CnC_Remastered_Collection/REDALERT/DDE.H
PG-SteveT 03416d24e1 Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
2020-05-27 12:16:20 -07:00

172 lines
7.1 KiB
C++
Raw Permalink Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
// software: you can redistribute it and/or modify it under the terms of
// the GNU General Public License as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/***************************************************************************
** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S **
***************************************************************************
* *
* Project Name : Dynamic Data Encapsulation *
* *
* File Name : DDE.H *
* *
* Programmer : Steve Wetherill *
* *
* Start Date : June 1, 1996 *
* *
* Last Update : June 8, 1996 [SW] *
* *
*-------------------------------------------------------------------------*
* *
* This is the DDE (Instance_Class) which provides a simple CLIENT/SERVER *
* DDE model for data transactions between Windows applications. *
* This is a fairly naieve implementation allowing only one client/server *
* per Instance_Class object. *
* *
* Typical uses for this class are: *
* *
* i. Robust verification of whether an application is running *
* ii. Data transfer between applications *
* *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
/*
***************************** Class defines *****************************
*/
#ifndef __DDE_H
#define __DDE_H
#define DDE_ADVISE_CONNECT -1 // advisory "client has connected"
#define DDE_ADVISE_DISCONNECT -2 // advisory "client has disconnected"
/*
***************************** Class Declaration *****************************
*/
class Instance_Class {
/*
---------------------------- Public Interface ----------------------------
*/
public:
/*.....................................................................
Constructor:
- takes null terminated ASCII strings names for client and server
.....................................................................*/
Instance_Class( // constructor
LPSTR, // null terminated local sever name string
LPSTR // null terminated remote server name string
);
/*.....................................................................
Destructor:
.....................................................................*/
~Instance_Class(void); // the destructor
/*.....................................................................
Send data routine:
- sends an unsolicited packet of data to the remote server
.....................................................................*/
BOOL Poke_Server( LPBYTE, DWORD);
/*.....................................................................
Send data routine:
- sets up DNS for the server and registers a user callback to handle
incoming data
.....................................................................*/
BOOL Register_Server( BOOL (CALLBACK *)(LPBYTE, long));
/*.....................................................................
Does a trial connect to the remote server.
- used to determine whether server is alive or not (and thus running)
.....................................................................*/
BOOL Test_Server_Running( HSZ );
/*.....................................................................
Enables user callback (disabled by default)
.....................................................................*/
BOOL Enable_Callback( BOOL ); // enable or disable callback
/*.....................................................................
Open a connection for sending data to remote server
.....................................................................*/
BOOL Open_Poke_Connection( HSZ );
/*.....................................................................
Close connection with remote server
.....................................................................*/
BOOL Close_Poke_Connection( void );
//
// static members
//
/*.....................................................................
User callback - called upon receipt of incoming data (static member!)
.....................................................................*/
static BOOL (CALLBACK *callback) (
LPBYTE pointer, // pointer to received data
long length // if >0 length of received data
// if <0
// -1 == client connect detected
// -2 == client disconnect detected
);
/*.....................................................................
DDE callback, called when DDEML has an event for us
.....................................................................*/
static HDDEDATA CALLBACK dde_callback(
UINT uType, // transaction type
UINT uFmt, // clipboard data format
HCONV hconv, // handle of the conversation
HSZ hsz1, // handle of a string
HSZ hsz2, // handle of a string
HDDEDATA hdata, // handle of a global memory object
DWORD dwData1, // transaction-specific data
DWORD dwData2 // transaction-specific data
);
HANDLE instance; // this application's instance
HWND hwnd; // valid window handle
/*.....................................................................
member variables
.....................................................................*/
static DWORD id_inst; // instance identifier set by DdeInitialize
static BOOL process_pokes; // controls response to pokes
static char ascii_name[32]; // name of server
//
// non-static member variables
//
HSZ remote_name; // string handle for remote server name
HSZ local_name; // string handle for local server name
HSZ system_topic; // string handle for the "system" topic
HSZ poke_topic; // string handle for poking data to server topic
HSZ poke_item; // string handle for poking data to server item
HCONV conv_handle; // conversation handle
BOOL dde_error; // error flag
};
#endif