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- Added Wide310x150Logo.png asset for application branding. - Created LCE.Xbox project file with configurations for Debug and Release. - Added Package.appxmanifest for application metadata and capabilities. - Introduced SharedSurface.h for shared memory management between processes. - Implemented AudioShim with XAudio2 integration for audio playback. - Developed XSBParser and XWBParser for handling sound bank files. - Created DXGIShim to intercept DXGI calls and manage swap chains. - Defined project files for AudioShim and DXGIShim with necessary dependencies.
33 lines
950 B
C
33 lines
950 B
C
#pragma once
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#include <windows.h>
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#define LCE_SHARED_MEMORY_NAME L"Global\\LCE_SURFACE_DATA"
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#define LCE_STATE_WAITING 0
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#define LCE_STATE_SC_REQUESTED 1
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#define LCE_STATE_SC_READY 2
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#define LCE_STATE_SC_FAILED 3
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#define LCE_PRESENT_IDLE 0
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#define LCE_PRESENT_REQUESTED 1
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#define LCE_PRESENT_DONE 2
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struct LCE_SharedData
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{
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void* coreWindowUnknown;
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UINT width;
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UINT height;
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volatile LONG state;
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DWORD launcherPid;
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void* pDevice;
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void* pImmediateContext;
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void* pSwapChain;
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// Present marshalling — game sets REQUESTED, CoreWindow thread calls Present and sets DONE
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volatile LONG presentState;
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UINT syncInterval;
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UINT presentFlags;
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// VSync toggle — written by game DLL, read by CoreWindow present loop.
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// 0 = uncapped (default), 1 = lock to display refresh.
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volatile LONG vsyncEnabled;
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};
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