BOOL WINAPI DllMain(HANDLE procHandle, DWORD reason, LPVOID reserved) { if(reason == DLL_PROCESS_ATTACH) { g_dllHandle = procHandle; OnAttach(); } return TRUE; }
//================================================================================================= void axSceneEntity::Attach(axSceneGraphNode* a_pNode) { axAssert(m_pParent == NULL, axL("Scene entity is already attached.")); m_pParent = a_pNode; m_pParent->AttachEntity(this); if(m_eCullingMethod == eAlwaysVisible) m_pParent->GetSceneGraph()->AddNonCulledEntity(this, m_u8VisibilityMask); OnAttach(); }
int CIpSocket::Create( int x_af, int x_type, int x_protocol, int x_timeout ) { // Punt if not initialized if ( !IsInitialized() ) return 0; // Close any open socket Destroy(); // Clear errors m_uLastError = 0; // Create a scocket m_hSocket = (t_SOCKET)socket( (int)x_af, (int)x_type, (int)x_protocol ); // Save the last error code m_uLastError = WSAGetLastError(); if ( WSAEWOULDBLOCK == m_uLastError ) m_uLastError = 0; // Was there an error? if ( c_InvalidSocket == m_hSocket ) { m_uConnectState |= eCsError; return 0; } // end if // Set default timeout if ( 0 >= x_timeout ) x_timeout = m_lTimeout; // Setup socket timeout defaults struct timeval tv; tv.tv_sec = ( x_timeout / 1000 ); tv.tv_usec = ( x_timeout % 1000 ) * 1000; setsockopt( (SOCKET)m_hSocket, SOL_SOCKET, SO_RCVTIMEO, (const char *)&tv, sizeof( tv ) ); setsockopt( (SOCKET)m_hSocket, SOL_SOCKET, SO_SNDTIMEO, (const char *)&tv, sizeof( tv ) ); // Process socket creation if ( !OnAttach() ) { Destroy(); return 0; } // end if // Save socket connect params m_uSocketFamily = x_af; m_uSocketType = x_type; m_uSocketProtocol = x_protocol; // Capture all events EventSelect(); return IsSocket(); }
int CIpSocket::Create( int x_af, int x_type, int x_protocol, int x_timeout ) { // Punt if not initialized if ( !IsInitialized() ) return 0; // Close any open socket Destroy(); // Create a scocket m_hSocket = (t_SOCKET)tcULongToPtr( socket( (int)x_af, (int)x_type, (int)x_protocol ) ); if ( c_InvalidSocket == m_hSocket ) { m_uLastError = errno; return 0; } // end if // Default timeout? if ( 0 >= x_timeout ) x_timeout = m_lTimeout; // Setup socket timeout defaults struct timeval tv; tv.tv_sec = ( x_timeout / 1000 ); tv.tv_usec = ( x_timeout % 1000 ) * 1000; setsockopt( tcPtrToULong( m_hSocket ), SOL_SOCKET, SO_RCVTIMEO, (const char *)&tv, sizeof( tv ) ); setsockopt( tcPtrToULong( m_hSocket ), SOL_SOCKET, SO_SNDTIMEO, (const char *)&tv, sizeof( tv ) ); // Process socket creation if ( !OnAttach() ) { Destroy(); return 0; } // end if m_uLastError = 0; // Save socket connect params m_uSocketFamily = x_af; m_uSocketType = x_type; m_uSocketProtocol = x_protocol; int set = 1; if ( -1 == setsockopt( tcPtrToULong( m_hSocket ), SOL_SOCKET, SO_REUSEADDR, &set, sizeof(set) ) ) // WARNING( errno, tcT( "socket interface does not support SO_REUSEADDR" ) ); ; // Capture all events EventSelect(); return IsSocket(); }
int CIpSocket::Attach( t_SOCKET x_hSocket, int x_bFree ) { // Lose the old socket Destroy(); // Save socket handle m_hSocket = x_hSocket; // Should we free the socket? m_bFree = x_bFree; // Call on attach if ( !OnAttach() ) Destroy(); // How'd it go? return IsSocket(); }
void cbPlugin::Attach() { if (m_IsAttached) return; wxWindow* window = Manager::Get()->GetAppWindow(); if (window) { // push ourself in the application's event handling chain... window->PushEventHandler(this); } m_IsAttached = true; OnAttach(); SetEvtHandlerEnabled(true); CodeBlocksEvent event(cbEVT_PLUGIN_ATTACHED); event.SetPlugin(this); // post event in the host's event queue Manager::Get()->ProcessEvent(event); }
virtual bool Attach (XosWebRtcClientWindowPeerImplement* window=0) { m_window = window; return OnAttach(); }
bool GameObjectComponent::Attach(GameObjectPtr pObject) { m_pObject = pObject; return OnAttach(); }
void CAsynSocket::_OnAttach() { OnAttach(); }
void APowerUp::Attach_Implementation(APlayerCube* PlayerCube) { OnAttach(PlayerCube); }