_NAME]; // Player name
};
IDirectPlay8Peer* g_pDP = NULL; // DirectPlay peer object
CNetConnectWizard* g_pNetConnectWizard = NULL; // Connection wizard
IDirectPlay8LobbiedApplication* g_pLobbiedApp = NULL; // DirectPlay lobbied app
BOOL g_bWasLobbyLaunched = FALSE; // TRUE if lobby launched
CNetVoice* g_pNetVoice = NULL; // DirectPlay voice helper class
HINSTANCE g_hInst = NULL; // HINST of app
HWND g_hDlg = NULL; // HWND of main dialog
TCHAR g_strAppName[256] = TEXT("VoiceConnect");
BOOL g_bVoiceSessionInProgress = FALSE; // True if voice has been init'ed
DPNID* g_pPlayers = NULL; // Array of DPNIDs
DWORD g_dwPlayersArraySize = 0; // Size of g_pPlayers
HRESULT g_hrDialog; // Exit code for app
TCHAR g_strLocalPlayerName[MAX_PATH]; // Local player name
TCHAR g_strSessionName[MAX_PATH]; // Session name
TCHAR g_strPreferredProvider[MAX_PATH]; // Provider string
BOOL g_bHostPlayer; // TRUE if local player is host
DPNID g_LocalPlayerDPNID; // DPNID of local player
GUID g_guidDVSessionCT; // GUID for choosen voice compression
DVCLIENTCONFIG g_dvClientConfig; // Voice client config
//-----------------------------------------------------------------------------
// Function-prototypes
//-----------------------------------------------------------------------------
INT_PTR CALLBACK VoiceDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
HRESULT InitDirectPlay();
HRESULT OnInitDialog( HWND hDlg );
HRESULT DisplayPlayersInChat( HWND hDlg );
HRESULT WINAPI DirectPlayMessageHandler( LPVOID lpvUserContext, DWORD dwMessageType, LPVOID lpMessage );
HRESULT WINAPI DirectPlayLobbyMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
HRESULT WINAPI DirectPlayVoiceClientMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
HRESULT WINAPI DirectPlayVoiceServerMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
void SetPlayerTalking( APP_PLAYER_INFO *pPlayerInfo, BOOL bTalking );
INT_PTR CALLBACK VoiceConfigDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
HRESULT VoiceConfigEnumCompressionCodecs( HWND hDlg );
VOID VoiceConfigDlgOnOK( HWND hDlg );
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point for the application. Since we use a simple dialog for
// user interaction we don't need to pump messages.
//-----------------------------------------------------------------------------
INT APIENTRY WinMain( HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR pCmdLine,
INT nCmdShow )
{
HRESULT hr;
HKEY hDPlaySampleRegKey;
BOOL bConnectSuccess = FALSE;
g_hInst = hInst;
InitializeCriticalSection( &g_csPlayerContext );
// Init player ID array
g_dwPlayersArraySize = 10;
g_pPlayers = (DPNID*) malloc( sizeof(DPNID)*g_dwPlayersArraySize );
// Read persistent state information from registry
RegCreateKeyEx( HKEY_CURRENT_USER, DPLAY_SAMPLE_KEY, 0, NULL,
REG_OPTION_NON_VOLATILE, KEY_ALL_ACCESS, NULL,
&hDPlaySampleRegKey, NULL );
DXUtil_ReadStringRegKey( hDPlaySampleRegKey, TEXT("Player Name"),
g_strLocalPlayerName, MAX_PATH, TEXT("TestPlayer") );
DXUtil_ReadStringRegKey( hDPlaySampleRegKey, TEXT("Session Name"),
g_strSessionName, MAX_PATH, TEXT("TestGame") );
DXUtil_ReadStringRegKey( hDPlaySampleRegKey, TEXT("Preferred Provider"),
g_strPreferredProvider, MAX_PATH,
TEXT("DirectPlay8 TCP/IP Service Provider") );
InitCommonControls();
// Init COM so we can use CoCreateInstance
CoInitializeEx( NULL, COINIT_MULTITHREADED );
// Create helper class
g_pNetConnectWizard = new CNetConnectWizard( hInst, NULL, g_strAppName, &g_guidApp );
g_pNetVoice = new CNetVoice( DirectPlayVoiceClientMessageHandler, DirectPlayVoiceServerMessageHandler );
if( FAILED( hr = InitDirectPlay() ) )
{
DXTRACE_ERR( TEXT("InitDirectPlay"), hr );
MessageBox( NULL, TEXT("Failed initializing IDirectPlay8Peer. ")
TEXT("The sample will now quit."),
TEXT("DirectPlay Sample"), MB_OK | MB_ICONERROR );
return FALSE;
}
// Check if we were launched from a lobby client
if( g_bWasLobbyLaunched && g_pNetConnectWizard->HaveConnectionSettingsFromLobby() )
{
// If were lobby launched then DPL_MSGID_CONNECT has already been
// handled, so we can just tell the wizard to connect to the lobby
// that has sent us a DPL_MSGID_CONNECT msg.
if( FAILED( hr = g_pNetConnectWizard->ConnectUsingLobbySettings() ) )
{
DXTRACE_ERR( TEXT("ConnectUsingLobbySettings"), hr );
MessageBox( NULL, TEXT("Failed to connect using lobby settings. ")
TEXT("The sample will now quit."),
TEXT("DirectPlay Sample"), MB_OK | MB_ICONERROR );
bConnectSuccess = FALSE;
}
else
{
// Read information from g_pNetConnectWizard
_tcscpy( g_strLocalPlayerName, g_pNetConnectWizard->GetPlayerName() );
g_bHostPlayer = g_pNetConnectWizard->IsHostPlayer();
bConnectSuccess = TRUE;
}
}
else
{
// If not lobby launched, prompt the user about the network
// connection and which session they would like to join or
// if they want to create a new one.
// Setup connection wizard
g_pNetConnectWizard->SetPlayerName( g_strLocalPlayerName );
g_pNetConnectWizard->SetSessionName( g_strSessionName );
g_pNetConnectWizard->SetPreferredProvider( g_strPreferredProvider );
// Do the connection wizard
hr = g_pNetConnectWizard->DoConnectWizard( FALSE );
if( FAILED( hr ) )
{
DXTRACE_ERR( TEXT("DoConnectWizard"), hr );
MessageBox( NULL, TEXT("Multiplayer connect failed. ")
TEXT("The sample will now quit."),
TEXT("DirectPlay Sample"), MB_OK | MB_ICONERROR );
bConnectSuccess = FALSE;
}
else if( hr == NCW_S_QUIT )
{
// The user canceled the Multiplayer connect, so quit
bConnectSuccess = FALSE;
}
else
{
bConnectSuccess = TRUE;
// Read information from g_pNetConnectWizard
_tcscpy( g_strLocalPlayerName, g_pNetConnectWizard->GetPlayerName() );
_tcscpy( g_strSessionName, g_pNetConnectWizard->GetSessionName() );
_tcscpy( g_strPreferredProvider, g_pNetConnectWizard->GetPreferredProvider() );
g_bHostPlayer = g_pNetConnectWizard->IsHostPlayer();
// Write information to the registry
DXUtil_WriteStringRegKey( hDPlaySampleRegKey, TEXT("Player Name"), g_strLocalPlayerName );
DXUtil_WriteStringRegKey( hDPlaySampleRegKey, TEXT("Session Name"), g_strSessionName );
DXUtil_WriteStringRegKey( hDPlaySampleRegKey, TEXT("Preferred Provider"), g_strPreferredProvider );
}
}
if( bConnectSuccess )
{
// Set default DirectPlayVoice setup options
ZeroMemory( &g_dvClientConfig, sizeof(g_dvClientConfig) );
g_dvClientConfig.dwSize = sizeof(g_dvClientConfig);
g_dvClientConfig.dwFlags = DVCLIENTCONFIG_AUTOVOICEACTIVATED |
DVCLIENTCONFIG_AUTORECORDVOLUME;
g_dvClientConfig.lPlaybackVolume = DVPLAYBACKVOLUME_DEFAULT;
g_dvClientConfig.dwBufferQuality = DVBUFFERQUALITY_DEFAULT;
g_dvClientConfig.dwBufferAggressiveness = DVBUFFERAGGRESSIVENESS_DEFAULT;
g_dvClientConfig.dwThreshold = DVTHRESHOLD_UNUSED;
g_dvClientConfig.lRecordVolume = DVRECORDVOLUME_LAST;
g_dvClientConfig.dwNotifyPeriod = 0;
g_guidDVSessionCT = DPVCTGUID_DEFAULT;
// Ask user to change g_dvClientConfig, g_guidDVSessionCT
DWORD dwResult = (DWORD)DialogBox( hInst, MAKEINTRESOURCE(IDD_VOICE_SETUP),
NULL, (DLGPROC) VoiceConfigDlgProc );
}
if( bConnectSuccess )
{
// App is now connected via DirectPlay, so start the game.
// For this sample, we just start a simple dialog box game.
g_hrDialog = S_OK;
DialogBox( hInst, MAKEINTRESOURCE(IDD_MAIN_GAME), NULL, (DLGPROC) VoiceDlgProc );
if( FAILED( g_hrDialog ) )
{
if( g_hrDialog == DPNERR_CONNECTIONLOST )
{
MessageBox( NULL, TEXT("The DirectPlay session was lost. ")
TEXT("The sample will now quit."),
TEXT("DirectPlay Sample"), MB_OK | MB_ICONERROR );
}
else
{
DXTRACE_ERR( TEXT("DialogBox"), hr );
MessageBox( NULL, TEXT("An error occured during the game. ")
TEXT("The sample will now quit."),
TEXT("DirectPlay Sample"), MB_OK | MB_ICONERROR );
}
}
}
// Cleanup player ID array
free( g_pPlayers );
// Disconnect from the DirectPlayVoice session,
// and destory it if we are the host player.
SAFE_DELETE( g_pNetVoice );
// Cleanup DirectPlay and helper classes
g_pNetConnectWizard->Shutdown();
if( g_pDP )
{
g_pDP->Close(0);
SAFE_RELEASE( g_pDP );
}
if( g_pLobbiedApp )
{
g_pLobbiedApp->Close( 0 );
SAFE_RELEASE( g_pLobbiedApp );
}
// Don't delete the wizard until we know that
// DirectPlay is out of its message handlers.
// This will be true after Close() has been called.
SAFE_DELETE( g_pNetConnectWizard );
RegCloseKey( hDPlaySampleRegKey );
DeleteCriticalSection( &g_csPlayerContext );
CoUninitialize();
return TRUE;
}
//-----------------------------------------------------------------------------
// Name: InitDirectPlay()
// Desc:
//-----------------------------------------------------------------------------
HRESULT InitDirectPlay()
{
DPNHANDLE hLobbyLaunchedConnection = NULL;
HRESULT hr;
// Create IDirectPlay8Peer
if( FAILED( hr = CoCreateInstance( CLSID_DirectPlay8Peer, NULL,
CLSCTX_INPROC_SERVER,
IID_IDirectPlay8Peer,
(LPVOID*) &g_pDP ) ) )
return DXTRACE_ERR( TEXT("CoCreateInstance"), hr );
// Create IDirectPlay8LobbiedApplication
if( FAILED( hr = CoCreateInstance( CLSID_DirectPlay8LobbiedApplication, NULL,
CLSCTX_INPROC_SERVER,
IID_IDirectPlay8LobbiedApplication,
(LPVOID*) &g_pLobbiedApp ) ) )
return DXTRACE_ERR( TEXT("CoCreateInstance"), hr );
// Init the helper class, now that g_pDP and g_pLobbiedApp are valid
g_pNetConnectWizard->Init( g_pDP, g_pLobbiedApp );
// Init IDirectPlay8Peer
if( FAILED( hr = g_pDP->Initialize( NULL, DirectPlayMessageHandler, 0 ) ) )
return DXTRACE_ERR( TEXT("Initialize"), hr );
// Init IDirectPlay8LobbiedApplication. Before this Initialize() returns
// a DPL_MSGID_CONNECT msg may come in to the DirectPlayLobbyMessageHandler
// so be prepared ahead of time.
if( FAILED( hr = g_pLobbiedApp->Initialize( NULL, DirectPlayLobbyMessageHandler,
&hLobbyLaunchedConnection, 0 ) ) )
return DXTRACE_ERR( TEXT("Initialize"), hr );
// IDirectPlay8LobbiedApplication::Initialize returns a handle to a connnection
// if we have been lobby launced. Initialize is guanteeded to return after
// the DPL_MSGID_CONNECT msg has been processed. So unless a we are expected
// multiple lobby connections, we do not need to remember the lobby connection
// handle since it will be recorded upon the DPL_MSGID_CONNECT msg.
g_bWasLobbyLaunched = ( hLobbyLaunchedConnection != NULL );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: VoiceDlgProc()
// Desc: Handles dialog messages
//-----------------------------------------------------------------------------
INT_PTR CALLBACK VoiceDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_INITDIALOG:
{
g_hDlg = hDlg;
if( FAILED( g_hrDialog = g_pNetVoice->Init( hDlg, g_bHostPlayer, TRUE,
g_pDP, DVSESSIONTYPE_PEER,
&g_guidDVSessionCT, &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 );
break;
}
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 );
}
g_bVoiceSessionInProgress = TRUE;
if( FAILED( g_hrDialog = OnInitDialog( hDlg ) ) )
{
DXTRACE_ERR( TEXT("OnInitDialog"), g_hrDialog );
EndDialog( hDlg, 0 );
break;
}
}
break;
case WM_COMMAND:
switch( LOWORD(wParam) )
{
case IDC_SETUP:
{
// Ask the user for DirectPlayVoice setup params
DWORD dwResult = (DWORD)DialogBox( g_hInst,
MAKEINTRESOURCE(IDD_VOICE_SETUP),
hDlg, (DLGPROC) VoiceConfigDlgProc );
if( dwResult != IDCANCEL )
g_pNetVoice->ChangeVoiceClientSettings( &g_dvClientConfig );
}
return TRUE;
case IDCANCEL:
g_hrDialog = S_OK;
EndDialog( hDlg, 0 );
return TRUE;
}
break;
case WM_APP_DISPLAY_PLAYERS:
{
DisplayPlayersInChat( hDlg );
break;
}
case WM_TIMER:
{
DWORD dwNumPlayers;
DWORD iIndex;
LVITEM lvItem;
APP_PLAYER_INFO* pPlayerInfo = NULL;
HWND hListView = GetDlgItem( hDlg, IDC_PEOPLE_LIST );
dwNumPlayers = ListView_GetItemCount( hListView );
// Now that they are added and the listview sorted them by name,
// run through them all caching the listview index with its dpnid
for( iIndex = 0; iIndex < dwNumPlayers; iIndex++ )
{
HRESULT hr;
APP_PLAYER_INFO* pPlayerInfo = NULL;
DPNID dpnidPlayer;
lvItem.mask = LVIF_PARAM;
lvItem.iItem = iIndex;
ListView_GetItem( hListView, &lvItem );
dpnidPlayer = (DPNID) lvItem.lParam;
PLAYER_LOCK(); // enter player context CS
// Get the player context accosicated with this DPNID
hr = g_pDP->GetPlayerContext( dpnidPlayer,
(LPVOID* const) &pPlayerInfo,
0);
PLAYER_ADDREF( pPlayerInfo ); // addref player, since we are using it now
PLAYER_UNLOCK(); // leave player context CS
if( FAILED(hr) || pPlayerInfo == NULL )
{
// The player who sent this may have gone away before this
// message was handled, so just ignore it
continue;
}
TCHAR strStatus[255];
if( pPlayerInfo->bHalfDuplex )
{
_tcscpy( strStatus, TEXT("Can't talk") );
}
else
{
if( pPlayerInfo->bTalking )
_tcscpy( strStatus, TEXT("Talking") );
else
_tcscpy( strStatus, TEXT("Silent") );
}
lvItem.iItem = iIndex;
lvItem.iSubItem = 1;
lvItem.mask = LVIF_TEXT;
lvItem.pszText = strStatus;
PLAYER_LOCK();
PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed
PLAYER_UNLOCK();
SendMessage( hListView, LVM_SETITEM, 0, (LPARAM) &lvItem );
}
break;
}
}
return FALSE; // Didn't handle message
}
//-----------------------------------------------------------------------------
// Name: OnInitDialog()
// Desc: Inits the dialog
//-----------------------------------------------------------------------------
HRESULT OnInitDialog( HWND hDlg )
{
LVCOLUMN column;
RECT rctListView;
TCHAR strHeader[255];
DWORD dwVertScrollBar;
DWORD dwListViewWidth;
// Load and set the icon
HICON hIcon = LoadIcon( g_hInst, MAKEINTRESOURCE( IDI_MAIN ) );
SendMessage( hDlg, WM_SETICON, ICON_BIG, (LPARAM) hIcon ); // Set big icon
SendMessage( hDlg, WM_SETICON, ICON_SMALL, (LPARAM) hIcon ); // Set small icon
if( g_bHostPlayer )
SetWindowText( hDlg, TEXT("VoiceConnect (Session Host)") );
else
SetWindowText( hDlg, TEXT("VoiceConnect (Session Client)") );
// Setup the listview
HWND hListView = GetDlgItem( hDlg, IDC_PEOPLE_LIST );
dwVertScrollBar = GetSystemMetrics( SM_CXVSCROLL );
GetClientRect( hListView, &rctListView );
dwListViewWidth = rctListView.right - dwVertScrollBar;
column.mask = LVCF_FMT | LVCF_SUBITEM | LVCF_TEXT | LVCF_WIDTH;
column.fmt = LVCFMT_LEFT;
column.iSubItem = -1;
// Insert the Name column
_tcscpy( strHeader, TEXT("Name") );
column.cx = dwListViewWidth * 5 / 10;
column.pszText = strHeader;
column.cchTextMax = _tcslen( strHeader );
ListView_InsertColumn( hListView, 0, &column );
// Insert the Status column
_tcscpy( strHeader, TEXT("Status") );
column.cx = dwListViewWidth * 5 / 10;
column.pszText = strHeader;
column.cchTextMax = _tcslen( strHeader );
ListView_InsertColumn( hListView, 1, &column );
// Update the listbox
PostMessage( g_hDlg, WM_APP_DISPLAY_PLAYERS, 0, 0 );
// Make a timer to update the listbox
// 'Status' column every so often
SetTimer( hDlg, 0, 250, NULL );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DisplayPlayersInChat()
// Desc: Displays the active players in the listview
//-----------------------------------------------------------------------------
HRESULT DisplayPlayersInChat( HWND hDlg )
{
if( hDlg == NULL )
return S_OK;
HRESULT hr;
LVITEM lvItem;
HWND hListView = GetDlgItem( hDlg, IDC_PEOPLE_LIST );
TCHAR strStatus[32];
TCHAR strNumberPlayers[32];
DWORD dwNumPlayers;
APP_PLAYER_INFO* pPlayerInfo = NULL;
// Remove all the players and re-add them in the player enum callback
ListView_DeleteAllItems( hListView );
do
{
// Enum all players in the player ID array
dwNumPlayers = g_dwPlayersArraySize;
hr = g_pDP->EnumPlayersAndGroups( g_pPlayers, &dwNumPlayers, DPNENUM_PLAYERS );
if( SUCCEEDED(hr) )
break;
if( hr == DPNERR_BUFFERTOOSMALL )
{
// Resize player pointer array
g_dwPlayersArraySize += 10;
g_pPlayers = (DPNID*) realloc( g_pPlayers, sizeof(DPNID)*g_dwPlayersArraySize );
}
}
while( hr == DPNERR_BUFFERTOOSMALL );
if( FAILED(hr) )
return DXTRACE_ERR( TEXT("EnumPlayersAndGroups"), hr );
for( DWORD i = 0; i<dwNumPlayers; i++ )
{
PLAYER_LOCK(); // enter player context CS
do
{
// Get the player context accosicated with this DPNID
// Call GetPlayerContext() until it returns something other than DPNERR_NOTREADY
// DPNERR_NOTREADY will be returned if the callback thread has not
// yet returned from DPN_MSGID_CREATE_PLAYER, which sets the player's context
hr = g_pDP->GetPlayerContext( g_pPlayers[i], (LPVOID*) &pPlayerInfo, 0);
}
while( hr == DPNERR_NOTREADY );
PLAYER_ADDREF( pPlayerInfo ); // addref player, since we are using it now
PLAYER_UNLOCK(); // leave player context CS
if( FAILED(hr) || pPlayerInfo == NULL )
{
// The player who sent this may have gone away before this
// message was handled, so just ignore it
continue;
}
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 = pPlayerInfo->strPlayerName;
lvItem.lParam = g_pPlayers[i];
lvItem.cchTextMax = _tcslen( pPlayerInfo->strPlayerName );
int nIndex = ListView_InsertItem( hListView, &lvItem );
if( pPlayerInfo->bHalfDuplex )
{
_tcscpy( strStatus, TEXT("Can't talk") );
}
else
{
if( pPlayerInfo->bTalking )
_tcscpy( strStatus, TEXT("Talking") );
else
_tcscpy( strStatus, TEXT("Silent") );
}
PLAYER_LOCK();
PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed
PLAYER_UNLOCK();
// 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 );
}
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 care 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 care of thread synchronization problems with shared memory
switch( dwMessageId )
{
case DPN_MSGID_CREATE_PLAYER:
{
HRESULT hr;
PDPNMSG_CREATE_PLAYER pCreatePlayerMsg;
pCreatePlayerMsg = (PDPNMSG_CREATE_PLAYER)pMsgBuffer;
// 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;
// Get the peer info and extract its name
DWORD dwSize = 0;
DPN_PLAYER_INFO* pdpPlayerInfo = NULL;
hr = DPNERR_CONNECTING;
// GetPeerInfo might return DPNERR_CONNECTING when connecting,
// so just keep calling it if it does
while( hr == DPNERR_CONNECTING )
hr = g_pDP->GetPeerInfo( pCreatePlayerMsg->dpnidPlayer, pdpPlayerInfo, &dwSize, 0 );
if( hr == DPNERR_BUFFERTOOSMALL )
{
pdpPlayerInfo = (DPN_PLAYER_INFO*) new BYTE[ dwSize ];
ZeroMemory( pdpPlayerInfo, dwSize );
pdpPlayerInfo->dwSize = sizeof(DPN_PLAYER_INFO);
hr = g_pDP->GetPeerInfo( pCreatePlayerMsg->dpnidPlayer, pdpPlayerInfo, &dwSize, 0 );
if( SUCCEEDED(hr) )
{
// This stores a extra TCHAR copy of the player name for
// easier access. This will be redundent copy since DPlay
// also keeps a copy of the player name in GetPeerInfo()
DXUtil_ConvertWideStringToGeneric( pPlayerInfo->strPlayerName,
pdpPlayerInfo->pwszName, MAX_PLAYER_NAME );
if( (pdpPlayerInfo->dwPlayerFlags & DPNPLAYER_LOCAL) != 0 )
g_LocalPlayerDPNID = pCreatePlayerMsg->dpnidPlayer;
}
SAFE_DELETE_ARRAY( pdpPlayerInfo );
}
// Tell DirectPlay to store this pPlayerInfo
// pointer in the pvPlayerContext.
pCreatePlayerMsg->pvPlayerContext = pPlayerInfo;
// Post a message to the dialog thread to update the
// UI. This keeps the DirectPlay message handler
// from blocking
if( g_hDlg != NULL )
PostMessage( g_hDlg, WM_APP_DISPLAY_PLAYERS, 0, 0 );
break;
}
case DPN_MSGID_DESTROY_PLAYER:
{
PDPNMSG_DESTROY_PLAYER pDestroyPlayerMsg;
pDestroyPlayerMsg = (PDPNMSG_DESTROY_PLAYER)pMsgBuffer;
APP_PLAYER_INFO* pPlayerInfo = (APP_PLAYER_INFO*) pDestroyPlayerMsg->pvPlayerContext;
PLAYER_LOCK(); // enter player context CS
PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed
PLAYER_UNLOCK(); // leave player context CS
// Post a message to the dialog thread to update the
// UI. This keeps the DirectPlay message handler
// from blocking
if( g_hDlg != NULL )
PostMessage( g_hDlg, WM_APP_DISPLAY_PLAYERS, 0, 0 );
break;
}
case DPN_MSGID_TERMINATE_SESSION:
{
PDPNMSG_TERMINATE_SESSION pTerminateSessionMsg;
pTerminateSessionMsg = (PDPNMSG_TERMINATE_SESSION)pMsgBuffer;
g_hrDialog = DPNERR_CONNECTIONLOST;
EndDialog( g_hDlg, 0 );
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_pNetConnectWizard )
return g_pNetConnectWizard->MessageHandler( pvUserContext, dwMessageId, pMsgBuffer );
return S_OK;
}
//-----------------------------------------------------------------------------
// 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_pNetConnectWizard )
return g_pNetConnectWizard->LobbyMessageHandler( pvUserContext, dwMessageId,
pMsgBuffer );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DirectPlayVoiceServerMessageHandler()
// Desc: The callback for DirectPlayVoice server messages.
//-----------------------------------------------------------------------------
HRESULT CALLBACK DirectPlayVoiceServerMessageHandler( LPVOID lpvUserContext, DWORD dwMessageType,
LPVOID lpMessage )
{
// This simple sample doesn't respond to any server messages
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;
switch( dwMessageType )
{
case DVMSGID_CREATEVOICEPLAYER:
{
DVMSG_CREATEVOICEPLAYER* pCreateVoicePlayerMsg = (DVMSG_CREATEVOICEPLAYER*) lpMessage;
APP_PLAYER_INFO* pPlayerInfo = NULL;
PLAYER_LOCK(); // enter player context CS
// Get the player context accosicated with this DPNID
hr = g_pDP->GetPlayerContext( pCreateVoicePlayerMsg->dvidPlayer,
(LPVOID* const) &pPlayerInfo,
0);
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();
break;
}
PLAYER_ADDREF( pPlayerInfo ); // addref player, to be used by the voice layer
PLAYER_UNLOCK(); // leave player context CS
pPlayerInfo->bHalfDuplex = ((pCreateVoicePlayerMsg->dwFlags & DVPLAYERCAPS_HALFDUPLEX) != 0);
// Set voice context value
pCreateVoicePlayerMsg->pvPlayerContext = pPlayerInfo;
// Post a message to the dialog thread to update the
// UI. This keeps the DirectPlay message handler
// from blocking
if( g_hDlg != NULL )
PostMessage( g_hDlg, WM_APP_DISPLAY_PLAYERS, 0, 0 );
// We're leaving the extra reference, voice will own that reference
}
break;
case DVMSGID_DELETEVOICEPLAYER:
{
DVMSG_DELETEVOICEPLAYER* pMsg = (DVMSG_DELETEVOICEPLAYER*) lpMessage;
APP_PLAYER_INFO* pPlayerInfo = (APP_PLAYER_INFO*) pMsg->pvPlayerContext;
// Don't update the dlg if this message is for the local
// client since the dlg will be gone.
if( pMsg->dvidPlayer != g_LocalPlayerDPNID )
{
// Post a message to the dialog thread to update the
// UI. This keeps the DirectPlay message handler
// from blocking
if( hDlg != NULL )
PostMessage( hDlg, WM_APP_DISPLAY_PLAYERS, 0, 0 );
}
// Release our extra reference on the player info that we have for the voice
// context value.
//
PLAYER_LOCK();
PLAYER_RELEASE( pPlayerInfo );
PLAYER_UNLOCK();
break;
}
case DVMSGID_SESSIONLOST:
g_hrDialog = DPNERR_CONNECTIONLOST;
EndDialog( hDlg, 0 );
break;
case DVMSGID_HOSTMIGRATED:
{
DVMSG_HOSTMIGRATED* pMsg = (DVMSG_HOSTMIGRATED*) lpMessage;
if( pMsg->pdvServerInterface != NULL )
{
// If we keep the pMsg->pdvServerInterface pointer around, then
// we must AddRef() it. The CNetVoice::HostMigrate() automatically
// does this for us.
g_pNetVoice->HostMigrate( pMsg->pdvServerInterface );
g_bHostPlayer = TRUE;
SetWindowText( hDlg, TEXT("VoiceConnect (Session Host)") );
}
break;
}
case DVMSGID_GAINFOCUS:
case DVMSGID_LOSTFOCUS:
{
TCHAR strWindowName[MAX_PATH];
wsprintf( strWindowName, TEXT("%s%s%s"), g_strAppName,
(g_bHostPlayer) ? TEXT(" (Session Host)") : TEXT(""),
(dwMessageType == DVMSGID_LOSTFOCUS) ? TEXT(" (Focus Lost)") : TEXT("") );
SetWindowText( hDlg, strWindowName );
break;
}
case DVMSGID_RECORDSTART:
{
DVMSG_RECORDSTART* pMsg = (DVMSG_RECORDSTART*) lpMessage;
SetPlayerTalking( (APP_PLAYER_INFO*) pMsg->pvLocalPlayerContext, TRUE );
break;
}
case DVMSGID_RECORDSTOP:
{
DVMSG_RECORDSTOP* pMsg = (DVMSG_RECORDSTOP*) lpMessage;
SetPlayerTalking( (APP_PLAYER_INFO*) pMsg->pvLocalPlayerContext, FALSE );
break;
}
case DVMSGID_PLAYERVOICESTART:
{
DVMSG_PLAYERVOICESTART* pMsg = (DVMSG_PLAYERVOICESTART*) lpMessage;
SetPlayerTalking( (APP_PLAYER_INFO*) pMsg->pvPlayerContext, TRUE );
break;
}
case DVMSGID_PLAYERVOICESTOP:
{
DVMSG_PLAYERVOICESTOP* pMsg = (DVMSG_PLAYERVOICESTOP*) lpMessage;
SetPlayerTalking( (APP_PLAYER_INFO*) pMsg->pvPlayerContext, FALSE );
break;
}
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: SetPlayerTalking()
// Desc: Set player talking flag
//-----------------------------------------------------------------------------
void SetPlayerTalking( APP_PLAYER_INFO* pPlayerInfo, BOOL bTalking )
{
if( pPlayerInfo )
pPlayerInfo->bTalking = bTalking;
}
//-----------------------------------------------------------------------------
// 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 );
}
if( !g_bHostPlayer || g_bVoiceSessionInProgress )
{
// We are are not the host player then disable all the server only options
EnableWindow( GetDlgItem( hDlg, IDC_COMPRESSION_COMBO ), FALSE );
EnableWindow( GetDlgItem( hDlg, IDC_SESSIONCOMPRESION_GROUP ), FALSE );
}
else
{
VoiceConfigEnumCompressionCodecs( hDlg );
EnableWindow( GetDlgItem( hDlg, IDCANCEL ), FALSE );
}
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;
case WM_DESTROY:
{
GUID* pGuid;
int nCount = (int)SendDlgItemMessage( hDlg, IDC_COMPRESSION_COMBO, CB_GETCOUNT, 0, 0 );
for( int i=0; i<nCount; i++ )
{
pGuid = (LPGUID) SendDlgItemMessage( hDlg, IDC_COMPRESSION_COMBO, CB_GETITEMDATA, i, 0 );
SAFE_DELETE( pGuid );
}
break;
}
}
return FALSE; // Didn't handle message
}
//-----------------------------------------------------------------------------
// Name: VoiceConfigEnumCompressionCodecs()
// Desc: Asks DirectPlayVoice what voice compression codecs are availible
// and fills the combo box thier names and GUIDs.
//-----------------------------------------------------------------------------
HRESULT VoiceConfigEnumCompressionCodecs( HWND hDlg )
{
LPDIRECTPLAYVOICECLIENT pVoiceClient = NULL;
LPDVCOMPRESSIONINFO pdvCompressionInfo = NULL;
LPGUID pGuid = NULL;
LPBYTE pBuffer = NULL;
DWORD dwSize = 0;
DWORD dwNumElements = 0;
HWND hPulldown = GetDlgItem( hDlg, IDC_COMPRESSION_COMBO );
HRESULT hr;
LONG lIndex;
LONG lFirst;
CoInitializeEx( NULL, COINIT_MULTITHREADED );
if( FAILED( hr = CoCreateInstance( CLSID_DirectPlayVoiceClient, NULL,
CLSCTX_INPROC_SERVER, IID_IDirectPlayVoiceClient,
(VOID**) &pVoiceClient ) ) )
return DXTRACE_ERR( TEXT("CoCreateInstance"), hr );
hr = pVoiceClient->GetCompressionTypes( pBuffer, &dwSize, &dwNumElements, 0 );
if( hr != DVERR_BUFFERTOOSMALL && FAILED(hr) )
return DXTRACE_ERR( TEXT("GetCompressionTypes"), hr );
pBuffer = new BYTE[dwSize];
if( FAILED( hr = pVoiceClient->GetCompressionTypes( pBuffer, &dwSize,
&dwNumElements, 0 ) ) )
return DXTRACE_ERR( TEXT("GetCompressionTypes"), hr );
SAFE_RELEASE( pVoiceClient );
CoUninitialize();
pdvCompressionInfo = (LPDVCOMPRESSIONINFO) pBuffer;
for( DWORD dwIndex = 0; dwIndex < dwNumElements; dwIndex++ )
{
TCHAR strName[MAX_PATH];
DXUtil_ConvertWideStringToGeneric( strName,
pdvCompressionInfo[dwIndex].lpszName );
lIndex = (LONG)SendMessage( hPulldown, CB_ADDSTRING, 0, (LPARAM) strName );
pGuid = new GUID;
(*pGuid) = pdvCompressionInfo[dwIndex].guidType;
SendMessage( hPulldown, CB_SETITEMDATA, lIndex, (LPARAM) pGuid );
if( pdvCompressionInfo[dwIndex].guidType == DPVCTGUID_SC03 )
lFirst = lIndex;
}
SAFE_DELETE_ARRAY( pBuffer );
SendMessage( hPulldown, CB_SETCURSEL, lFirst, 0 );
return S_OK;
}
//-----------------------------------------------------------------------------
// 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;
}
if( g_bHostPlayer )
{
// Figure out the compression codec
LONG lCurSelection;
LPGUID pGuidCT;
lCurSelection = (LONG)SendDlgItemMessage( hDlg, IDC_COMPRESSION_COMBO, CB_GETCURSEL, 0, 0 );
if( lCurSelection != CB_ERR )
{
pGuidCT = (LPGUID) SendDlgItemMessage( hDlg, IDC_COMPRESSION_COMBO,
CB_GETITEMDATA, lCurSelection, 0 );
if( pGuidCT != NULL )
g_guidDVSessionCT = (*pGuidCT);
}
}
EndDialog( hDlg, IDOK );
}