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/********************************************************************************
* *
* DebugApi.h -- ApiSet Contract for api-ms-win-core-debug-l1 *
* *
* Copyright (c) Microsoft Corporation. All rights reserved. *
* *
********************************************************************************/
#ifdef _MSC_VER
#pragma once
#endif // _MSC_VER
#ifndef _APISETDEBUG_
#define _APISETDEBUG_
#include <apiset.h>
#include <apisetcconv.h>
#include <minwindef.h>
#include <minwinbase.h>
#ifdef __cplusplus
extern "C" {
#endif
#pragma region Application Family or OneCore Family or Games Family
#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP | WINAPI_PARTITION_SYSTEM | WINAPI_PARTITION_GAMES)
#if (_WIN32_WINNT >= 0x0400) || (_WIN32_WINDOWS > 0x0400)
WINBASEAPI
BOOL
WINAPI
IsDebuggerPresent(
VOID
);
#endif
#endif /* WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP | WINAPI_PARTITION_SYSTEM | WINAPI_PARTITION_GAMES) */
#pragma endregion
#pragma region Application Family or OneCore Family or Games Family
#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP | WINAPI_PARTITION_SYSTEM | WINAPI_PARTITION_GAMES)
WINBASEAPI
VOID
WINAPI
DebugBreak(
VOID
);
WINBASEAPI
VOID
WINAPI
OutputDebugStringA(
_In_opt_ LPCSTR lpOutputString
);
WINBASEAPI
VOID
WINAPI
OutputDebugStringW(
_In_opt_ LPCWSTR lpOutputString
);
#ifdef UNICODE
#define OutputDebugString OutputDebugStringW
#else
#define OutputDebugString OutputDebugStringA
#endif // !UNICODE
#endif /* WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP | WINAPI_PARTITION_SYSTEM | WINAPI_PARTITION_GAMES) */
#pragma endregion
#pragma region Desktop Family or OneCore Family or Games Family
#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP | WINAPI_PARTITION_SYSTEM | WINAPI_PARTITION_GAMES)
WINBASEAPI
BOOL
APIENTRY
ContinueDebugEvent(
_In_ DWORD dwProcessId,
_In_ DWORD dwThreadId,
_In_ DWORD dwContinueStatus
);
WINBASEAPI
BOOL
APIENTRY
WaitForDebugEvent(
_Out_ LPDEBUG_EVENT lpDebugEvent,
_In_ DWORD dwMilliseconds
);
WINBASEAPI
BOOL
APIENTRY
DebugActiveProcess(
_In_ DWORD dwProcessId
);
WINBASEAPI
BOOL
APIENTRY
DebugActiveProcessStop(
_In_ DWORD dwProcessId
);
#endif /* WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP | WINAPI_PARTITION_SYSTEM | WINAPI_PARTITION_GAMES) */
#pragma endregion
#pragma region Desktop Family or OneCore Family
#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP | WINAPI_PARTITION_SYSTEM)
#if (_WIN32_WINNT >= 0x0501)
WINBASEAPI
BOOL
WINAPI
CheckRemoteDebuggerPresent(
_In_ HANDLE hProcess,
_Out_ PBOOL pbDebuggerPresent
);
#endif // (_WIN32_WINNT >= 0x0501)
#endif /* WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP | WINAPI_PARTITION_SYSTEM) */
#pragma endregion
#pragma region Desktop Family or OneCore Family
#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP | WINAPI_PARTITION_SYSTEM)
WINBASEAPI
BOOL
APIENTRY
WaitForDebugEventEx(
_Out_ LPDEBUG_EVENT lpDebugEvent,
_In_ DWORD dwMilliseconds
);
#endif /* WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP | WINAPI_PARTITION_SYSTEM) */
#pragma endregion
#ifdef __cplusplus
}
#endif
#endif // _APISETDEBUG_