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113 lines
4.8 KiB
C++
113 lines
4.8 KiB
C++
/* Copyright (C) 2005-2010, Thorvald Natvig <thorvald@natvig.com>
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions
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are met:
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- Redistributions of source code must retain the above copyright notice,
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this list of conditions and the following disclaimer.
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- Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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- Neither the name of the Mumble Developers nor the names of its
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contributors may be used to endorse or promote products derived from this
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software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE FOUNDATION OR
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CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef _MUMBLE_PLUGIN_H
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#define _MUMBLE_PLUGIN_H
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#include <string>
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#include <map>
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#define MUMBLE_PLUGIN_MAGIC 0xd63ab7ef
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#define MUMBLE_PLUGIN_MAGIC_2 0xd63ab7fe
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#define MUMBLE_PLUGIN_VERSION 2
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typedef struct _MumblePlugin {
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unsigned int magic;
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const std::wstring &description;
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const std::wstring &shortname;
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void (__cdecl *about)(HWND);
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void (__cdecl *config)(HWND);
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int (__cdecl *trylock)();
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void (__cdecl *unlock)();
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const std::wstring(__cdecl *longdesc)();
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int (__cdecl *fetch)(float *avatar_pos, float *avatar_front, float *avatar_top, float *camera_pos, float *camera_front, float *camera_top, std::string &context, std::wstring &identity);
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} MumblePlugin;
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typedef struct _MumblePlugin2 {
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unsigned int magic;
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unsigned int version;
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int (__cdecl *trylock)(const std::multimap<std::wstring, unsigned long long int> &);
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} MumblePlugin2;
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typedef MumblePlugin *(__cdecl *mumblePluginFunc)();
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typedef MumblePlugin2 *(__cdecl *mumblePlugin2Func)();
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/*
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* All plugins must implement one function called mumbleGetPlugin(), which
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* follows the mumblePluginFunc type and returns a MumblePlugin struct.
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*
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* magic should be initialized to MUMBLE_PLUGIN_MAGIC. description is the
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* name of the plugin shown in the GUI, while shortname is used for TTS.
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*
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* The individual functions are:
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* about(HWND parent) - Player clicked the about button over plugin
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* config(HWND parent) - Player clicked the config button
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* trylock() - Search system for likely process and try to lock on.
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* The parameter is a set of process names and associated PIDs.
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* Return 1 if succeeded, else 0. Note that once a plugin is locked on,
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* no other plugins will be queried.
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* unlock() - Unlock from process. Either from user intervention or
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* because fetch failed.
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* fetch(...) - Fetch data from locked process. avatar_pos is position in
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* world coordinates (1 meter per unit). avatar_front and avatar_top
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* specify the heading of the player, as in where he is looking.
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* You need at minimum to figure out pos and front, otherwise
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* sounds cannot be placed. If you do not fetch top, make it the
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* same as front but rotated 90 degrees "upwards".
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*
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* camera_x is the same, but for the camera. Make this identical to the
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* avatar position if you don't know (or if it's a 1st person
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* perspective).
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*
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* It is important that you set all fields to 0.0 if you can't
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* fetch meaningfull values, like between rounds and such.
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*
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* context and identity are transmitted to the server. Only players
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* with identical context will hear positional audio from each other.
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* Mumble will automatically prepend the shortname of the plugin to
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* the context, so make this a representation of the game server and
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* team the player is on.
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*
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* identity is retained by the server and is pollable over Ice/DBus,
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* to be used by external scripts. This should uniquiely identify the
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* player inside the game.
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*
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* ctx_len and id_len are initialized to the bufferspace available. Set these
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* to -1 to keep the previous value (as parsing and optimizing can be CPU
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* intensive)
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*
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* The function should return 1 if it is still "locked on",
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* otherwise it should return 0. Mumble will call unlock()
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* if it return 0, and go back to polling with trylock()
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* once in a while.
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*/
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#endif
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