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- //----------------------------------------------------------------------------
- // File: VoiceClient.cpp
- //
- // Desc: The VoiceClientServer sample is a simple DirectPlay
- // voice-based client/server application.
- //
- // Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #include <windows.h>
- #include <basetsd.h>
- #include <commctrl.h>
- #include <cguid.h>
- #include <dplay8.h>
- #include <dpaddr.h>
- #include <dplobby8.h>
- #include <dxerr8.h>
- #include <tchar.h>
- #include "DXUtil.h"
- #include "NetVoice.h"
- #include "VoiceClientServer.h"
- #include "NetClient.h"
- #include "resource.h"
-
-
-
-
- //-----------------------------------------------------------------------------
- // player struct 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 ) DestoryPlayerStruct( pPlayerInfo ); } pPlayerInfo = NULL;
- #define PLAYER_UNLOCK() LeaveCriticalSection( &g_csPlayerContext );
-
-
- //-----------------------------------------------------------------------------
- // Defines, and constants
- //-----------------------------------------------------------------------------
- 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
-
- APP_PLAYER_INFO* pNext;
- APP_PLAYER_INFO* pPrev;
- };
-
-
-
-
- //-----------------------------------------------------------------------------
- // Global variables
- //-----------------------------------------------------------------------------
- IDirectPlay8Client* g_pDPClient = NULL; // DirectPlay peer object
- CNetClientWizard* g_pNetClientWizard = NULL; // Connection wizard
- IDirectPlay8LobbiedApplication* g_pLobbiedApp = NULL; // DirectPlay lobbied app
- CNetVoice* g_pNetVoice = NULL; // DirectPlay voice helper class
- BOOL g_bWasLobbyLaunched = FALSE; // TRUE if lobby launched
- HINSTANCE g_hInst = NULL; // HINST of app
- HWND g_hDlg = NULL; // HWND of main dialog
- LONG g_lNumberOfActivePlayers = 0; // Number of players currently in game
- DPNID g_dpnidLocalPlayer = 0;
- APP_PLAYER_INFO g_playerHead;
- TCHAR g_strAppName[256] = TEXT("VoiceClient");
- HRESULT g_hrDialog; // Exit code for app
- TCHAR g_strLocalPlayerName[MAX_PATH]; // Local player name
- DVCLIENTCONFIG g_dvClientConfig; // Voice client config
- BOOL g_bMixingSessionType = FALSE; // TRUE if the server is mixing, otherwise its forwarding.
-
-
-
-
- //-----------------------------------------------------------------------------
- // Function-prototypes
- //-----------------------------------------------------------------------------
- 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 );
- INT_PTR CALLBACK SampleDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
- INT_PTR CALLBACK VoiceConfigDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
- VOID OnInitDialog( HWND hDlg );
- HRESULT InitDirectPlay();
- VOID AppendTextToEditControl( HWND hDlg, TCHAR* strNewLogLine );
- HRESULT GetPlayerStruct( DPNID dpnidPlayer, APP_PLAYER_INFO** ppPlayerInfo );
- VOID DestoryPlayerStruct( APP_PLAYER_INFO* pPlayerInfo );
- VOID AddPlayerStruct( APP_PLAYER_INFO* pPlayerInfo );
- HRESULT DisplayPlayersInChat( HWND hDlg );
- VOID VoiceConfigDlgOnOK( HWND hDlg );
- void SetPlayerTalking( APP_PLAYER_INFO* pPlayerInfo, BOOL bTalking );
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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;
-
- InitCommonControls();
-
- ZeroMemory( &g_playerHead, sizeof(APP_PLAYER_INFO) );
- g_playerHead.pNext = &g_playerHead;
- g_playerHead.pPrev = &g_playerHead;
-
- g_hInst = hInst;
- InitializeCriticalSection( &g_csPlayerContext );
-
- // 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") );
-
- // Init COM so we can use CoCreateInstance
- CoInitializeEx( NULL, COINIT_MULTITHREADED );
-
- // Create helper class
- g_pNetClientWizard = new CNetClientWizard( hInst, g_strAppName, &g_guidApp );
- g_pNetVoice = new CNetVoice( DirectPlayVoiceClientMessageHandler, NULL );
-
- if( FAILED( hr = InitDirectPlay() ) )
- {
- DXTRACE_ERR( TEXT("InitDirectPlay"), hr );
- MessageBox( NULL, TEXT("Failed initializing IDirectPlay8Peer. ")
- TEXT("The sample will now quit."),
- g_strAppName, MB_OK | MB_ICONERROR );
- return FALSE;
- }
-
- // If we were launched from a lobby client, then we may have connection settings
- // that we can use either host or join a game. If not, then we'll need to prompt
- // the user to detrimine how to connect.
- if( g_bWasLobbyLaunched && g_pNetClientWizard->HaveConnectionSettingsFromLobby() )
- {
- // If were lobby launched then the DPL_MSGID_CONNECT has already been
- // handled, and since the lobby client also sent us connection settings
- // we can use them to either host or join a DirectPlay session.
- if( FAILED( hr = g_pNetClientWizard->ConnectUsingLobbySettings() ) )
- {
- DXTRACE_ERR( TEXT("ConnectUsingLobbySettings"), hr );
- MessageBox( NULL, TEXT("Failed to connect using lobby settings. ")
- TEXT("The sample will now quit."),
- g_strAppName, MB_OK | MB_ICONERROR );
-
- bConnectSuccess = FALSE;
- }
- else
- {
- // Read information from g_pNetClientWizard
- _tcscpy( g_strLocalPlayerName, g_pNetClientWizard->GetPlayerName() );
-
- 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_pNetClientWizard->SetPlayerName( g_strLocalPlayerName );
-
- // Start a connection wizard. The wizard uses GDI dialog boxes.
- // More complex games can use this as a starting point and add a
- // fancier graphics layer such as Direct3D.
- hr = g_pNetClientWizard->DoConnectWizard();
- if( FAILED( hr ) )
- {
- DXTRACE_ERR( TEXT("DoConnectWizard"), hr );
- MessageBox( NULL, TEXT("Multiplayer connect failed. ")
- TEXT("The sample will now quit."),
- g_strAppName, 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_pNetClientWizard
- _tcscpy( g_strLocalPlayerName, g_pNetClientWizard->GetPlayerName() );
-
- // Write information to the registry
- DXUtil_WriteStringRegKey( hDPlaySampleRegKey, TEXT("Player Name"), g_strLocalPlayerName );
- }
- }
-
- 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;
-
- // 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) SampleDlgProc );
-
- if( FAILED( g_hrDialog ) )
- {
- if( g_hrDialog == DPNERR_CONNECTIONLOST )
- {
- MessageBox( NULL, TEXT("The DirectPlay session was lost. ")
- TEXT("The sample will now quit."),
- g_strAppName, 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."),
- g_strAppName, MB_OK | MB_ICONERROR );
- }
- }
- }
-
- // Disconnect from the DirectPlayVoice session,
- // and destory it if we are the host player.
- SAFE_DELETE( g_pNetVoice );
-
- // Cleanup DirectPlay and helper classes
- if( g_pDPClient )
- {
- g_pDPClient->Close( 0 );
- SAFE_RELEASE( g_pDPClient );
- }
-
- 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_pNetClientWizard );
-
- RegCloseKey( hDPlaySampleRegKey );
- DeleteCriticalSection( &g_csPlayerContext );
- CoUninitialize();
-
- return TRUE;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InitDirectPlay()
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT InitDirectPlay()
- {
- DPNHANDLE hLobbyLaunchedConnection = NULL;
- HRESULT hr;
-
- // Create IDirectPlay8Client
- if( FAILED( hr = CoCreateInstance( CLSID_DirectPlay8Client, NULL,
- CLSCTX_INPROC_SERVER,
- IID_IDirectPlay8Client,
- (LPVOID*) &g_pDPClient ) ) )
- 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_pNetClientWizard->Init( g_pDPClient, g_pLobbiedApp );
-
- // Init IDirectPlay8Client
- if( FAILED( hr = g_pDPClient->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: SampleDlgProc()
- // Desc: Handles dialog messages
- //-----------------------------------------------------------------------------
- INT_PTR CALLBACK SampleDlgProc( HWND hDlg, UINT msg,
- WPARAM wParam, LPARAM lParam )
- {
- switch( msg )
- {
- case WM_INITDIALOG:
- {
- OnInitDialog( hDlg );
- 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
- hr = GetPlayerStruct( dpnidPlayer, &pPlayerInfo );
- 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( g_bMixingSessionType )
- {
- // With mixing servers, you can't tell which
- // client is talking.
- _tcscpy( strStatus, TEXT("n/a") );
- }
- 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_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;
- }
- }
-
- return FALSE; // Didn't handle message
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: OnInitDialog()
- // Desc: Inits the dialog
- //-----------------------------------------------------------------------------
- VOID OnInitDialog( HWND hDlg )
- {
- LVCOLUMN column;
- RECT rctListView;
- TCHAR strHeader[255];
- DWORD dwVertScrollBar;
- DWORD dwListViewWidth;
-
- g_hDlg = hDlg;
-
- // 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
-
- SetWindowText( hDlg, g_strAppName );
-
- // Display local player's name
- SetDlgItemText( hDlg, IDC_PLAYER_NAME, g_strLocalPlayerName );
-
- // 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 );
-
- // Connect to the DirectPlay Voice session
- if( FAILED( g_hrDialog = g_pNetVoice->Init( hDlg, FALSE, TRUE,
- g_pDPClient, DVSESSIONTYPE_FORWARDING,
- NULL, &g_dvClientConfig ) ) )
- {
- if( g_hrDialog == DVERR_USERBACK )
- {
- MessageBox( hDlg, TEXT("The user backed out of the wizard. ")
- TEXT("This simple sample does not handle this case, so ")
- TEXT("the sample will quit."), TEXT("DirectPlay Sample"), MB_OK );
- g_hrDialog = S_OK;
- }
-
- if( g_hrDialog == DVERR_USERCANCEL )
- {
- MessageBox( hDlg, TEXT("The user canceled the wizard. ")
- TEXT("This simple sample does not handle this case, so ")
- TEXT("the sample will quit."), TEXT("DirectPlay Sample"), MB_OK );
- g_hrDialog = S_OK;
- }
-
- if( g_hrDialog == DVERR_ALREADYPENDING )
- {
- MessageBox( hDlg, TEXT("Another instance of the Voice Setup Wizard is already running. ")
- TEXT("This simple sample does not handle this case, so ")
- TEXT("the sample will quit."), TEXT("DirectPlay Sample"), MB_OK );
- g_hrDialog = S_OK;
- }
-
- if( FAILED(g_hrDialog) )
- DXTRACE_ERR( TEXT("Init"), g_hrDialog );
-
- EndDialog( hDlg, 0 );
- return;
- }
-
- // Get the session description to figure out if we are connected to a mixing server
- IDirectPlayVoiceClient* pVoiceClient = g_pNetVoice->GetVoiceClient();
- DVSESSIONDESC dvsd;
- ZeroMemory( &dvsd, sizeof(DVSESSIONDESC) );
- dvsd.dwSize = sizeof(DVSESSIONDESC);
- pVoiceClient->GetSessionDesc( &dvsd );
- g_bMixingSessionType = (dvsd.dwSessionType == DVSESSIONTYPE_MIXING);
-
- // Display a warning to the user if they are in half duplex mode
- if( g_pNetVoice->IsHalfDuplex() )
- {
- MessageBox( hDlg, TEXT("You are running in half duplex mode. ")
- TEXT("In half duplex mode no recording takes place."),
- TEXT("DirectPlay Sample"), MB_OK );
- }
-
- // Make a timer to update the listbox
- // 'Status' column every so often
- SetTimer( hDlg, 0, 250, NULL );
-
- PostMessage( hDlg, WM_APP_DISPLAY_PLAYERS, 0, 0 );
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: DisplayPlayersInChat()
- // Desc: Displays the active players in the listview
- //-----------------------------------------------------------------------------
- HRESULT DisplayPlayersInChat( HWND hDlg )
- {
- if( hDlg == NULL )
- return S_OK;
-
- LVITEM lvItem;
- HWND hListView = GetDlgItem( hDlg, IDC_PEOPLE_LIST );
- TCHAR strStatus[32];
- TCHAR strNumberPlayers[32];
- DWORD dwNumPlayers = 0;
-
- // Remove all the players and re-add them in the player enum callback
- ListView_DeleteAllItems( hListView );
-
- PLAYER_LOCK(); // enter player context CS
-
- APP_PLAYER_INFO* pCurPlayer = g_playerHead.pNext;
-
- while ( pCurPlayer != &g_playerHead )
- {
- ZeroMemory( &lvItem, sizeof(lvItem) );
-
- // Add the item, saving the player's name and dpnid in the listview
- lvItem.mask = LVIF_TEXT | LVIF_PARAM;
- lvItem.iItem = 0;
- lvItem.iSubItem = 0;
- lvItem.pszText = pCurPlayer->strPlayerName;
- lvItem.lParam = (LONG) pCurPlayer->dpnidPlayer;
- lvItem.cchTextMax = _tcslen( pCurPlayer->strPlayerName );
- int nIndex = ListView_InsertItem( hListView, &lvItem );
-
- if( pCurPlayer->bHalfDuplex )
- {
- _tcscpy( strStatus, TEXT("Can't talk") );
- }
- else
- {
- if( g_bMixingSessionType )
- {
- // With mixing servers, you can't tell which
- // client is talking.
- _tcscpy( strStatus, TEXT("n/a") );
- }
- else
- {
- if( pCurPlayer->bTalking )
- _tcscpy( strStatus, TEXT("Talking") );
- else
- _tcscpy( strStatus, TEXT("Silent") );
- }
- }
-
- // Start the player's status off as silent.
- lvItem.mask = LVIF_TEXT;
- lvItem.iItem = nIndex;
- lvItem.iSubItem = 1;
- lvItem.pszText = strStatus;
- lvItem.cchTextMax = _tcslen( strStatus );
- ListView_SetItem( hListView, &lvItem );
-
- dwNumPlayers++;
- pCurPlayer = pCurPlayer->pNext;
- }
-
- PLAYER_UNLOCK(); // leave player context CS
-
- wsprintf( strNumberPlayers, TEXT("%d"), dwNumPlayers );
- SetDlgItemText( hDlg, IDC_NUM_PLAYERS, strNumberPlayers );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: DirectPlayMessageHandler
- // Desc: Handler for DirectPlay messages. This function is called by
- // the DirectPlay message handler pool of threads, so be careful of thread
- // synchronization problems with shared memory
- //-----------------------------------------------------------------------------
- HRESULT WINAPI DirectPlayMessageHandler( PVOID pvUserContext,
- DWORD dwMessageId,
- PVOID pMsgBuffer )
- {
- // Try not to stay in this message handler for too long, otherwise
- // there will be a backlog of data. The best solution is to
- // queue data as it comes in, and then handle it on other threads.
-
- // This function is called by the DirectPlay message handler pool of
- // threads, so be careful of thread synchronization problems with shared memory
-
- switch( dwMessageId )
- {
- case DPN_MSGID_TERMINATE_SESSION:
- {
- PDPNMSG_TERMINATE_SESSION pTerminateSessionMsg;
- pTerminateSessionMsg = (PDPNMSG_TERMINATE_SESSION)pMsgBuffer;
-
- g_hrDialog = DPNERR_CONNECTIONLOST;
- EndDialog( g_hDlg, 0 );
- break;
- }
-
- case DPN_MSGID_RECEIVE:
- {
- HRESULT hr;
- PDPNMSG_RECEIVE pReceiveMsg;
- pReceiveMsg = (PDPNMSG_RECEIVE)pMsgBuffer;
-
- GAMEMSG_GENERIC* pMsg = (GAMEMSG_GENERIC*) pReceiveMsg->pReceiveData;
- switch( pMsg->dwType )
- {
- case GAME_MSGID_SET_ID:
- {
- // The host is tell us the DPNID for this client
- GAMEMSG_SET_ID* pSetIDMsg;
- pSetIDMsg = (GAMEMSG_SET_ID*)pReceiveMsg->pReceiveData;
-
- g_dpnidLocalPlayer = pSetIDMsg->dpnidPlayer;
- break;
- }
-
- case GAME_MSGID_CREATE_PLAYER:
- {
- // The host is telling us about a new player
- GAMEMSG_CREATE_PLAYER* pCreatePlayerMsg;
- pCreatePlayerMsg = (GAMEMSG_CREATE_PLAYER*)pReceiveMsg->pReceiveData;
-
- // Create a new and fill in a APP_PLAYER_INFO
- APP_PLAYER_INFO* pPlayerInfo = new APP_PLAYER_INFO;
- ZeroMemory( pPlayerInfo, sizeof(APP_PLAYER_INFO) );
- pPlayerInfo->lRefCount = 1;
- pPlayerInfo->dpnidPlayer = pCreatePlayerMsg->dpnidPlayer;
- _tcscpy( pPlayerInfo->strPlayerName, pCreatePlayerMsg->strPlayerName );
-
- PLAYER_LOCK(); // enter player struct CS
- AddPlayerStruct( pPlayerInfo );
- PLAYER_UNLOCK(); // leave player struct CS
-
- // Update the number of active players, and
- // post a message to the dialog thread to update the
- // UI. This keeps the DirectPlay message handler
- // from blocking
- InterlockedIncrement( &g_lNumberOfActivePlayers );
-
- if( g_hDlg != NULL )
- PostMessage( g_hDlg, WM_APP_DISPLAY_PLAYERS, 0, 0 );
- break;
- };
-
- case GAME_MSGID_DESTROY_PLAYER:
- {
- // The host is telling us about a player that's been destroyed
- APP_PLAYER_INFO* pPlayerInfo = NULL;
- GAMEMSG_DESTROY_PLAYER* pDestroyPlayerMsg;
- pDestroyPlayerMsg = (GAMEMSG_DESTROY_PLAYER*)pReceiveMsg->pReceiveData;
-
- // Get the player struct accosicated with this DPNID
- PLAYER_LOCK(); // enter player struct CS
- hr = GetPlayerStruct( pDestroyPlayerMsg->dpnidPlayer, &pPlayerInfo );
- PLAYER_UNLOCK(); // leave player struct CS
-
- if( FAILED(hr) || pPlayerInfo == NULL )
- {
- // The player who sent this may have gone away before this
- // message was handled, so just ignore it
- break;
- }
-
- // Release the player struct
- PLAYER_LOCK(); // enter player struct CS
- PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed
- PLAYER_UNLOCK(); // leave player struct CS
-
- // Update the number of active players, and
- // post a message to the dialog thread to update the
- // UI. This keeps the DirectPlay message handler
- // from blocking
- InterlockedDecrement( &g_lNumberOfActivePlayers );
-
- if( g_hDlg != NULL )
- PostMessage( g_hDlg, WM_APP_DISPLAY_PLAYERS, 0, 0 );
- break;
- };
- }
-
- break;
- }
- }
-
- // Make sure the DirectPlay MessageHandler calls the CNetConnectWizard handler,
- // so it can be informed of messages such as DPN_MSGID_ENUM_HOSTS_RESPONSE.
- if( g_pNetClientWizard )
- g_pNetClientWizard->MessageHandler( pvUserContext, dwMessageId, pMsgBuffer );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: AddPlayerStruct()
- // Desc: Add pPlayerInfo to the circular linked list, g_playerHead
- //-----------------------------------------------------------------------------
- VOID AddPlayerStruct( APP_PLAYER_INFO* pPlayerInfo )
- {
- pPlayerInfo->pNext = g_playerHead.pNext;
- pPlayerInfo->pPrev = &g_playerHead;
-
- g_playerHead.pNext->pPrev = pPlayerInfo;
- g_playerHead.pNext = pPlayerInfo;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: DestoryPlayerStruct()
- // Desc: Remove pPlayerInfo from the circular linked list, g_playerHead
- //-----------------------------------------------------------------------------
- VOID DestoryPlayerStruct( APP_PLAYER_INFO* pPlayerInfo )
- {
- pPlayerInfo->pNext->pPrev = pPlayerInfo->pPrev;
- pPlayerInfo->pPrev->pNext = pPlayerInfo->pNext;
-
- SAFE_DELETE( pPlayerInfo );
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: GetPlayerStruct()
- // Desc: Searchs the circular linked list, g_playerHead, for dpnidPlayer
- //-----------------------------------------------------------------------------
- HRESULT GetPlayerStruct( DPNID dpnidPlayer, APP_PLAYER_INFO** ppPlayerInfo )
- {
- if( ppPlayerInfo == NULL )
- return E_FAIL;
-
- APP_PLAYER_INFO* pCurPlayer = g_playerHead.pNext;
-
- *ppPlayerInfo = NULL;
- while ( pCurPlayer != &g_playerHead )
- {
- if( pCurPlayer->dpnidPlayer == dpnidPlayer )
- {
- *ppPlayerInfo = pCurPlayer;
- return S_OK;
- }
-
- pCurPlayer = pCurPlayer->pNext;
- }
-
- // Not found.
- return E_FAIL;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: DirectPlayLobbyMessageHandler
- // Desc: Handler for DirectPlay lobby messages. This function is called by
- // the DirectPlay lobby message handler pool of threads, so be careful of
- // thread synchronization problems with shared memory
- //-----------------------------------------------------------------------------
- HRESULT WINAPI DirectPlayLobbyMessageHandler( PVOID pvUserContext,
- DWORD dwMessageId,
- PVOID pMsgBuffer )
- {
- switch( dwMessageId )
- {
- case DPL_MSGID_CONNECT:
- {
- PDPL_MESSAGE_CONNECT pConnectMsg;
- pConnectMsg = (PDPL_MESSAGE_CONNECT)pMsgBuffer;
-
- // The CNetConnectWizard will handle this message for us,
- // so there is nothing we need to do here for this simple
- // sample.
- break;
- }
-
- case DPL_MSGID_DISCONNECT:
- {
- PDPL_MESSAGE_DISCONNECT pDisconnectMsg;
- pDisconnectMsg = (PDPL_MESSAGE_DISCONNECT)pMsgBuffer;
-
- // We should free any data associated with the lobby
- // client here, but there is none.
- break;
- }
-
- case DPL_MSGID_RECEIVE:
- {
- PDPL_MESSAGE_RECEIVE pReceiveMsg;
- pReceiveMsg = (PDPL_MESSAGE_RECEIVE)pMsgBuffer;
-
- // The lobby client sent us data. This sample doesn't
- // expected data from the client, but it is useful
- // for more complex apps.
- break;
- }
-
- case DPL_MSGID_CONNECTION_SETTINGS:
- {
- PDPL_MESSAGE_CONNECTION_SETTINGS pConnectionStatusMsg;
- pConnectionStatusMsg = (PDPL_MESSAGE_CONNECTION_SETTINGS)pMsgBuffer;
-
- // The lobby client has changed the connection settings.
- // This simple sample doesn't handle this, but more complex apps may
- // want to.
- break;
- }
- }
-
- // Make sure the DirectPlay MessageHandler calls the CNetConnectWizard handler,
- // so the wizard can be informed of lobby messages such as DPL_MSGID_CONNECT
- if( g_pNetClientWizard )
- return g_pNetClientWizard->LobbyMessageHandler( pvUserContext, dwMessageId,
- pMsgBuffer );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: DirectPlayVoiceClientMessageHandler()
- // Desc: The callback for DirectPlayVoice client messages.
- // This handles client messages and updates the UI the whenever a client
- // starts or stops talking.
- //-----------------------------------------------------------------------------
- HRESULT CALLBACK DirectPlayVoiceClientMessageHandler( LPVOID lpvUserContext, DWORD dwMessageType,
- LPVOID lpMessage )
- {
- // Try not to stay in this message handler for too long, otherwise
- // there will be a backlog of data. The best solution is to
- // queue data as it comes in, and then handle it on other threads.
-
- // This function is called by the DirectPlay message handler pool of
- // threads, so be care of thread synchronization problems with shared memory
- HRESULT hr;
- HWND hDlg = (HWND) lpvUserContext;
-
- DPNID dpnidPlayer;
- BOOL bTalking;
-
- switch( dwMessageType )
- {
- case DVMSGID_SESSIONLOST:
- g_hrDialog = DPNERR_CONNECTIONLOST;
- EndDialog( hDlg, 0 );
- break;
-
- case DVMSGID_GAINFOCUS:
- case DVMSGID_LOSTFOCUS:
- {
- TCHAR strWindowName[MAX_PATH];
- wsprintf( strWindowName, TEXT("%s%s"), g_strAppName,
- (dwMessageType == DVMSGID_LOSTFOCUS) ? TEXT(" (Focus Lost)") : TEXT("") );
-
- SetWindowText( hDlg, strWindowName );
- break;
- }
-
- case DVMSGID_RECORDSTART:
- {
- DVMSG_RECORDSTART* pMsg = (DVMSG_RECORDSTART*) lpMessage;
- dpnidPlayer = g_dpnidLocalPlayer;
- bTalking = TRUE;
- break;
- }
-
- case DVMSGID_RECORDSTOP:
- {
- DVMSG_RECORDSTOP* pMsg = (DVMSG_RECORDSTOP*) lpMessage;
- dpnidPlayer = g_dpnidLocalPlayer;
- bTalking = FALSE;
- break;
- }
-
- case DVMSGID_PLAYERVOICESTART:
- {
- DVMSG_PLAYERVOICESTART* pMsg = (DVMSG_PLAYERVOICESTART*) lpMessage;
- dpnidPlayer = pMsg->dvidSourcePlayerID;
- bTalking = TRUE;
- break;
- }
-
- case DVMSGID_PLAYERVOICESTOP:
- {
- DVMSG_PLAYERVOICESTOP* pMsg = (DVMSG_PLAYERVOICESTOP*) lpMessage;
- dpnidPlayer = pMsg->dvidSourcePlayerID;
- bTalking = FALSE;
- break;
- }
- }
-
- // With a mixing sever, the client won't recieve DVMSGID_RECORDSTART/STOP msgs.
- // It will still receieve DVMSGID_PLAYERVOICESTART/STOP messages whenever
- // audio occurs, however the messages do not identify the source. So
- // in this sample, if the server is in mixing mode then it just reports
- // 'n/a' for the players. This could be done differently in more complex apps.
- if( g_bMixingSessionType )
- return S_OK;
-
- switch( dwMessageType )
- {
- case DVMSGID_RECORDSTART:
- case DVMSGID_RECORDSTOP:
- case DVMSGID_PLAYERVOICESTART:
- case DVMSGID_PLAYERVOICESTOP:
- {
- APP_PLAYER_INFO* pPlayerInfo = NULL;
-
- PLAYER_LOCK(); // enter player context CS
- hr = GetPlayerStruct( dpnidPlayer, &pPlayerInfo );
-
- if( FAILED(hr) || pPlayerInfo == NULL )
- {
- // The player who sent this may have gone away before this
- // message was handled, so just ignore it
- PLAYER_UNLOCK(); // leave player context CS
- break;
- }
-
- // Update the talking status
- pPlayerInfo->bTalking = bTalking;
-
- PLAYER_UNLOCK(); // leave player context CS
- }
- }
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: VoiceConfigDlgProc()
- // Desc: Prompt the user for DirectPlayVoice setup options
- //-----------------------------------------------------------------------------
- INT_PTR CALLBACK VoiceConfigDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam )
- {
- DWORD dwSliderPos;
-
- switch( msg )
- {
- case WM_INITDIALOG:
- // Set the range on the sliders
- SendDlgItemMessage( hDlg, IDC_PLAYBACK_SLIDER, TBM_SETRANGE, FALSE, MAKELONG( 0, 100 ) );
- SendDlgItemMessage( hDlg, IDC_RECORD_SLIDER, TBM_SETRANGE, FALSE, MAKELONG( 0, 100 ) );
- SendDlgItemMessage( hDlg, IDC_QUALITY_SLIDER, TBM_SETRANGE, FALSE, MAKELONG( DVBUFFERQUALITY_MIN, DVBUFFERQUALITY_MAX ) );
- SendDlgItemMessage( hDlg, IDC_THRESHOLD_SLIDER, TBM_SETRANGE, FALSE, MAKELONG( DVTHRESHOLD_MIN, DVTHRESHOLD_MAX ) );
- SendDlgItemMessage( hDlg, IDC_AGGRESSIVENESS_SLIDER, TBM_SETRANGE, FALSE, MAKELONG( DVBUFFERAGGRESSIVENESS_MIN, DVBUFFERAGGRESSIVENESS_MAX ) );
-
- // Setup the dialog based on the globals
-
- // Set the playback controls
- if( g_dvClientConfig.lPlaybackVolume == DVPLAYBACKVOLUME_DEFAULT )
- {
- CheckRadioButton( hDlg, IDC_PLAYBACK_DEFAULT, IDC_PLAYBACK_SET, IDC_PLAYBACK_DEFAULT );
- }
- else
- {
- dwSliderPos = (DWORD) ( ( g_dvClientConfig.lPlaybackVolume - DSBVOLUME_MIN ) *
- 100.0f / (DSBVOLUME_MAX-DSBVOLUME_MIN) );
- CheckRadioButton( hDlg, IDC_PLAYBACK_DEFAULT, IDC_PLAYBACK_SET, IDC_PLAYBACK_SET );
- SendDlgItemMessage( hDlg, IDC_PLAYBACK_SLIDER, TBM_SETPOS, TRUE, dwSliderPos );
- }
-
- // Set the record controls
- if( g_dvClientConfig.dwFlags & DVCLIENTCONFIG_AUTORECORDVOLUME )
- {
- CheckRadioButton( hDlg, IDC_RECORD_DEFAULT, IDC_RECORD_AUTO, IDC_RECORD_AUTO );
- }
- else if( g_dvClientConfig.lRecordVolume == DVPLAYBACKVOLUME_DEFAULT )
- {
- CheckRadioButton( hDlg, IDC_RECORD_DEFAULT, IDC_RECORD_AUTO, IDC_RECORD_DEFAULT );
- }
- else
- {
- dwSliderPos = (DWORD) ( ( g_dvClientConfig.lRecordVolume - DSBVOLUME_MIN ) *
- 100.0f / (DSBVOLUME_MAX-DSBVOLUME_MIN) );
- CheckRadioButton( hDlg, IDC_RECORD_DEFAULT, IDC_RECORD_AUTO, IDC_RECORD_SET );
- SendDlgItemMessage( hDlg, IDC_RECORD_SLIDER, TBM_SETPOS, TRUE, dwSliderPos );
- }
-
- // Set the threshold controls
- if( g_dvClientConfig.dwFlags & DVCLIENTCONFIG_AUTOVOICEACTIVATED )
- {
- CheckRadioButton( hDlg, IDC_THRESHOLD_DEFAULT, IDC_THRESHOLD_AUTO, IDC_THRESHOLD_AUTO );
- }
- else if( g_dvClientConfig.dwThreshold == DVTHRESHOLD_DEFAULT )
- {
- CheckRadioButton( hDlg, IDC_THRESHOLD_DEFAULT, IDC_THRESHOLD_AUTO, IDC_THRESHOLD_DEFAULT );
- }
- else
- {
- CheckRadioButton( hDlg, IDC_THRESHOLD_DEFAULT, IDC_THRESHOLD_AUTO, IDC_THRESHOLD_SET );
- SendDlgItemMessage( hDlg, IDC_THRESHOLD_SLIDER, TBM_SETPOS, TRUE, g_dvClientConfig.dwThreshold );
- }
-
- // Set the quality controls
- if( g_dvClientConfig.dwBufferQuality == DVBUFFERQUALITY_DEFAULT )
- {
- CheckRadioButton( hDlg, IDC_QUALITY_DEFAULT, IDC_QUALITY_SET, IDC_QUALITY_DEFAULT );
- }
- else
- {
- CheckRadioButton( hDlg, IDC_QUALITY_DEFAULT, IDC_QUALITY_SET, IDC_QUALITY_SET );
- SendDlgItemMessage( hDlg, IDC_QUALITY_SLIDER, TBM_SETPOS, TRUE, g_dvClientConfig.dwBufferQuality );
- }
-
- // Set the aggressiveness controls
- if( g_dvClientConfig.dwBufferAggressiveness == DVBUFFERAGGRESSIVENESS_DEFAULT )
- {
- CheckRadioButton( hDlg, IDC_AGGRESSIVENESS_DEFAULT, IDC_AGGRESSIVENESS_SET, IDC_AGGRESSIVENESS_DEFAULT );
- }
- else
- {
- CheckRadioButton( hDlg, IDC_AGGRESSIVENESS_DEFAULT, IDC_AGGRESSIVENESS_SET, IDC_AGGRESSIVENESS_SET );
- SendDlgItemMessage( hDlg, IDC_AGGRESSIVENESS_SLIDER, TBM_SETPOS, TRUE, g_dvClientConfig.dwBufferAggressiveness );
- }
-
- return TRUE;
-
- case WM_NOTIFY:
- #ifndef NM_RELEASEDCAPTURE
- #define NM_RELEASEDCAPTURE (NM_FIRST-16)
- #endif
- if( ((LPNMHDR) lParam)->code == NM_RELEASEDCAPTURE )
- {
- // If this is a release capture from a slider, then automatically check
- // its 'Set' radio button.
- switch( ((LPNMHDR) lParam)->idFrom )
- {
- case IDC_PLAYBACK_SLIDER:
- CheckRadioButton( hDlg, IDC_PLAYBACK_DEFAULT, IDC_PLAYBACK_SET, IDC_PLAYBACK_SET );
- break;
-
- case IDC_RECORD_SLIDER:
- CheckRadioButton( hDlg, IDC_RECORD_DEFAULT, IDC_RECORD_AUTO, IDC_RECORD_SET );
- break;
-
- case IDC_THRESHOLD_SLIDER:
- CheckRadioButton( hDlg, IDC_THRESHOLD_DEFAULT, IDC_THRESHOLD_AUTO, IDC_THRESHOLD_SET );
- break;
-
- case IDC_QUALITY_SLIDER:
- CheckRadioButton( hDlg, IDC_QUALITY_DEFAULT, IDC_QUALITY_SET, IDC_QUALITY_SET );
- break;
-
- case IDC_AGGRESSIVENESS_SLIDER:
- CheckRadioButton( hDlg, IDC_AGGRESSIVENESS_DEFAULT, IDC_AGGRESSIVENESS_SET, IDC_AGGRESSIVENESS_SET );
- break;
- }
- }
- return TRUE;
-
- case WM_COMMAND:
- switch( LOWORD(wParam) )
- {
- case IDOK:
- VoiceConfigDlgOnOK( hDlg );
- return TRUE;
-
- case IDCANCEL:
- EndDialog( hDlg, IDCANCEL );
- return TRUE;
- }
- break;
- }
-
- return FALSE; // Didn't handle message
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: VoiceConfigDlgOnOK()
- // Desc: Figure out all the DirectPlayVoice setup params from the dialog box,
- // and store them in global vars.
- //-----------------------------------------------------------------------------
- VOID VoiceConfigDlgOnOK( HWND hDlg )
- {
- DWORD dwSliderPos;
-
- g_dvClientConfig.dwFlags = 0;
-
- // Figure out the playback params
- if( IsDlgButtonChecked( hDlg, IDC_PLAYBACK_DEFAULT ) )
- {
- g_dvClientConfig.lPlaybackVolume = DVPLAYBACKVOLUME_DEFAULT;
- }
- else
- {
- dwSliderPos = (DWORD)SendDlgItemMessage( hDlg, IDC_PLAYBACK_SLIDER, TBM_GETPOS, 0, 0 );
- g_dvClientConfig.lPlaybackVolume = DSBVOLUME_MIN + (LONG) ( dwSliderPos / 100.0f *
- (DSBVOLUME_MAX-DSBVOLUME_MIN) );
- }
-
- // Figure out the record params
- if( IsDlgButtonChecked( hDlg, IDC_RECORD_AUTO ) )
- {
- g_dvClientConfig.lRecordVolume = 0;
- g_dvClientConfig.dwFlags |= DVCLIENTCONFIG_AUTORECORDVOLUME;
- }
- else if( IsDlgButtonChecked( hDlg, IDC_RECORD_DEFAULT ) )
- {
- g_dvClientConfig.lRecordVolume = DVPLAYBACKVOLUME_DEFAULT;
- }
- else
- {
- dwSliderPos = (DWORD)SendDlgItemMessage( hDlg, IDC_RECORD_SLIDER, TBM_GETPOS, 0, 0 );
- g_dvClientConfig.lRecordVolume = DSBVOLUME_MIN + (LONG) ( dwSliderPos / 100.0f *
- (DSBVOLUME_MAX-DSBVOLUME_MIN) );
- }
-
- // Figure out the threshold params
- if( IsDlgButtonChecked( hDlg, IDC_THRESHOLD_AUTO ) )
- {
- g_dvClientConfig.dwThreshold = DVTHRESHOLD_UNUSED;
- g_dvClientConfig.dwFlags |= DVCLIENTCONFIG_AUTOVOICEACTIVATED;
- }
- else if( IsDlgButtonChecked( hDlg, IDC_THRESHOLD_DEFAULT ) )
- {
- g_dvClientConfig.dwThreshold = DVTHRESHOLD_DEFAULT;
- g_dvClientConfig.dwFlags |= DVCLIENTCONFIG_MANUALVOICEACTIVATED;
- }
- else
- {
- dwSliderPos = (DWORD)SendDlgItemMessage( hDlg, IDC_THRESHOLD_SLIDER, TBM_GETPOS, 0, 0 );
- g_dvClientConfig.dwThreshold = dwSliderPos;
- g_dvClientConfig.dwFlags |= DVCLIENTCONFIG_MANUALVOICEACTIVATED;
- }
-
- // Figure out the quality params
- if( IsDlgButtonChecked( hDlg, IDC_QUALITY_DEFAULT ) )
- {
- g_dvClientConfig.dwBufferQuality = DVBUFFERQUALITY_DEFAULT;
- }
- else
- {
- dwSliderPos = (DWORD)SendDlgItemMessage( hDlg, IDC_QUALITY_SLIDER, TBM_GETPOS, 0, 0 );
- g_dvClientConfig.dwBufferQuality = dwSliderPos;
- }
-
- // Figure out the aggressiveness params
- if( IsDlgButtonChecked( hDlg, IDC_AGGRESSIVENESS_DEFAULT ) )
- {
- g_dvClientConfig.dwBufferAggressiveness = DVBUFFERAGGRESSIVENESS_DEFAULT;
- }
- else
- {
- dwSliderPos = (DWORD)SendDlgItemMessage( hDlg, IDC_AGGRESSIVENESS_SLIDER, TBM_GETPOS, 0, 0 );
- g_dvClientConfig.dwBufferAggressiveness = dwSliderPos;
- }
-
- EndDialog( hDlg, IDOK );
- }
-
-
-