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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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3.5 kB · 85 lines
C
at main
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// Sentient Client Main API//// Include this to get access to all core Sentient features.
#pragma once
#include "SenClientTypes.h"
namespace Sentient{ //=======================// // // // Main Data Types // // // //=======================//
// None at the moment.
//======================// // // // Main Functions // // // //======================//
/// @brief Initialize and start Sentient. /// /// @param[in] titleID /// Tells Sentient what our titleID is. /// /// @return Check SUCCEEDED( hresult ) or FAILED( hresult ) to determine success. Specific values include: /// E_FAIL (and other E_* codes): Failed to initialize. /// S_OK: Initialized successfully. /// /// @details Call this on startup to set up networking system and initialize internal buffers. /// HRESULT SentientInitialize( SenSysTitleID titleID );
/// @brief Update Sentient's internal state. /// /// @return Check SUCCEEDED( hresult ) or FAILED( hresult ) to determine overall success. /// The return code contains information about the status of the connection to sentient, including: /// S_OK: we have a working connection to the Sentient server. /// SENTIENT_S_NOT_SIGNED_IN_TO_LIVE: no live enabled user user is currently signed in to live. /// SENTIENT_S_INITIALIZING_CONNECTION: a user has signed in, and we have started first connection attempt, but we have neither succeeded nor failed yet. /// SENTIENT_S_SERVER_CONNECTION_FAILED: a connection attempt has failed, or that an existing connection was lost. /// /// @details Call this every frame to handle network message pumping and to trigger asynchronous callbacks on completed ( or failed ) tasks. /// HRESULT SentientUpdate();
/// @brief Stop and uninitialize Sentient. /// /// @return Check SUCCEEDED( hresult ) or FAILED( hresult ) to determine success. Specific values include: /// E_FAIL (and other E_* codes): Failed to shut down. /// S_OK: Shut down successfully. /// Note that one should consider the library shut down even if an error code is returned. /// /// @details Call this on app/game shutdown. (not necessary on X360) /// HRESULT SentientShutdown();
/// @brief Cancel an asynchronous task. /// /// @param[in] task /// The task to cancel. /// /// @return Check SUCCEEDED( hresult ) or FAILED( hresult ) to determine success. Specific values include: /// E_FAIL (and other E_* codes): Failed to cancel task. /// S_OK: Task cancelled successfully. /// /// @detail Call this to immediately cancel any task that exposes a SenHandle. /// The completion callback will be invoked on a successful cancel. /// HRESULT SentientCancel( SenHandle task );
} // namespace Sentient