Update documentation in Limelight.h

This commit is contained in:
Cameron Gutman 2019-02-10 02:59:07 -08:00
parent eb6bfe0205
commit a016474acc

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@ -277,14 +277,21 @@ typedef void(*ConnListenerStageStarting)(int stage);
// This callback is invoked to indicate that a stage of initialization has completed
typedef void(*ConnListenerStageComplete)(int stage);
// This callback is invoked to indicate that a stage of initialization has failed
// This callback is invoked to indicate that a stage of initialization has failed.
// ConnListenerConnectionTerminated() will not be invoked because the connection was
// not yet fully established. LiInterruptConnection() and LiStopConnection() may
// result in this callback being invoked, but it is not guaranteed.
typedef void(*ConnListenerStageFailed)(int stage, long errorCode);
// This callback is invoked after initialization has finished
// This callback is invoked after the connection is successfully established
typedef void(*ConnListenerConnectionStarted)(void);
// This callback is invoked when a connection failure occurs. It will not
// occur as a result of a call to LiStopConnection()
// This callback is invoked when a connection is terminated after establishment.
// The errorCode will be 0 if the termination was reported to be intentional
// from the server (for example, the user closed the game). If errorCode is
// non-zero, it means the termination was probably unexpected (loss of network,
// crash, or similar conditions). This will not be invoked as a result of a call
// to LiStopConnection() or LiInterruptConnection().
typedef void(*ConnListenerConnectionTerminated)(long errorCode);
// This callback is invoked to display a dialog-type message to the user
@ -297,7 +304,11 @@ typedef void(*ConnListenerDisplayTransientMessage)(const char* message);
// This callback is invoked to log debug message
typedef void(*ConnListenerLogMessage)(const char* format, ...);
// This callback is invoked to rumble a gamepad
// This callback is invoked to rumble a gamepad. The rumble effect values
// set in this callback are expected to persist until a future call sets a
// different haptic effect or turns off the motors by passing 0 for both
// motors. It is possible to receive rumble events for gamepads that aren't
// physically present, so your callback should handle this possibility.
typedef void(*ConnListenerRumble)(unsigned short controllerNumber, unsigned short lowFreqMotor, unsigned short highFreqMotor);
typedef struct _CONNECTION_LISTENER_CALLBACKS {