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VoicePosition.cpp
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2001-10-31
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//-----------------------------------------------------------------------------
// File: VoicePosition.cpp
//
// Desc: The main file for VoicePosition 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
#define D3D_OVERLOADS
#include <windows.h>
#include <basetsd.h>
#include <cguid.h>
#include <stdio.h>
#include <dxerr8.h>
#include <d3dtypes.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 ) { DeleteCriticalSection( &pPlayerInfo->csPlayer ); SAFE_DELETE( pPlayerInfo );} } pPlayerInfo = NULL;
#define PLAYER_UNLOCK() LeaveCriticalSection( &g_csPlayerContext );
//-----------------------------------------------------------------------------
// Defines, and constants
//-----------------------------------------------------------------------------
#define DPLAY_SAMPLE_KEY TEXT("Software\\Microsoft\\DirectX DirectPlay Samples")
#define MAP_WIDTH 100
#define MAP_HEIGHT 100
#define MAX_PLAYER_NAME 14
#define WM_APP_DISPLAY_PLAYERS (WM_APP + 0)
#define WM_APP_UPDATE_GRID (WM_APP + 1)
#define START_POSITION_X ( MAP_WIDTH / 2 )
#define START_POSITION_Y ( MAP_HEIGHT / 2 )
// 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. // {9363CC5D-F8BE-47cf-A288-E4DD73F0BCA6}
GUID g_guidApp = { 0x9363cc5d, 0xf8be, 0x47cf, { 0xa2, 0x88, 0xe4, 0xdd, 0x73, 0xf0, 0xbc, 0xa6 } };
struct APP_PLAYER_INFO
{
LONG lRefCount; // Ref count so we can cleanup when all threads
// are done w/ this object
CRITICAL_SECTION csPlayer; // Critical section for DSB voice
DPNID dpnidPlayer; // dpnid of the player
BOOL bTalking; // Is the player talking
BOOL bHalfDuplex; // If true, then player cannot talk
POINT pt; // Location of player
LPDIRECTSOUND3DBUFFER pDSBVoice; // DirectSound 3D buffer for player
TCHAR strPlayerName[MAX_PLAYER_NAME]; // Player name
};
//-----------------------------------------------------------------------------
// App specific DirectPlay messages and structures
//-----------------------------------------------------------------------------
#define GAME_MSGID_PLAYERMOVED 1
// Change compiler pack alignment to be BYTE aligned, and pop the current value
#pragma pack( push, 1 )
struct GAMEMSG_GENERIC
{
DWORD dwType;
};
struct GAMEMSG_PLAYERMOVED : public GAMEMSG_GENERIC
{
POINT pt;
};
// Pop the old pack alignment
#pragma pack( pop )
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
HINSTANCE g_hInst = NULL; // HINST of app
HWND g_hDlg = NULL; // HWND of main dialog
IDirectPlay8Peer* g_pDP = NULL; // DirectPlay peer object
CNetConnectWizard* g_pNetConnectWizard = NULL; // Connection wizard
CNetVoice* g_pNetVoice = NULL; // DirectPlay voice helper class
IDirectPlay8LobbiedApplication* g_pLobbiedApp = NULL; // DirectPlay lobbied app
BOOL g_bWasLobbyLaunched = FALSE; // TRUE if lobby launched
TCHAR g_strAppName[256] = TEXT("VoicePosition");
APP_PLAYER_INFO* g_pPlayerLocal = NULL; // APP_PLAYER_INFO* of local player
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 = FALSE; // TRUE if local player is host
DPNID g_LocalPlayerDPNID = 0; // DPNID of local player
GUID g_guidDVSessionCT; // GUID for choosen voice compression
DVCLIENTCONFIG g_dvClientConfig; // Voice client config
LPDIRECTSOUND3DLISTENER g_pDSListener = NULL; // DirectSound 3D listener
LPDIRECTSOUND g_pDS = NULL; // DirectSound object
HANDLE g_hSoundInit = NULL; // Signaled if DirectSound inited
//-----------------------------------------------------------------------------
// Function-prototypes
//-----------------------------------------------------------------------------
INT_PTR CALLBACK VoiceDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
HRESULT WINAPI DirectPlayMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
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 );
HRESULT InitDirectPlay();
HRESULT OnInitDialog( HWND hDlg );
HRESULT InitDirectSound( HWND hDlg );
HRESULT DisplayPlayersInChat( HWND hDlg );
HRESULT SendLocalPosition( HWND hDlg );
VOID DrawDotOnGrid( HWND hWndGrid, HDC hDC, BOOL bLocalDot, FLOAT fPosX, FLOAT fPosY );
HRESULT UpdateGrid( HWND hDlg );
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 );
g_hSoundInit = CreateEvent( NULL, TRUE, FALSE, NULL );
// 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 the user for DirectPlayVoice setup params
DWORD dwResult = (DWORD)DialogBox( hInst, MAKEINTRESOURCE(IDD_VOICE_SETUP),
NULL, VoiceConfigDlgProc );
if( dwResult != IDCANCEL )
g_pNetVoice->ChangeVoiceClientSettings( &g_dvClientConfig );
}
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, 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"), g_hrDialog );
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 );
// Release DirectSound interfaces
SAFE_RELEASE( g_pDSListener );
SAFE_RELEASE( g_pDS );
RegCloseKey( hDPlaySampleRegKey );
CloseHandle( g_hSoundInit );
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:
{
if( FAILED( g_hrDialog = OnInitDialog( hDlg ) ) )
{
DXTRACE_ERR( TEXT("OnInitDialog"), g_hrDialog );
EndDialog( hDlg, 0 );
break;
}
g_hDlg = hDlg;
if( FAILED( g_hrDialog = g_pNetVoice->Init( hDlg, g_bHostPlayer, TRUE,
g_pDP, DVSESSIONTYPE_PEER,
&g_guidDVSessionCT, &g_dvClientConfig, g_pDS ) ) )
{
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;
}
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, 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_APP_UPDATE_GRID:
{
UpdateGrid( 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;
}
case WM_PAINT:
{
DWORD dwNumPlayers;
DWORD iIndex;
LVITEM lvItem;
APP_PLAYER_INFO* pPlayerInfo = NULL;
HWND hListView = GetDlgItem( hDlg, IDC_PEOPLE_LIST );
HWND hWndGrid = GetDlgItem( hDlg, IDC_RENDER_WINDOW );
BOOL bIsLocalPlayer;
// Erase and redraw the grid window right now
RedrawWindow( hWndGrid, NULL, NULL, RDW_ERASE | RDW_INVALIDATE |
RDW_INTERNALPAINT | RDW_UPDATENOW );
HDC hDC = GetDC( hWndGrid );
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;
}
if( pPlayerInfo->dpnidPlayer == g_LocalPlayerDPNID )
bIsLocalPlayer = TRUE;
else
bIsLocalPlayer = FALSE;
DrawDotOnGrid( hWndGrid, hDC, bIsLocalPlayer,
pPlayerInfo->pt.x / (float) MAP_WIDTH,
pPlayerInfo->pt.y / (float) MAP_HEIGHT );
PLAYER_LOCK();
PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed
PLAYER_UNLOCK();
}
ReleaseDC( hWndGrid, hDC );
break;
}
case WM_NOTIFY:
{
LPNMLISTVIEW pnm = (LPNMLISTVIEW)lParam;
if( pnm->hdr.code == NM_CUSTOMDRAW &&
(pnm->hdr.idFrom == IDC_VERTICAL_SLIDER || pnm->hdr.idFrom == IDC_HORIZONTAL_SLIDER) )
{
LPNMLVCUSTOMDRAW lplvcd = (LPNMLVCUSTOMDRAW)lParam;
if( lplvcd->nmcd.dwDrawStage == CDDS_PREPAINT )
{
POINT pt;
pt.x = (LONG)SendDlgItemMessage( hDlg, IDC_HORIZONTAL_SLIDER, TBM_GETPOS, 0, 0 );
pt.y = (LONG)SendDlgItemMessage( hDlg, IDC_VERTICAL_SLIDER, TBM_GETPOS, 0, 0 );
if( NULL == g_pPlayerLocal )
return CDRF_DODEFAULT;
// Don't do anything if nothing has changed.
if( pt.x != g_pPlayerLocal->pt.x || pt.y != g_pPlayerLocal->pt.y )
{
// Don't send the position too fast, otherwise it will
// slow down the network link
static DWORD s_dwLastSendTime = 0;
DWORD dwCurTime = timeGetTime();
if( dwCurTime - s_dwLastSendTime > 50 )
{
s_dwLastSendTime = dwCurTime;
g_pPlayerLocal->pt = pt;
if( FAILED( g_hrDialog = SendLocalPosition( hDlg ) ) )
{
DXTRACE_ERR( TEXT("SendLocalPosition"), g_hrDialog );
MessageBox( hDlg, TEXT("Error updating the local position. ")
TEXT("Sample will now exit."), TEXT("DirectPlayVoice Sample"),
MB_OK | MB_ICONERROR );
EndDialog( hDlg, 0 );
}
// Update the grid
PostMessage( hDlg, WM_APP_UPDATE_GRID, 0, 0 );
}
}
return CDRF_DODEFAULT;
}
}
}
break;
case WM_LBUTTONDOWN:
{
POINT pt;
RECT rc;
HWND hWndGrid = GetDlgItem( hDlg, IDC_RENDER_WINDOW );
// Check to see if the click was inside the map position window
// if it was then move the position there
pt.x = LOWORD( lParam );
pt.y = HIWORD( lParam );
ClientToScreen( hDlg, &pt );
ScreenToClient( hWndGrid, &pt );
GetClientRect( hWndGrid, &rc );
if( pt.x > rc.left && pt.x < rc.right &&
pt.y > rc.top && pt.y < rc.bottom )
{
// Set the position, but do it careful since we check the
// slider position's whenever a slider is redrawn, so
// be careful when the sliders are redrawn otherwise false
// position messages will be sent to everyone in the session
g_pPlayerLocal->pt.x = pt.x;
SendDlgItemMessage( hDlg, IDC_HORIZONTAL_SLIDER, TBM_SETPOS, TRUE, pt.x );
g_pPlayerLocal->pt.y = pt.y;
SendDlgItemMessage( hDlg, IDC_VERTICAL_SLIDER, TBM_SETPOS, TRUE, pt.y );
if( FAILED( g_hrDialog = SendLocalPosition( hDlg ) ) )
{
DXTRACE_ERR( TEXT("SendLocalPosition"), g_hrDialog );
MessageBox( hDlg, TEXT("Error updating the local position. ")
TEXT("Sample will now exit."), TEXT("DirectPlayVoice Sample"),
MB_OK | MB_ICONERROR );
EndDialog( g_hDlg, 0 );
}
// Update the grid
PostMessage( hDlg, WM_APP_UPDATE_GRID, 0, 0 );
}
}
break;
}
return FALSE; // Didn't handle message
}
//-----------------------------------------------------------------------------
// Name: OnInitDialog()
// Desc: Inits the dialog
//-----------------------------------------------------------------------------
HRESULT OnInitDialog( HWND hDlg )
{
HRESULT hr;
LVCOLUMN column;
RECT rctListView;
TCHAR strHeader[255];
DWORD dwVertScrollBar;
DWORD dwListViewWidth;
// Setup DirectSound, and the 3D listener
if( FAILED( hr = InitDirectSound( hDlg ) ) )
return hr;
// 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("VoicePosition (Session Host)") );
else
SetWindowText( hDlg, TEXT("VoicePosition (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 );
SendDlgItemMessage( hDlg, IDC_HORIZONTAL_SLIDER, TBM_SETRANGE, 0, MAKELONG( 0, MAP_WIDTH ) );
SendDlgItemMessage( hDlg, IDC_VERTICAL_SLIDER, TBM_SETRANGE, 0, MAKELONG( 0, MAP_HEIGHT ) );
SendDlgItemMessage( hDlg, IDC_HORIZONTAL_SLIDER, TBM_SETPOS, TRUE, START_POSITION_X );
SendDlgItemMessage( hDlg, IDC_VERTICAL_SLIDER, TBM_SETPOS, TRUE, START_POSITION_Y );
// Send the local players postion to everyone
if( FAILED( hr = SendLocalPosition( hDlg ) ) )
return DXTRACE_ERR( TEXT("SendLocalPosition"), hr );
// Update the listbox
PostMessage( hDlg, WM_APP_DISPLAY_PLAYERS, 0, 0 );
// Update the grid
PostMessage( hDlg, WM_APP_UPDATE_GRID, 0, 0 );
// Make a timer to update the listbox
// 'Status' column every so often
SetTimer( hDlg, 0, 250, NULL );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDirectSound()
// Desc: Initializes DirectSound
//-----------------------------------------------------------------------------
HRESULT InitDirectSound( HWND hDlg )
{
HRESULT hr;
if( FAILED( hr = DirectSoundCreate( &DSDEVID_DefaultVoicePlayback, &g_pDS, NULL ) ) )
return DXTRACE_ERR( TEXT("DirectSoundCreate"), hr );
if( FAILED( hr = g_pDS->SetCooperativeLevel( hDlg, DSSCL_PRIORITY ) ) )
return DXTRACE_ERR( TEXT("SetCooperativeLevel"), hr );
// Obtain primary buffer, asking it for 3D control
DSBUFFERDESC dsbd;
LPDIRECTSOUNDBUFFER pDSBPrimary = NULL;
ZeroMemory( &dsbd, sizeof(DSBUFFERDESC) );
dsbd.dwSize = sizeof(DSBUFFERDESC);
dsbd.dwFlags = DSBCAPS_PRIMARYBUFFER | DSBCAPS_CTRL3D;
if( FAILED( hr = g_pDS->CreateSoundBuffer( &dsbd, &pDSBPrimary, NULL ) ) )
return DXTRACE_ERR( TEXT("CreateSoundBuffer"), hr );
if( FAILED( hr = pDSBPrimary->QueryInterface( IID_IDirectSound3DListener,
(VOID**)&g_pDSListener ) ) )
return DXTRACE_ERR( TEXT("QueryInterface"), hr );
// Done with the primary buffer, so release it
SAFE_RELEASE( pDSBPrimary );
DS3DLISTENER dslsn;
ZeroMemory( &dslsn, sizeof(dslsn) );
dslsn.dwSize = sizeof(dslsn);
dslsn.flDistanceFactor = 1.0f; // All DSound3D units are in meters
dslsn.flDopplerFactor = DS3D_DEFAULTDOPPLERFACTOR;
// Use 3 times the real rolloff factor so that
// the voices don't fade away too quickly
dslsn.flRolloffFactor = 3.0f;
dslsn.vOrientFront = D3DVECTOR( 0.0f, 0.0f, 1.0f );
dslsn.vOrientTop = D3DVECTOR( 0.0f, 1.0f, 0.0f );
dslsn.vPosition = D3DVECTOR( 0.0f, 0.0f, 0.0f );
dslsn.vVelocity = D3DVECTOR( 0.0f, 0.0f, 0.0f );
if( FAILED( hr = g_pDSListener->SetAllParameters( &dslsn, DS3D_IMMEDIATE ) ) )
return DXTRACE_ERR( TEXT("SetAllParameters"), hr );
SetEvent( g_hSoundInit );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: SendLocalPosition()
// Desc: Updates the local position, and sends the new position to all the players
//-----------------------------------------------------------------------------
HRESULT SendLocalPosition( HWND hDlg )
{
if( g_pPlayerLocal == NULL )
return S_OK;
GAMEMSG_PLAYERMOVED msgPlayerMoved;
msgPlayerMoved.dwType = GAME_MSGID_PLAYERMOVED;
msgPlayerMoved.pt = g_pPlayerLocal->pt;
DPN_BUFFER_DESC bufferDesc;
bufferDesc.dwBufferSize = sizeof(GAMEMSG_PLAYERMOVED);
bufferDesc.pBufferData = (BYTE*) &msgPlayerMoved;
// Send it to all of the players
// DirectPlay will tell via the message handler
// if there are any severe errors, so ignore any errors
DPNHANDLE hAsync;
g_pDP->SendTo( DPNID_ALL_PLAYERS_GROUP, &bufferDesc, 1,
0, NULL, &hAsync, DPNSEND_NOLOOPBACK | DPNSEND_GUARANTEED );
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: UpdateGrid()
// Desc: Draws all the dots on dialog's grid bitmap
//-----------------------------------------------------------------------------
HRESULT UpdateGrid( HWND hDlg )
{
HRESULT hr;
DWORD dwNumPlayers;
APP_PLAYER_INFO* pPlayerInfo = NULL;
if( hDlg == NULL )
return S_OK;
HWND hWndGrid = GetDlgItem( hDlg, IDC_RENDER_WINDOW );
// Erase and redraw the grid window right now
RedrawWindow( hWndGrid, NULL, NULL, RDW_ERASE | RDW_INVALIDATE |
RDW_INTERNALPAINT | RDW_UPDATENOW );
HDC hDC = GetDC( hWndGrid );
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, 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;
}
EnterCriticalSection( &pPlayerInfo->csPlayer );
FLOAT f3DPosX = (FLOAT) ( pPlayerInfo->pt.x - START_POSITION_X ) / 10.0f;
FLOAT f3DPosZ = (FLOAT) ( pPlayerInfo->pt.y - START_POSITION_Y ) / 10.0f;
if( pPlayerInfo->dpnidPlayer == g_LocalPlayerDPNID )
{
DrawDotOnGrid( hWndGrid, hDC, TRUE,
pPlayerInfo->pt.x / (float) MAP_WIDTH,
pPlayerInfo->pt.y / (float) MAP_HEIGHT );
if( g_pDSListener )
{
if( FAILED( hr = g_pDSListener->SetPosition( f3DPosX, 0.0f,
f3DPosZ, DS3D_DEFERRED ) ) )
return DXTRACE_ERR( TEXT("SetPosition"), hr );
DXUtil_Trace( TEXT("Setting listener to (%0.1ff,0.0f,%0.1ff)\n"),
f3DPosX, f3DPosZ );
}
}
else
{
DrawDotOnGrid( hWndGrid, hDC, FALSE,
pPlayerInfo->pt.x / (float) MAP_WIDTH,
pPlayerInfo->pt.y / (float) MAP_HEIGHT );
if( pPlayerInfo->pDSBVoice )
{
if( FAILED( hr = pPlayerInfo->pDSBVoice->SetPosition( f3DPosX, 0.0f,
f3DPosZ, DS3D_DEFERRED ) ) )
return DXTRACE_ERR( TEXT("SetPosition"), hr );
DXUtil_Trace( TEXT("Setting player 0x%0.8x to (%0.1ff,0.0f,%0.1ff)\n"),
pPlayerInfo->dpnidPlayer, f3DPosX, f3DPosZ );
}
}
LeaveCriticalSection( &pPlayerInfo->csPlayer );
PLAYER_LOCK();
PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed
PLAYER_UNLOCK();
}
ReleaseDC( hWndGrid, hDC );
if( g_pDSListener )
g_pDSListener->CommitDeferredSettings();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DrawDotOnGrid()
// Desc: Draws a dot in the dialog's grid bitmap at the x,y coordinate.
//-----------------------------------------------------------------------------
VOID DrawDotOnGrid( HWND hWndGrid, HDC hDC, BOOL bLocalDot, FLOAT fPosX, FLOAT fPosY )
{
RECT rc;
DWORD dwX;
DWORD dwY;
COLORREF crDotColor;
// Convert the world space x,y coordinates to pixel coordinates
GetClientRect( hWndGrid, &rc );
dwX = (DWORD) ( fPosX * (rc.left + rc.right - 3 ) ) + 1;
dwY = (DWORD) ( fPosY * (rc.top + rc.bottom - 3 ) ) + 1;
// Draw a crosshair object in red pixels
if( bLocalDot )
crDotColor = 0x0000FFFF;
else
crDotColor = 0x000000FF;
SetPixel( hDC, dwX-1, dwY-1, crDotColor );
SetPixel( hDC, dwX-1, dwY+0, crDotColor );
SetPixel( hDC, dwX-1, dwY+1, crDotColor );
SetPixel( hDC, dwX+0, dwY-1, crDotColor );
SetPixel( hDC, dwX+0, dwY+0, crDotColor );
SetPixel( hDC, dwX+0, dwY+1, crDotColor );
SetPixel( hDC, dwX+1, dwY-1, crDotColor );
SetPixel( hDC, dwX+1, dwY+0, crDotColor );
SetPixel( hDC, dwX+1, dwY+1, crDotColor );
}
//-----------------------------------------------------------------------------
// 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) );
InitializeCriticalSection( &pPlayerInfo->csPlayer );
pPlayerInfo->lRefCount = 1;
pPlayerInfo->dpnidPlayer = pCreatePlayerMsg->dpnidPlayer;
pPlayerInfo->pt.x = START_POSITION_X;
pPlayerInfo->pt.y = START_POSITION_Y;
// 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 );
// See if this is the local player
if( (pdpPlayerInfo->dwPlayerFlags & DPNPLAYER_LOCAL) != 0 )
{
g_pPlayerLocal = pPlayerInfo;
g_pPlayerLocal->pt.x = START_POSITION_X;
g_pPlayerLocal->pt.y = START_POSITION_Y;
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 );
// 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_UPDATE_GRID, 0, 0 );
break;
}
case DPN_MSGID_RECEIVE:
{
PDPNMSG_RECEIVE pReceiveMsg;
pReceiveMsg = (PDPNMSG_RECEIVE)pMsgBuffer;
GAMEMSG_GENERIC* pMsg = (GAMEMSG_GENERIC*) pReceiveMsg->pReceiveData;
if( pMsg->dwType == GAME_MSGID_PLAYERMOVED )
{
GAMEMSG_PLAYERMOVED* pPlayerMovedMsg;
pPlayerMovedMsg = (GAMEMSG_PLAYERMOVED*) pMsg;
APP_PLAYER_INFO* pPlayerInfo = (APP_PLAYER_INFO*) pReceiveMsg->pvPlayerContext;
EnterCriticalSection( &pPlayerInfo->csPlayer );
pPlayerInfo->pt = pPlayerMovedMsg->pt;
LeaveCriticalSection( &pPlayerInfo->csPlayer );
// 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_UPDATE_GRID, 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_SESSIONLOST:
g_hrDialog = DPNERR_CONNECTIONLOST;
EndDialog( g_hDlg, 0 );
break;
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;
}
// Add and keep an extra reference for the voice context value
PLAYER_ADDREF( pPlayerInfo ); // addref player, since we are using it now
PLAYER_UNLOCK(); // leave player context CS
// Update the bHalfDuplex flag
pPlayerInfo->bHalfDuplex = ((pCreateVoicePlayerMsg->dwFlags & DVPLAYERCAPS_HALFDUPLEX) != 0);
// Create a 3D buffer for all remote clients (but not the local one)
if( (DVID) pCreateVoicePlayerMsg->dvidPlayer != g_LocalPlayerDPNID )
{
DWORD dwResult = WaitForSingleObject( g_hSoundInit, 5000 );
if( dwResult == WAIT_TIMEOUT )
return E_FAIL;
LPDIRECTPLAYVOICECLIENT pVoiceClient = g_pNetVoice->GetVoiceClient();
EnterCriticalSection( &pPlayerInfo->csPlayer );
if( FAILED( hr = pVoiceClient->Create3DSoundBuffer( pCreateVoicePlayerMsg->dvidPlayer,
NULL, 0, 0,
&pPlayerInfo->pDSBVoice ) ) )
return DXTRACE_ERR( TEXT("Create3DSoundBuffer"), hr );
if( FAILED( hr = pPlayerInfo->pDSBVoice->SetMinDistance( 5.0f, DS3D_DEFERRED ) ) )
return DXTRACE_ERR( TEXT("SetMinDistance"), hr );
if( FAILED( hr = pPlayerInfo->pDSBVoice->SetMaxDistance( 20.0f, DS3D_DEFERRED ) ) )
return DXTRACE_ERR( TEXT("SetMaxDistance"), hr );
FLOAT f3DPosX = (FLOAT) ( pPlayerInfo->pt.x - START_POSITION_X ) / 10.0f;
FLOAT f3DPosZ = (FLOAT) ( pPlayerInfo->pt.y - START_POSITION_Y ) / 10.0f;
if( FAILED( hr = pPlayerInfo->pDSBVoice->SetPosition( (FLOAT) f3DPosX, 0.0f, f3DPosZ, DS3D_DEFERRED ) ) )
return DXTRACE_ERR( TEXT("SetPosition"), hr );
if( FAILED( hr = pPlayerInfo->pDSBVoice->SetVelocity( 0.0f, 0.0f, 0.0f, DS3D_DEFERRED ) ) )
return DXTRACE_ERR( TEXT("SetVelocity"), hr );
LeaveCriticalSection( &pPlayerInfo->csPlayer );
if( FAILED( hr = g_pDSListener->CommitDeferredSettings() ) )
return DXTRACE_ERR( TEXT("CommitDeferredSettings"), hr );
}
pCreateVoicePlayerMsg->pvPlayerContext = pPlayerInfo;
// 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 );
SendLocalPosition( hDlg );
}
break;
case DVMSGID_DELETEVOICEPLAYER:
{
DVMSG_DELETEVOICEPLAYER* pMsg = (DVMSG_DELETEVOICEPLAYER*) lpMessage;
APP_PLAYER_INFO* pPlayerInfo = (APP_PLAYER_INFO*) pMsg->pvPlayerContext;
EnterCriticalSection( &pPlayerInfo->csPlayer );
// 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 );
// 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_UPDATE_GRID, 0, 0 );
LPDIRECTPLAYVOICECLIENT pVoiceClient = g_pNetVoice->GetVoiceClient();
if( FAILED( hr = pVoiceClient->Delete3DSoundBuffer( pPlayerInfo->dpnidPlayer,
&pPlayerInfo->pDSBVoice ) ) )
DXTRACE_ERR( TEXT("Delete3DSoundBuffer"), hr );
}
LeaveCriticalSection( &pPlayerInfo->csPlayer );
// 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_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("VoicePosition (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 );
}