Files
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

112 lines
4.7 KiB
C++

/********************************************************
* *
* Copyright (C) Microsoft. All rights reserved. *
* *
********************************************************/
// Sentient Client Resource API
//
// Include this to get access to all Resource-related Sentient features.
#pragma once
#include "SenClientTypes.h"
namespace Sentient
{
//======================//
// //
// Resource Types //
// //
//======================//
/// @brief Resource types/categories.
///
/// @details This value is normally used to fill the top 8 bits of a resource ID, with the bottom 24 being an index.
///
enum SenResourceType : INT8
{
SenResourceType_Invalid,
SenResourceType_Avatar,
SenResourceType_BoxArt,
SenResourceType_Config,
SenResourceType_Help,
};
/// @brief Resource types/categories.
///
/// @details The top 8 bits are always the SenResourceType. The bottom 24 are typically an index into the category.
/// These categories do not overlap, so that we can choose to store different resource types in the same or
/// different tables, depending on what is more useful. Note, though, that you should expect E_INVALIDARG
/// back if you pass an ID from one category to a call wanting a different category.
/// Some categories' IDs will be hardwired/assumed, while others will be generated inside of Microsoft (e.g. box art).
///
enum SenResourceID : INT32
{
/// This is used to indicate a failed search, an invalid resource structure, or sometimes to substitute for a default.
SenResourceID_Invalid = (INT32)SenResourceType_Invalid << 24,
/// This is the first VIP reward costume and there is one for each title.
SenResourceID_Superstar_0 = (INT32)SenResourceType_Avatar << 24,
/// This is the second VIP reward costume and there is one for each title.
SenResourceID_Superstar_1,
/// This is the third VIP reward costume and there is one for each title.
SenResourceID_Superstar_2,
/// This is the fourth VIP reward costume and there is only one, shared across all titles.
SenResourceID_Superstar_3,
/// This is the fifth VIP reward costume and there is only one, shared across all titles.
SenResourceID_Superstar_4,
/// This is used for the cross-sell screen and contains things such as an image, offerID, strings, etc.
SenResourceID_BoxArt_0 = (INT32)SenResourceType_BoxArt << 24,
/// This is used for game-private config files, and is only the base of the range.
/// Titles may use the entire 24-bit space for various custom config files.
SenResourceID_Config_0 = (INT32)SenResourceType_Config << 24,
/// This is used for server-supplied help files/text.
/// At the moment, this is not supported.
SenResourceID_Help_0 = (INT32)SenResourceType_Help << 24,
};
/// @brief Resource schedule priority.
///
/// @details This is currently reserved for later use in overriding one resource with another on a schedule.
/// It is not currently used and may be changed at a later date.
///
typedef INT32 SenResourcePriority;
enum
{
SenResourcePriority_Default = 0,
};
/// @brief Generic resource information.
///
/// @details This structure contains enough information to uniquely identify
/// one resource at a given time on the schedule, e.g. an avatar or
/// box art at 3am. (Note that schedules are not currently used and
/// may be re-architected in the future.)
///
struct SenResourceInfo
{
SenSysTitleID titleID; ///< This is the title the resource is assigned to, or SenTitleID_Shared for all.
SenResourceID resourceID; ///< This is the resource ID within the title's space.
SenResourcePriority priority; ///< Schedule priority. This is not currently used and may be changed at a later date.
SYSTEMTIME begins; ///< Scheduled begin time (inclusive). This is not currently used and may be changed at a later date.
SYSTEMTIME ends; ///< Scheduled end time (exclusive). This is not currently used and may be changed at a later date.
};
//==========================//
// //
// Resource Functions //
// //
//==========================//
// None at the moment.
} // namespace Sentient