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DirtySDK (EA's Dirty Sockets library) will be used for the LiveAPI implementation, and depends on: EABase, EAThread.
63 lines
1.3 KiB
C++
63 lines
1.3 KiB
C++
/*-----------------------------------------------------------------------------
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* earesult.h
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*
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* Copyright (c) Electronic Arts Inc. All rights reserved.
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*---------------------------------------------------------------------------*/
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#ifndef INCLUDED_earesult_H
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#define INCLUDED_earesult_H
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#include <EABase/eabase.h>
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#if defined(EA_PRAGMA_ONCE_SUPPORTED)
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#pragma once /* Some compilers (e.g. VC++) benefit significantly from using this. We've measured 3-4% build speed improvements in apps as a result. */
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#endif
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/* This result type is width-compatible with most systems. */
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typedef int32_t ea_result_type;
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namespace EA
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{
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typedef int32_t result_type;
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enum
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{
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#ifndef SUCCESS
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// Deprecated
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// Note: a public MS header has created a define of this name which causes a build error. Fortunately they
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// define it to 0 which is compatible.
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// see: WindowsSDK\8.1.51641-fb\installed\Include\um\RasError.h
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SUCCESS = 0,
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#endif
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// Deprecated
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FAILURE = -1,
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// These values are now the preferred constants
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EA_SUCCESS = 0,
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EA_FAILURE = -1,
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};
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}
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/* Macro to simplify testing for success. */
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#ifndef EA_SUCCEEDED
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#define EA_SUCCEEDED(result) ((result) >= 0)
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#endif
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/* Macro to simplfify testing for general failure. */
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#ifndef EA_FAILED
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#define EA_FAILED(result) ((result) < 0)
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#endif
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#endif
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