Replace all windows types

This commit is contained in:
murdle
2026-03-01 20:06:25 +02:00
parent fd7d6b7a35
commit 5b984ad854
790 changed files with 11101 additions and 9193 deletions

View File

@@ -14,17 +14,17 @@ CTelemetryManager *TelemetryManager = new CTelemetryManager();
#endif
HRESULT CTelemetryManager::Init()
int CTelemetryManager::Init()
{
return S_OK;
}
HRESULT CTelemetryManager::Tick()
int CTelemetryManager::Tick()
{
return S_OK;
}
HRESULT CTelemetryManager::Flush()
int CTelemetryManager::Flush()
{
return S_OK;
}
@@ -146,9 +146,9 @@ Title needs to track this and report it as a property.
These times will be used to create timelines and understand durations.
This should be tracked independently of saved games (restoring a save should not reset the seconds since initialize)
*/
INT CTelemetryManager::GetSecondsSinceInitialize()
int CTelemetryManager::GetSecondsSinceInitialize()
{
return (INT)(app.getAppTime() - m_initialiseTime);
return (int)(app.getAppTime() - m_initialiseTime);
}
/*
@@ -159,9 +159,9 @@ The intent is to allow teams to capture data on the highest level categories of
For example, a game mode could be the name of the specific mini game (eg: golf vs darts) or a specific multiplayer mode (eg: hoard vs beast.) ModeID = 0 means undefined or unknown.
The intent is to answer the question "How are players playing your game?"
*/
INT CTelemetryManager::GetMode(DWORD dwUserId)
int CTelemetryManager::GetMode(unsigned long dwUserId)
{
INT mode = (INT)eTelem_ModeId_Undefined;
int mode = (int)eTelem_ModeId_Undefined;
Minecraft *pMinecraft = Minecraft::GetInstance();
@@ -171,15 +171,15 @@ INT CTelemetryManager::GetMode(DWORD dwUserId)
if (gameType->isSurvival())
{
mode = (INT)eTelem_ModeId_Survival;
mode = (int)eTelem_ModeId_Survival;
}
else if (gameType->isCreative())
{
mode = (INT)eTelem_ModeId_Creative;
mode = (int)eTelem_ModeId_Creative;
}
else
{
mode = (INT)eTelem_ModeId_Undefined;
mode = (int)eTelem_ModeId_Undefined;
}
}
return mode;
@@ -192,17 +192,17 @@ For titles that have sub-modes (Sports/Football).
Mode is always an indicator of "How is the player choosing to play my game?" so these do not have to be consecutive.
LevelIDs and SubLevelIDs can be reused as they will always be paired with a Mode/SubModeID, Mode should be unique - SubMode can be shared between modes.
*/
INT CTelemetryManager::GetSubMode(DWORD dwUserId)
int CTelemetryManager::GetSubMode(unsigned long dwUserId)
{
INT subMode = (INT)eTelem_SubModeId_Undefined;
int subMode = (int)eTelem_SubModeId_Undefined;
if(Minecraft::GetInstance()->isTutorial())
{
subMode = (INT)eTelem_SubModeId_Tutorial;
subMode = (int)eTelem_SubModeId_Tutorial;
}
else
{
subMode = (INT)eTelem_SubModeId_Normal;
subMode = (int)eTelem_SubModeId_Normal;
}
return subMode;
@@ -216,11 +216,11 @@ The intent is that level start and ends do not occur more than every 2 minutes o
Levels are unique only within a given modeID - so you can have a ModeID =1, LevelID =1 and a different ModeID=2, LevelID = 1 indicate two completely different levels.
LevelID = 0 means undefined or unknown.
*/
INT CTelemetryManager::GetLevelId(DWORD dwUserId)
int CTelemetryManager::GetLevelId(unsigned long dwUserId)
{
INT levelId = (INT)eTelem_LevelId_Undefined;
int levelId = (int)eTelem_LevelId_Undefined;
levelId = (INT)eTelem_LevelId_PlayerGeneratedLevel;
levelId = (int)eTelem_LevelId_PlayerGeneratedLevel;
return levelId;
}
@@ -231,9 +231,9 @@ For titles that have sub-levels.
Level is always an indicator of "How far has the player progressed." so when possible these should be consecutive or at least monotonically increasing.
LevelIDs and SubLevelIDs can be reused as they will always be paired with a Mode/SubModeID
*/
INT CTelemetryManager::GetSubLevelId(DWORD dwUserId)
int CTelemetryManager::GetSubLevelId(unsigned long dwUserId)
{
INT subLevelId = (INT)eTelem_SubLevelId_Undefined;
int subLevelId = (int)eTelem_SubLevelId_Undefined;
Minecraft *pMinecraft = Minecraft::GetInstance();
@@ -242,13 +242,13 @@ INT CTelemetryManager::GetSubLevelId(DWORD dwUserId)
switch(pMinecraft->localplayers[dwUserId]->dimension)
{
case 0:
subLevelId = (INT)eTelem_SubLevelId_Overworld;
subLevelId = (int)eTelem_SubLevelId_Overworld;
break;
case -1:
subLevelId = (INT)eTelem_SubLevelId_Nether;
subLevelId = (int)eTelem_SubLevelId_Nether;
break;
case 1:
subLevelId = (INT)eTelem_SubLevelId_End;
subLevelId = (int)eTelem_SubLevelId_End;
break;
};
}
@@ -260,9 +260,9 @@ INT CTelemetryManager::GetSubLevelId(DWORD dwUserId)
Build version of the title, used to track changes in development as well as patches/title updates
Allows developer to separate out stats from different builds
*/
INT CTelemetryManager::GetTitleBuildId()
int CTelemetryManager::GetTitleBuildId()
{
return (INT)VER_PRODUCTBUILD;
return (int)VER_PRODUCTBUILD;
}
/*
@@ -270,32 +270,32 @@ Generated by the game every time LevelStart or LevelResume is called.
This should be a unique ID (can be sequential) within a session.
Helps differentiate level attempts when a play plays the same mode/level - especially with aggregated stats
*/
INT CTelemetryManager::GetLevelInstanceID()
int CTelemetryManager::GetLevelInstanceID()
{
return (INT)m_levelInstanceID;
return (int)m_levelInstanceID;
}
/*
MultiplayerinstanceID is a title-generated value that is the same for all players in the same multiplayer session.
Link up players into a single multiplayer session ID.
*/
INT CTelemetryManager::GetMultiplayerInstanceID()
int CTelemetryManager::GetMultiplayerInstanceID()
{
return m_multiplayerInstanceID;
}
INT CTelemetryManager::GenerateMultiplayerInstanceId()
int CTelemetryManager::GenerateMultiplayerInstanceId()
{
#if defined(_DURANGO) || defined(_XBOX)
FILETIME SystemTimeAsFileTime;
GetSystemTimeAsFileTime( &SystemTimeAsFileTime );
return *((INT *)&SystemTimeAsFileTime.dwLowDateTime);
return *((int *)&SystemTimeAsFileTime.dwLowDateTime);
#else
return 0;
#endif
}
void CTelemetryManager::SetMultiplayerInstanceId(INT value)
void CTelemetryManager::SetMultiplayerInstanceId(int value)
{
m_multiplayerInstanceID = value;
}
@@ -304,9 +304,9 @@ void CTelemetryManager::SetMultiplayerInstanceId(INT value)
Indicates whether the game is being played in single or multiplayer mode and whether multiplayer is being played locally or over live.
How social is your game? How do people play it?
*/
INT CTelemetryManager::GetSingleOrMultiplayer()
int CTelemetryManager::GetSingleOrMultiplayer()
{
INT singleOrMultiplayer = (INT)eSen_SingleOrMultiplayer_Undefined;
int singleOrMultiplayer = (int)eSen_SingleOrMultiplayer_Undefined;
// Unused
//eSen_SingleOrMultiplayer_Single_Player
@@ -314,19 +314,19 @@ INT CTelemetryManager::GetSingleOrMultiplayer()
if(app.GetLocalPlayerCount() == 1 && g_NetworkManager.GetOnlinePlayerCount() == 0)
{
singleOrMultiplayer = (INT)eSen_SingleOrMultiplayer_Single_Player;
singleOrMultiplayer = (int)eSen_SingleOrMultiplayer_Single_Player;
}
else if(app.GetLocalPlayerCount() > 1 && g_NetworkManager.GetOnlinePlayerCount() == 0)
{
singleOrMultiplayer = (INT)eSen_SingleOrMultiplayer_Multiplayer_Local;
singleOrMultiplayer = (int)eSen_SingleOrMultiplayer_Multiplayer_Local;
}
else if(app.GetLocalPlayerCount() == 1 && g_NetworkManager.GetOnlinePlayerCount() > 0)
{
singleOrMultiplayer = (INT)eSen_SingleOrMultiplayer_Multiplayer_Live;
singleOrMultiplayer = (int)eSen_SingleOrMultiplayer_Multiplayer_Live;
}
else if(app.GetLocalPlayerCount() > 1 && g_NetworkManager.GetOnlinePlayerCount() > 0)
{
singleOrMultiplayer = (INT)eSen_SingleOrMultiplayer_Multiplayer_Both_Local_and_Live;
singleOrMultiplayer = (int)eSen_SingleOrMultiplayer_Multiplayer_Both_Local_and_Live;
}
return singleOrMultiplayer;
@@ -336,23 +336,23 @@ INT CTelemetryManager::GetSingleOrMultiplayer()
An in-game setting that differentiates the challenge imposed on the user.
Normalized to a standard 5-point scale. Are players changing the difficulty?
*/
INT CTelemetryManager::GetDifficultyLevel(INT diff)
int CTelemetryManager::GetDifficultyLevel(int diff)
{
INT difficultyLevel = (INT)eSen_DifficultyLevel_Undefined;
int difficultyLevel = (int)eSen_DifficultyLevel_Undefined;
switch(diff)
{
case 0:
difficultyLevel = (INT)eSen_DifficultyLevel_Easiest;
difficultyLevel = (int)eSen_DifficultyLevel_Easiest;
break;
case 1:
difficultyLevel = (INT)eSen_DifficultyLevel_Easier;
difficultyLevel = (int)eSen_DifficultyLevel_Easier;
break;
case 2:
difficultyLevel = (INT)eSen_DifficultyLevel_Normal;
difficultyLevel = (int)eSen_DifficultyLevel_Normal;
break;
case 3:
difficultyLevel = (INT)eSen_DifficultyLevel_Harder;
difficultyLevel = (int)eSen_DifficultyLevel_Harder;
break;
}
@@ -366,17 +366,17 @@ INT CTelemetryManager::GetDifficultyLevel(INT diff)
Differentiates trial/demo from full purchased titles
Is this a full title or demo?
*/
INT CTelemetryManager::GetLicense()
int CTelemetryManager::GetLicense()
{
INT license = eSen_License_Undefined;
int license = eSen_License_Undefined;
if(ProfileManager.IsFullVersion())
{
license = (INT)eSen_License_Full_Purchased_Title;
license = (int)eSen_License_Full_Purchased_Title;
}
else
{
license = (INT)eSen_License_Trial_or_Demo;
license = (int)eSen_License_Trial_or_Demo;
}
return license;
}
@@ -385,9 +385,9 @@ INT CTelemetryManager::GetLicense()
This is intended to capture whether players played using default control scheme or customized the control scheme.
Are players customizing your controls?
*/
INT CTelemetryManager::GetDefaultGameControls()
int CTelemetryManager::GetDefaultGameControls()
{
INT defaultGameControls = eSen_DefaultGameControls_Undefined;
int defaultGameControls = eSen_DefaultGameControls_Undefined;
// Unused
//eSen_DefaultGameControls_Custom_controls
@@ -401,25 +401,25 @@ INT CTelemetryManager::GetDefaultGameControls()
Are players changing default audio settings?
This is intended to capture whether players are playing with or without volume and whether they make changes from the default audio settings.
*/
INT CTelemetryManager::GetAudioSettings(DWORD dwUserId)
int CTelemetryManager::GetAudioSettings(unsigned long dwUserId)
{
INT audioSettings = (INT)eSen_AudioSettings_Undefined;
int audioSettings = (int)eSen_AudioSettings_Undefined;
if(dwUserId == ProfileManager.GetPrimaryPad())
{
BYTE volume = app.GetGameSettings(dwUserId,eGameSetting_SoundFXVolume);
uint8_t volume = app.GetGameSettings(dwUserId,eGameSetting_SoundFXVolume);
if(volume == 0)
{
audioSettings = (INT)eSen_AudioSettings_Off;
audioSettings = (int)eSen_AudioSettings_Off;
}
else if(volume == DEFAULT_VOLUME_LEVEL)
{
audioSettings = (INT)eSen_AudioSettings_On_Default;
audioSettings = (int)eSen_AudioSettings_On_Default;
}
else
{
audioSettings = (INT)eSen_AudioSettings_On_CustomSetting;
audioSettings = (int)eSen_AudioSettings_On_CustomSetting;
}
}
return audioSettings;
@@ -431,7 +431,7 @@ For example, a performance metric could points earned, race time, total kills, e
This is entirely up to you and will help us understand how well the player performed, or how far the player progressed <20>in the level before exiting.
How far did users progress before failing/exiting the level?
*/
INT CTelemetryManager::GetLevelExitProgressStat1()
int CTelemetryManager::GetLevelExitProgressStat1()
{
// 4J Stu - Unused
return 0;
@@ -443,7 +443,7 @@ For example, a performance metric could points earned, race time, total kills, e
This is entirely up to you and will help us understand how well the player performed, or how far the player progressed <20>in the level before exiting.
How far did users progress before failing/exiting the level?
*/
INT CTelemetryManager::GetLevelExitProgressStat2()
int CTelemetryManager::GetLevelExitProgressStat2()
{
// 4J Stu - Unused
return 0;