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/*--------------------Patrick 18/3/97--------------------
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Dave's square peg round hole interface for direct
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play gdi dialog stuff
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---------------------------------------------------------*/
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#ifndef _dpsprh_h_
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#define _dpsprh_h_ 1
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* Type definitions *****************************************************/
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typedef struct exchangeddatatype
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{
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/* Output fields from DLL*/
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LPDIRECTPLAY2A lpDP2A_Returned;
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/*
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pointer to direct play object
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Will be NULL if an error occurred, or a "Cancel"
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*/
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BOOL bWasHost;
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/*
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set to TRUE or FALSE
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*/
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LPTSTR lptszFormalPlayerName_Out;
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unsigned int FormalName_MaxSize;
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LPTSTR lptszFriendlyPlayerName_Out;
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unsigned int FriendlyName_MaxSize;
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/*
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These must be non-NULL pointers to buffers in yuor EXE with > 0 attached
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sizes. The DLL will write the requested names to these buffers, truncating
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if necessary. Note that the size includes any zero termination character.
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*/
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/* Input fields to DLL */
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HWND hWndMain;
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HINSTANCE hInst;
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LPTSTR lptszFormalPlayerName_In;
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LPTSTR lptszFriendlyPlayerName_In;
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/*
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Both of these are allowed to be NULL;
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if non-NULL they point to zero-terminated ANSI strings
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*/
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} ExchangedDataType;
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/*
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We pass a 4-byte pointer to one of these to the DLL;
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some are read as inputs, some written to as outputs.
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Assumes Watcom and Visual C++ access structures in the
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same way...
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*/
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/* Exported globals *****************************************************/
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/* Function prototypes **************************************************/
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extern WINAPI InvokeDavesDirectPlayDLL(ExchangedDataType* pExchangedData);
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#ifdef __cplusplus
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};
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#endif
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#endif
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