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galaxyhaxz 8 years ago committed by GitHub
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  1. 80
      DiabloUI/DiabloUI.cpp
  2. 124
      DiabloUI/DiabloUI.dsp
  3. 24
      DiabloUI/DiabloUI.h
  4. 8
      DiabloUI/StdAfx.cpp
  5. 24
      DiabloUI/StdAfx.h
  6. 37
      DiabloUI/_DiabloUI.h
  7. 29
      DiabloUI/diabloui.def

80
DiabloUI/DiabloUI.cpp

@ -0,0 +1,80 @@
// DiabloUI.cpp : Defines the entry point for the DLL application.
//
#include "stdafx.h"
#include "DiabloUI.h"
BOOL APIENTRY DllMain( HANDLE hModule,
DWORD ul_reason_for_call,
LPVOID lpReserved
)
{
switch (ul_reason_for_call)
{
case DLL_PROCESS_ATTACH:
case DLL_THREAD_ATTACH:
case DLL_THREAD_DETACH:
case DLL_PROCESS_DETACH:
break;
}
return TRUE;
}
// This is an example of an exported variable
DIABLOUI_API int nDiabloUI=0;
// This is an example of an exported function.
DIABLOUI_API int fnDiabloUI(void)
{
return 42;
}
// This is the constructor of a class that has been exported.
// see DiabloUI.h for the class definition
CDiabloUI::CDiabloUI()
{
return;
}
struct _SNETPROGRAMDATA {
int a1;
};
struct _SNETPLAYERDATA {
int a1;
};
struct _SNETUIDATA {
int a1;
};
struct _SNETVERSIONDATA {
int a1;
};
struct _uiheroinfo {
int a1;
};
void __cdecl UiDestroy() { return; }
void __stdcall UiTitleDialog(int a1) { return; }
void __cdecl UiInitialize() { return; }
void __stdcall UiCopyProtError(int a1) { return; }
void __stdcall UiAppActivate(int a1) { return; }
int __stdcall UiValidPlayerName(char *a1) { return 0; }
int __stdcall UiSelHeroMultDialog(void *fninfo, void *fncreate, void *fnremove, void *fnstats, int *a5, int *a6, char *name) { return 0; }
int __stdcall UiSelHeroSingDialog(void *fninfo, void *fncreate, void *fnremove, void *fnstats, int *a5, char *name, int *difficulty) { return 0; }
void __stdcall UiCreditsDialog(int a1) { return; }
int __stdcall UiMainMenuDialog(char *name, int *a2, void *fnSound, int a4) { return 0; }
int __stdcall UiProgressDialog(HWND window, char *msg, int a3, void *fnfunc, int a5) { return 0; }
int __cdecl UiProfileGetString() { return 0; }
void __cdecl UiProfileCallback() { return; }
void __cdecl UiProfileDraw() { return; }
void __cdecl UiCategoryCallback() { return; }
void __cdecl UiGetDataCallback() { return; }
void __cdecl UiAuthCallback() { return; }
void __cdecl UiSoundCallback() { return; }
void __cdecl UiMessageBoxCallback() { return; }
void __cdecl UiDrawDescCallback() { return; }
void __cdecl UiCreateGameCallback() { return; }
void __cdecl UiArtCallback() { return; }
int __stdcall UiSelectGame(int a1, _SNETPROGRAMDATA *client_info, _SNETPLAYERDATA *user_info, _SNETUIDATA *ui_info, _SNETVERSIONDATA *file_info, int *a6) { return 0; }
int __stdcall UiSelectProvider(int a1, _SNETPROGRAMDATA *client_info, _SNETPLAYERDATA *user_info, _SNETUIDATA *ui_info, _SNETVERSIONDATA *file_info, int *type) { return 0; }
int __stdcall UiCreatePlayerDescription(_uiheroinfo *info, int mode, char *desc) { return 0; }
int __stdcall UiSetupPlayerInfo(char *str, _uiheroinfo *info, int mode) { return 0; }

124
DiabloUI/DiabloUI.dsp

@ -0,0 +1,124 @@
# Microsoft Developer Studio Project File - Name="DiabloUI" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=DiabloUI - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "DiabloUI.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "DiabloUI.mak" CFG="DiabloUI - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "DiabloUI - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "DiabloUI - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF "$(CFG)" == "DiabloUI - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "WinRel"
# PROP BASE Intermediate_Dir "WinRel"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "WinRel"
# PROP Intermediate_Dir "WinRel"
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "DIABLOUI_EXPORTS" /Yu"stdafx.h" /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "DIABLOUI_EXPORTS" /Yu"stdafx.h" /FD /c
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /machine:I386
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /machine:I386 /def:"diabloui.def"
!ELSEIF "$(CFG)" == "DiabloUI - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "WinDebug"
# PROP BASE Intermediate_Dir "WinDebug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "WinDebug"
# PROP Intermediate_Dir "WinDebug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "DIABLOUI_EXPORTS" /Yu"stdafx.h" /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "DIABLOUI_EXPORTS" /Yu"stdafx.h" /FD /GZ /c
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /debug /machine:I386 /pdbtype:sept
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /debug /machine:I386 /def:"diabloui.def" /pdbtype:sept
# SUBTRACT LINK32 /pdb:none
!ENDIF
# Begin Target
# Name "DiabloUI - Win32 Release"
# Name "DiabloUI - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=.\DiabloUI.cpp
# End Source File
# Begin Source File
SOURCE=.\StdAfx.cpp
# ADD CPP /Yc"stdafx.h"
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=.\DiabloUI.h
# End Source File
# Begin Source File
SOURCE=.\StdAfx.h
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
# Begin Source File
SOURCE=.\ReadMe.txt
# End Source File
# End Target
# End Project

24
DiabloUI/DiabloUI.h

@ -0,0 +1,24 @@
// The following ifdef block is the standard way of creating macros which make exporting
// from a DLL simpler. All files within this DLL are compiled with the DIABLOUI_EXPORTS
// symbol defined on the command line. this symbol should not be defined on any project
// that uses this DLL. This way any other project whose source files include this file see
// DIABLOUI_API functions as being imported from a DLL, wheras this DLL sees symbols
// defined with this macro as being exported.
#ifdef DIABLOUI_EXPORTS
#define DIABLOUI_API __declspec(dllexport)
#else
#define DIABLOUI_API __declspec(dllimport)
#endif
// This class is exported from the DiabloUI.dll
class DIABLOUI_API CDiabloUI {
public:
CDiabloUI(void);
// TODO: add your methods here.
};
extern DIABLOUI_API int nDiabloUI;
DIABLOUI_API int fnDiabloUI(void);

8
DiabloUI/StdAfx.cpp

@ -0,0 +1,8 @@
// stdafx.cpp : source file that includes just the standard includes
// DiabloUI.pch will be the pre-compiled header
// stdafx.obj will contain the pre-compiled type information
#include "stdafx.h"
// TODO: reference any additional headers you need in STDAFX.H
// and not in this file

24
DiabloUI/StdAfx.h

@ -0,0 +1,24 @@
// stdafx.h : include file for standard system include files,
// or project specific include files that are used frequently, but
// are changed infrequently
//
#if !defined(AFX_STDAFX_H__00D95503_7CAF_44D4_9FCA_8D0EC8F2FF23__INCLUDED_)
#define AFX_STDAFX_H__00D95503_7CAF_44D4_9FCA_8D0EC8F2FF23__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// Insert your headers here
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
#include <windows.h>
// TODO: reference additional headers your program requires here
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_STDAFX_H__00D95503_7CAF_44D4_9FCA_8D0EC8F2FF23__INCLUDED_)

37
DiabloUI/_DiabloUI.h

@ -0,0 +1,37 @@
/*
* Diablo(TM)
*
* Copyright (C) 1996 Blizzard Entertainment
* All Rights Reserved.
*
* DiabloUI.h
* definitions for DiabloUI
*/
void __cdecl UiDestroy(); // { return; }
void __stdcall UiTitleDialog(int a1); // { return; }
void __cdecl UiInitialize(); // { return; }
void __stdcall UiCopyProtError(int a1); // { return; }
void __stdcall UiAppActivate(int a1); // { return; }
int __stdcall UiValidPlayerName(char *a1); // { return 0; }
int __stdcall UiSelHeroMultDialog(void *fninfo, void *fncreate, void *fnremove, void *fnstats, int *a5, int *a6, char *name); // { return 0; }
int __stdcall UiSelHeroSingDialog(void *fninfo, void *fncreate, void *fnremove, void *fnstats, int *a5, char *name, int *difficulty); // { return 0; }
void __stdcall UiCreditsDialog(int a1); // { return; }
int __stdcall UiMainMenuDialog(char *name, int *a2, void *fnSound, int a4); // { return 0; }
int __stdcall UiProgressDialog(HWND window, char *msg, int a3, void *fnfunc, int a5); // { return 0; }
int __cdecl UiProfileGetString(); // { return; }
void __cdecl UiProfileCallback(); // { return; }
void __cdecl UiProfileDraw(); // { return; }
void __cdecl UiCategoryCallback(); // { return; }
void __cdecl UiGetDataCallback(); // { return; }
void __cdecl UiAuthCallback(); // { return; }
void __cdecl UiSoundCallback(); // { return; }
void __cdecl UiMessageBoxCallback(); // { return; }
void __cdecl UiDrawDescCallback(); // { return; }
void __cdecl UiCreateGameCallback(); // { return; }
void __cdecl UiArtCallback(); // { return; }
int __stdcall UiSelectGame(int a1, _SNETPROGRAMDATA *client_info, _SNETPLAYERDATA *user_info, _SNETUIDATA *ui_info, _SNETVERSIONDATA *file_info, int *a6); // { return 0; }
int __stdcall UiSelectProvider(int a1, _SNETPROGRAMDATA *client_info, _SNETPLAYERDATA *user_info, _SNETUIDATA *ui_info, _SNETVERSIONDATA *file_info, int *type); // { return 0; }
int __stdcall UiCreatePlayerDescription(_uiheroinfo *info, int mode, char *desc); // { return 0; }
int __stdcall UiSetupPlayerInfo(char *str, _uiheroinfo *info, int mode); // { return 0; }

29
DiabloUI/diabloui.def

@ -0,0 +1,29 @@
LIBRARY "DiabloUI"
EXPORTS
UiDestroy
UiTitleDialog
UiInitialize
UiCopyProtError
UiAppActivate
UiValidPlayerName
UiSelHeroMultDialog
UiSelHeroSingDialog
UiCreditsDialog
UiMainMenuDialog
UiProgressDialog
UiProfileGetString
UiProfileCallback
UiProfileDraw
UiCategoryCallback
UiGetDataCallback
UiAuthCallback
UiSoundCallback
UiMessageBoxCallback
UiDrawDescCallback
UiCreateGameCallback
UiArtCallback
UiSelectGame
UiSelectProvider
UiCreatePlayerDescription
UiSetupPlayerInfo
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