📄 directplay.pas
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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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