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/********************************************************************************
* *
* errhandlingapi.h - ApiSet Contract for api-ms-win-core-errorhandling-l1 *
* *
* Copyright (c) Microsoft Corporation. All rights reserved. *
* *
********************************************************************************/
#ifdef _MSC_VER
#pragma once
#endif // _MSC_VER
#ifndef _ERRHANDLING_H_
#define _ERRHANDLING_H_
#include <apiset.h>
#include <apisetcconv.h>
#include <minwindef.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)
//
// Typedefs
//
typedef LONG (WINAPI *PTOP_LEVEL_EXCEPTION_FILTER)(
_In_ struct _EXCEPTION_POINTERS *ExceptionInfo
);
typedef PTOP_LEVEL_EXCEPTION_FILTER LPTOP_LEVEL_EXCEPTION_FILTER;
//
// Prototypes
//
WINBASEAPI
__analysis_noreturn
VOID
WINAPI
RaiseException(
_In_ DWORD dwExceptionCode,
_In_ DWORD dwExceptionFlags,
_In_ DWORD nNumberOfArguments,
_In_reads_opt_(nNumberOfArguments) CONST ULONG_PTR* lpArguments
);
#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)
__callback
WINBASEAPI
LONG
WINAPI
UnhandledExceptionFilter(
_In_ struct _EXCEPTION_POINTERS* ExceptionInfo
);
#endif /* WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP | 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
LPTOP_LEVEL_EXCEPTION_FILTER
WINAPI
SetUnhandledExceptionFilter(
_In_opt_ LPTOP_LEVEL_EXCEPTION_FILTER lpTopLevelExceptionFilter
);
#ifndef _M_CEE_PURE
WINBASEAPI
_Check_return_
_Post_equals_last_error_
DWORD
WINAPI
GetLastError(
VOID
);
#endif
WINBASEAPI
VOID
WINAPI
SetLastError(
_In_ DWORD dwErrCode
);
#endif /* WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP | WINAPI_PARTITION_SYSTEM | WINAPI_PARTITION_GAMES) */
#pragma endregion
#pragma region Application Family or OneCore Family
#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP | WINAPI_PARTITION_SYSTEM)
#if (_WIN32_WINNT >= 0x0600)
WINBASEAPI
UINT
WINAPI
GetErrorMode(
VOID
);
#endif // (_WIN32_WINNT >= 0x0600)
#endif /* WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP | WINAPI_PARTITION_SYSTEM) */
#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
UINT
WINAPI
SetErrorMode(
_In_ UINT uMode
);
#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)
#if (_WIN32_WINNT >= 0x0501)
WINBASEAPI
_Ret_maybenull_
PVOID
WINAPI
AddVectoredExceptionHandler(
_In_ ULONG First,
_In_ PVECTORED_EXCEPTION_HANDLER Handler
);
WINBASEAPI
ULONG
WINAPI
RemoveVectoredExceptionHandler(
_In_ PVOID Handle
);
WINBASEAPI
_Ret_maybenull_
PVOID
WINAPI
AddVectoredContinueHandler(
_In_ ULONG First,
_In_ PVECTORED_EXCEPTION_HANDLER Handler
);
WINBASEAPI
ULONG
WINAPI
RemoveVectoredContinueHandler(
_In_ PVOID Handle
);
#endif // (_WIN32_WINNT >= 0x0501)
// RC warns because "WINBASE_DECLARE_RESTORE_LAST_ERROR" is a bit long.
#if !defined(RC_INVOKED)
//#if _WIN32_WINNT >= 0x0501 || defined(WINBASE_DECLARE_RESTORE_LAST_ERROR)
#if defined(WINBASE_DECLARE_RESTORE_LAST_ERROR)
WINBASEAPI
VOID
WINAPI
RestoreLastError(
_In_ DWORD dwErrCode
);
typedef VOID (WINAPI* PRESTORE_LAST_ERROR)(DWORD);
#define RESTORE_LAST_ERROR_NAME_A "RestoreLastError"
#define RESTORE_LAST_ERROR_NAME_W L"RestoreLastError"
#define RESTORE_LAST_ERROR_NAME TEXT("RestoreLastError")
#endif
#endif
#endif /* WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP | 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
RaiseFailFastException(
_In_opt_ PEXCEPTION_RECORD pExceptionRecord,
_In_opt_ PCONTEXT pContextRecord,
_In_ DWORD dwFlags
);
#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
VOID
WINAPI
FatalAppExitA(
_In_ UINT uAction,
_In_ LPCSTR lpMessageText
);
WINBASEAPI
VOID
WINAPI
FatalAppExitW(
_In_ UINT uAction,
_In_ LPCWSTR lpMessageText
);
#ifdef UNICODE
#define FatalAppExit FatalAppExitW
#else
#define FatalAppExit FatalAppExitA
#endif // !UNICODE
#endif // WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP | WINAPI_PARTITION_SYSTEM | WINAPI_PARTITION_GAMES)
#pragma endregion
#pragma region Application Family or OneCore Family
#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP | WINAPI_PARTITION_SYSTEM)
WINBASEAPI
DWORD
WINAPI
GetThreadErrorMode(
VOID
);
WINBASEAPI
BOOL
WINAPI
SetThreadErrorMode(
_In_ DWORD dwNewMode,
_In_opt_ LPDWORD lpOldMode
);
#endif // WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP | WINAPI_PARTITION_SYSTEM)
#pragma endregion
#pragma region Desktop Family or OneCore Family
#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP | WINAPI_PARTITION_SYSTEM)
WINBASEAPI
VOID
WINAPI
TerminateProcessOnMemoryExhaustion(
_In_ SIZE_T FailedAllocationSize
);
#endif // WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP | WINAPI_PARTITION_SYSTEM)
#pragma endregion
#ifdef __cplusplus
}
#endif
#endif // _ERRHANDLING_H_