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