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📄 directplay.pas

📁 directx 控件
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(*
 * This flag indicates that this player was created locally.
 * (returned from GetPlayerFlags)
 *)
  DPPLAYER_LOCAL = DPENUMPLAYERS_LOCAL;

(*
 * This flag indicates that this player is the group's owner
 * (Only returned in EnumGroupPlayers)
 *)
  DPPLAYER_OWNER = DPENUMPLAYERS_OWNER;

(****************************************************************************
 *
 * CreateGroup API flags
 *
 ****************************************************************************)

(*
 * This flag indicates that the StartSession can be called on the group.
 * The app should specify this at CreateGroup, or CreateGroupInGroup.
 *)
  DPGROUP_STAGINGAREA = DPENUMGROUPS_STAGINGAREA;

(*
 * This flag indicates that this group was created locally.
 * (returned from GetGroupFlags)
 *)
  DPGROUP_LOCAL = DPENUMGROUPS_LOCAL;

(*
 * This flag indicates that this group was created hidden.
 *)
  DPGROUP_HIDDEN = DPENUMGROUPS_HIDDEN;

(****************************************************************************
 *
 * EnumSessions API flags
 *
 ****************************************************************************)

(*
 * Enumerate sessions which can be joined
 *)
  DPENUMSESSIONS_AVAILABLE = $00000001;

(*
 * Enumerate all sessions even if they can't be joined.
 *)
  DPENUMSESSIONS_ALL = $00000002;

(*
 * Start an asynchronous enum sessions
 *)
  DPENUMSESSIONS_ASYNC = $00000010;

(*
 * Stop an asynchronous enum sessions
 *)
  DPENUMSESSIONS_STOPASYNC = $00000020;

(*
 * Enumerate sessions even if they require a password
 *)
  DPENUMSESSIONS_PASSWORDREQUIRED = $00000040;

(*
 * Return status about progress of enumeration instead of
 * showing any status dialogs.
 *)
  DPENUMSESSIONS_RETURNSTATUS = $00000080;

(****************************************************************************
 *
 * GetCaps and GetPlayerCaps API flags
 *
 ****************************************************************************)

(*
 * The latency returned should be for guaranteed message sending.
 * Default is non-guaranteed messaging.
 *)
  DPGETCAPS_GUARANTEED = $00000001;

(****************************************************************************
 *
 * GetGroupData, GetPlayerData API flags
 * Remote and local Group/Player data is maintained separately.
 * Default is DPGET_REMOTE.
 *
 ****************************************************************************)

(*
 * Get the remote data (set by any DirectPlay object in
 * the session using DPSET_REMOTE)
 *)
  DPGET_REMOTE = $00000000;

(*
 * Get the local data (set by this DirectPlay object 
 * using DPSET_LOCAL)
 *)
  DPGET_LOCAL = $00000001;

(****************************************************************************
 *
 * Open API flags
 *
 ****************************************************************************)

(*
 * Join the session that is described by the DPSESSIONDESC2 structure
 *)
  DPOPEN_JOIN = $00000001;

(*
 * Create a new session as described by the DPSESSIONDESC2 structure
 *)
  DPOPEN_CREATE = $00000002;

(*
 * Return status about progress of open instead of showing
 * any status dialogs.
 *)
  DPOPEN_RETURNSTATUS = DPENUMSESSIONS_RETURNSTATUS;

(****************************************************************************
 *
 * DPLCONNECTION flags
 *
 ****************************************************************************)

(*
 * This application should create a new session as
 * described by the DPSESIONDESC structure
 *)
  DPLCONNECTION_CREATESESSION = DPOPEN_CREATE;

(*
 * This application should join the session described by
 * the DPSESIONDESC structure with the lpAddress data
 *)
  DPLCONNECTION_JOINSESSION = DPOPEN_JOIN;

(****************************************************************************
 *
 * Receive API flags
 * Default is DPRECEIVE_ALL
 *
 ****************************************************************************)

(*
 * Get the first message in the queue
 *)
  DPRECEIVE_ALL = $00000001;

(*
 * Get the first message in the queue directed to a specific player 
 *)
  DPRECEIVE_TOPLAYER = $00000002;

(*
 * Get the first message in the queue from a specific player
 *)
  DPRECEIVE_FROMPLAYER = $00000004;

(*
 * Get the message but don't remove it from the queue
 *)
  DPRECEIVE_PEEK = $00000008;

(****************************************************************************
 *
 * Send API flags
 *
 ****************************************************************************)

(*
 * Send the message using a guaranteed send method.
 * Default is non-guaranteed.
 *)
  DPSEND_GUARANTEED = $00000001;

(*
 * This flag is obsolete. It is ignored by DirectPlay
 *)
  DPSEND_HIGHPRIORITY = $00000002;

(*
 * This flag is obsolete. It is ignored by DirectPlay
 *)
  DPSEND_OPENSTREAM = $00000008;

(*
 * This flag is obsolete. It is ignored by DirectPlay
 *)
  DPSEND_CLOSESTREAM = $00000010;

(*
 * Send the message digitally signed to ensure authenticity.
 *)
  DPSEND_SIGNED = $00000020;

(*
 * Send the message with encryption to ensure privacy.
 *)
  DPSEND_ENCRYPTED = $00000040;

(*
 * The message is a lobby system message
 *)
  DPSEND_LOBBYSYSTEMMESSAGE = $00000080;

(*
 * andyco - added this so we can make addforward async.
 * needs to be sanitized when we add / expose full async
 * support.  8/3/97.
 *)
  DPSEND_ASYNC = $00000200;

(*
 * When a message is completed, don't tell me.
 * by default the application is notified with a system message.
 *)
  DPSEND_NOSENDCOMPLETEMSG = $00000400;


(*
 * Maximum priority for sends available to applications
 *)
  DPSEND_MAX_PRI = $0000FFFF;
  DPSEND_MAX_PRIORITY = DPSEND_MAX_PRI;

(****************************************************************************
 *
 * SetGroupData, SetGroupName, SetPlayerData, SetPlayerName,
 * SetSessionDesc API flags.
 * Default is DPSET_REMOTE.
 *
 ****************************************************************************)

(* 
 * Propagate the data to all players in the session
 *)
  DPSET_REMOTE = $00000000;

(*
 * Do not propagate the data to other players
 *)
  DPSET_LOCAL = $00000001;

(*
 * Used with DPSET_REMOTE, use guaranteed message send to
 * propagate the data
 *)
  DPSET_GUARANTEED = $00000002;

(****************************************************************************
 *
 * GetMessageQueue API flags.
 * Default is DPMESSAGEQUEUE_SEND
 *
 ****************************************************************************)

(*
 * Get Send Queue - requires Service Provider Support
 *)
  DPMESSAGEQUEUE_SEND = $00000001;

(*
 * Get Receive Queue
 *)
  DPMESSAGEQUEUE_RECEIVE = $00000002;

(****************************************************************************
 *
 * Connect API flags
 *
 ****************************************************************************)

(*
 * Start an asynchronous connect which returns status codes
 *)
  DPCONNECT_RETURNSTATUS = DPENUMSESSIONS_RETURNSTATUS;

(****************************************************************************
 *
 * DirectPlay system messages and message data structures
 *
 * All system message come 'From' player DPID_SYSMSG.  To determine what type 
 * of message it is, cast the lpData from Receive to TDPMsg_Generic and check
 * the dwType member against one of the following DPSYS_xxx constants. Once
 * a match is found, cast the lpData to the corresponding of the DPMSG_xxx
 * structures to access the data of the message.
 *
 ****************************************************************************)

(*
 * A new player or group has been created in the session
 * Use TDPMsg_CreatePlayerOrGroup.  Check dwPlayerType to see if it
 * is a player or a group.
 *)
  DPSYS_CREATEPLAYERORGROUP = $0003;

(*
 * A player has been deleted from the session
 * Use TDPMsg_DestroyPlayerOrGroup
 *)
  DPSYS_DESTROYPLAYERORGROUP = $0005;

(*
 * A player has been added to a group
 * Use DPMSG_ADDPLAYERTOGROUP
 *)
  DPSYS_ADDPLAYERTOGROUP = $0007;

(*
 * A player has been removed from a group
 * Use DPMSG_DELETEPLAYERFROMGROUP
 *)
  DPSYS_DELETEPLAYERFROMGROUP = $0021;

(*
 * This DirectPlay object lost its connection with all the
 * other players in the session.
 * Use DPMSG_SESSIONLOST.
 *)
  DPSYS_SESSIONLOST = $0031;

(*
 * The current host has left the session.
 * This DirectPlay object is now the host.
 * Use DPMSG_HOST.
 *)
  DPSYS_HOST = $0101;

(*
 * The remote data associated with a player or
 * group has changed. Check dwPlayerType to see
 * if it is a player or a group
 * Use DPMSG_SETPLAYERORGROUPDATA
 *)
  DPSYS_SETPLAYERORGROUPDATA = $0102;

(*
 * The name of a player or group has changed.
 * Check dwPlayerType to see if it is a player
 * or a group.
 * Use TDPMsg_SetPlayerOrGroupName
 *)
  DPSYS_SETPLAYERORGROUPNAME = $0103;

(*
 * The session description has changed.
 * Use DPMSG_SETSESSIONDESC
 *)
  DPSYS_SETSESSIONDESC = $0104;

(*
 * A group has been added to a group
 * Use TDPMsg_AddGroupToGroup
 *)
  DPSYS_ADDGROUPTOGROUP = $0105;

(*
 * A group has been removed from a group
 * Use DPMsg_DeleteGroupFromGroup
 *)
  DPSYS_DELETEGROUPFROMGROUP = $0106;

(*
 * A secure player-player message has arrived.
 * Use DPMSG_SECUREMESSAGE
 *)
  DPSYS_SECUREMESSAGE = $0107;

(*
 * Start a new session.
 * Use DPMSG_STARTSESSION
 *)
  DPSYS_STARTSESSION = $0108;

(*
 * A chat message has arrived
 * Use DPMSG_CHAT
 *)
  DPSYS_CHAT = $0109;

(*
 * The owner of a group has changed
 * Use DPMSG_SETGROUPOWNER
 *)
  DPSYS_SETGROUPOWNER = $010A;

(*
 * An async send has finished, failed or been cancelled
 * Use DPMSG_SENDCOMPLETE
 *)
  DPSYS_SENDCOMPLETE = $010D;

(*
 * Used in the dwPlayerType field to indicate if it applies to a group
 * or a player
 *)
  DPPLAYERTYPE_GROUP = $00000000;
  DPPLAYERTYPE_PLAYER = $00000001;

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