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Diffstat (limited to 'Minecraft.Client/Xbox/Sentient/Include/SenClientMain.h')
| -rw-r--r-- | Minecraft.Client/Xbox/Sentient/Include/SenClientMain.h | 85 |
1 files changed, 85 insertions, 0 deletions
diff --git a/Minecraft.Client/Xbox/Sentient/Include/SenClientMain.h b/Minecraft.Client/Xbox/Sentient/Include/SenClientMain.h new file mode 100644 index 00000000..416d4dea --- /dev/null +++ b/Minecraft.Client/Xbox/Sentient/Include/SenClientMain.h @@ -0,0 +1,85 @@ +/******************************************************** +* * +* Copyright (C) Microsoft. All rights reserved. * +* * +********************************************************/ + +// Sentient Client Main API +// +// Include this to get access to all core Sentient features. + +#pragma once + +#include "SenClientTypes.h" + + +namespace Sentient +{ + //=======================// + // // + // Main Data Types // + // // + //=======================// + + // None at the moment. + + + //======================// + // // + // Main Functions // + // // + //======================// + + /// @brief Initialize and start Sentient. + /// + /// @param[in] titleID + /// Tells Sentient what our titleID is. + /// + /// @return Check SUCCEEDED( hresult ) or FAILED( hresult ) to determine success. Specific values include: + /// E_FAIL (and other E_* codes): Failed to initialize. + /// S_OK: Initialized successfully. + /// + /// @details Call this on startup to set up networking system and initialize internal buffers. + /// + HRESULT SentientInitialize( + SenSysTitleID titleID ); + + /// @brief Update Sentient's internal state. + /// + /// @return Check SUCCEEDED( hresult ) or FAILED( hresult ) to determine overall success. + /// The return code contains information about the status of the connection to sentient, including: + /// S_OK: we have a working connection to the Sentient server. + /// SENTIENT_S_NOT_SIGNED_IN_TO_LIVE: no live enabled user user is currently signed in to live. + /// SENTIENT_S_INITIALIZING_CONNECTION: a user has signed in, and we have started first connection attempt, but we have neither succeeded nor failed yet. + /// SENTIENT_S_SERVER_CONNECTION_FAILED: a connection attempt has failed, or that an existing connection was lost. + /// + /// @details Call this every frame to handle network message pumping and to trigger asynchronous callbacks on completed ( or failed ) tasks. + /// + HRESULT SentientUpdate(); + + /// @brief Stop and uninitialize Sentient. + /// + /// @return Check SUCCEEDED( hresult ) or FAILED( hresult ) to determine success. Specific values include: + /// E_FAIL (and other E_* codes): Failed to shut down. + /// S_OK: Shut down successfully. + /// Note that one should consider the library shut down even if an error code is returned. + /// + /// @details Call this on app/game shutdown. (not necessary on X360) + /// + HRESULT SentientShutdown(); + + /// @brief Cancel an asynchronous task. + /// + /// @param[in] task + /// The task to cancel. + /// + /// @return Check SUCCEEDED( hresult ) or FAILED( hresult ) to determine success. Specific values include: + /// E_FAIL (and other E_* codes): Failed to cancel task. + /// S_OK: Task cancelled successfully. + /// + /// @detail Call this to immediately cancel any task that exposes a SenHandle. + /// The completion callback will be invoked on a successful cancel. + /// + HRESULT SentientCancel( SenHandle task ); + +} // namespace Sentient |
