📄 tttserver_tlb.pas
字号:
unit TTTServer_TLB;
// ************************************************************************ //
// WARNING
// -------
// The types declared in this file were generated from data read from a
// Type Library. If this type library is explicitly or indirectly (via
// another type library referring to this type library) re-imported, or the
// 'Refresh' command of the Type Library Editor activated while editing the
// Type Library, the contents of this file will be regenerated and all
// manual modifications will be lost.
// ************************************************************************ //
// PASTLWTR : $Revision: 1.79 $
// File generated on 8/15/99 2:51:12 AM from Type Library described below.
// ************************************************************************ //
// Type Lib: C:\work\d5dg\code\Ch23\TTT\TTTServer.tlb (1)
// IID\LCID: {BA02A6A0-FD07-11D2-AF31-0000861EF0BB}\0
// Helpfile:
// DepndLst:
// (1) v2.0 stdole, (c:\windows\SYSTEM\StdOle2.Tlb)
// (2) v4.0 StdVCL, (C:\Program Files\Borland\CBuilder4\Bin\stdvcl40.tlb)
// ************************************************************************ //
interface
uses Windows, ActiveX, Classes, Graphics, OleServer, OleCtrls, StdVCL;
// *********************************************************************//
// GUIDS declared in the TypeLibrary. Following prefixes are used:
// Type Libraries : LIBID_xxxx
// CoClasses : CLASS_xxxx
// DISPInterfaces : DIID_xxxx
// Non-DISP interfaces: IID_xxxx
// *********************************************************************//
const
// TypeLibrary Major and minor versions
TTTServerMajorVersion = 1;
TTTServerMinorVersion = 0;
LIBID_TTTServer: TGUID = '{BA02A6A0-FD07-11D2-AF31-0000861EF0BB}';
IID_IGameServer: TGUID = '{BA02A6A1-FD07-11D2-AF31-0000861EF0BB}';
CLASS_GameServer: TGUID = '{BA02A6A3-FD07-11D2-AF31-0000861EF0BB}';
// *********************************************************************//
// Declaration of Enumerations defined in Type Library
// *********************************************************************//
// SkillLevels constants
type
SkillLevels = TOleEnum;
const
slUnconcious = $00000000;
slAwake = $00000001;
// GameResults constants
type
GameResults = TOleEnum;
const
grInProgress = $00000000;
grTie = $00000001;
grPlayerWin = $00000002;
grComputerWin = $00000003;
type
// *********************************************************************//
// Forward declaration of types defined in TypeLibrary
// *********************************************************************//
IGameServer = interface;
IGameServerDisp = dispinterface;
// *********************************************************************//
// Declaration of CoClasses defined in Type Library
// (NOTE: Here we map each CoClass to its Default Interface)
// *********************************************************************//
GameServer = IGameServer;
// *********************************************************************//
// Interface: IGameServer
// Flags: (4416) Dual OleAutomation Dispatchable
// GUID: {BA02A6A1-FD07-11D2-AF31-0000861EF0BB}
// *********************************************************************//
IGameServer = interface(IDispatch)
['{BA02A6A1-FD07-11D2-AF31-0000861EF0BB}']
procedure NewGame(out GameID: Integer); safecall;
procedure PlayerMove(GameID: Integer; X: Integer; Y: Integer; out GameRez: GameResults); safecall;
procedure ComputerMove(GameID: Integer; SkillLevel: SkillLevels; out X: Integer;
out Y: Integer; out GameRez: GameResults); safecall;
end;
// *********************************************************************//
// DispIntf: IGameServerDisp
// Flags: (4416) Dual OleAutomation Dispatchable
// GUID: {BA02A6A1-FD07-11D2-AF31-0000861EF0BB}
// *********************************************************************//
IGameServerDisp = dispinterface
['{BA02A6A1-FD07-11D2-AF31-0000861EF0BB}']
procedure NewGame(out GameID: Integer); dispid 1;
procedure PlayerMove(GameID: Integer; X: Integer; Y: Integer; out GameRez: GameResults); dispid 2;
procedure ComputerMove(GameID: Integer; SkillLevel: SkillLevels; out X: Integer;
out Y: Integer; out GameRez: GameResults); dispid 3;
end;
// *********************************************************************//
// The Class CoGameServer provides a Create and CreateRemote method to
// create instances of the default interface IGameServer exposed by
// the CoClass GameServer. The functions are intended to be used by
// clients wishing to automate the CoClass objects exposed by the
// server of this typelibrary.
// *********************************************************************//
CoGameServer = class
class function Create: IGameServer;
class function CreateRemote(const MachineName: string): IGameServer;
end;
// *********************************************************************//
// OLE Server Proxy class declaration
// Server Object : TGameServer
// Help String : GameServer Object
// Default Interface: IGameServer
// Def. Intf. DISP? : No
// Event Interface:
// TypeFlags : (2) CanCreate
// *********************************************************************//
{$IFDEF LIVE_SERVER_AT_DESIGN_TIME}
TGameServerProperties= class;
{$ENDIF}
TGameServer = class(TOleServer)
private
FIntf: IGameServer;
{$IFDEF LIVE_SERVER_AT_DESIGN_TIME}
FProps: TGameServerProperties;
function GetServerProperties: TGameServerProperties;
{$ENDIF}
function GetDefaultInterface: IGameServer;
protected
procedure InitServerData; override;
public
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
procedure Connect; override;
procedure ConnectTo(svrIntf: IGameServer);
procedure Disconnect; override;
procedure NewGame(out GameID: Integer);
procedure PlayerMove(GameID: Integer; X: Integer; Y: Integer; out GameRez: GameResults);
procedure ComputerMove(GameID: Integer; SkillLevel: SkillLevels; out X: Integer;
out Y: Integer; out GameRez: GameResults);
property DefaultInterface: IGameServer read GetDefaultInterface;
published
{$IFDEF LIVE_SERVER_AT_DESIGN_TIME}
property Server: TGameServerProperties read GetServerProperties;
{$ENDIF}
end;
{$IFDEF LIVE_SERVER_AT_DESIGN_TIME}
// *********************************************************************//
// OLE Server Properties Proxy Class
// Server Object : TGameServer
// (This object is used by the IDE's Property Inspector to allow editing
// of the properties of this server)
// *********************************************************************//
TGameServerProperties = class(TPersistent)
private
FServer: TGameServer;
function GetDefaultInterface: IGameServer;
constructor Create(AServer: TGameServer);
protected
public
property DefaultInterface: IGameServer read GetDefaultInterface;
published
end;
{$ENDIF}
procedure Register;
implementation
uses ComObj;
class function CoGameServer.Create: IGameServer;
begin
Result := CreateComObject(CLASS_GameServer) as IGameServer;
end;
class function CoGameServer.CreateRemote(const MachineName: string): IGameServer;
begin
Result := CreateRemoteComObject(MachineName, CLASS_GameServer) as IGameServer;
end;
procedure TGameServer.InitServerData;
const
CServerData: TServerData = (
ClassID: '{BA02A6A3-FD07-11D2-AF31-0000861EF0BB}';
IntfIID: '{BA02A6A1-FD07-11D2-AF31-0000861EF0BB}';
EventIID: '';
LicenseKey: nil;
Version: 500);
begin
ServerData := @CServerData;
end;
procedure TGameServer.Connect;
var
punk: IUnknown;
begin
if FIntf = nil then
begin
punk := GetServer;
Fintf:= punk as IGameServer;
end;
end;
procedure TGameServer.ConnectTo(svrIntf: IGameServer);
begin
Disconnect;
FIntf := svrIntf;
end;
procedure TGameServer.DisConnect;
begin
if Fintf <> nil then
begin
FIntf := nil;
end;
end;
function TGameServer.GetDefaultInterface: IGameServer;
begin
if FIntf = nil then
Connect;
Assert(FIntf <> nil, 'DefaultInterface is NULL. Component is not connected to Server. You must call ''Connect'' or ''ConnectTo'' before this operation');
Result := FIntf;
end;
constructor TGameServer.Create(AOwner: TComponent);
begin
inherited Create(AOwner);
{$IFDEF LIVE_SERVER_AT_DESIGN_TIME}
FProps := TGameServerProperties.Create(Self);
{$ENDIF}
end;
destructor TGameServer.Destroy;
begin
{$IFDEF LIVE_SERVER_AT_DESIGN_TIME}
FProps.Free;
{$ENDIF}
inherited Destroy;
end;
{$IFDEF LIVE_SERVER_AT_DESIGN_TIME}
function TGameServer.GetServerProperties: TGameServerProperties;
begin
Result := FProps;
end;
{$ENDIF}
procedure TGameServer.NewGame(out GameID: Integer);
begin
DefaultInterface.NewGame(GameID);
end;
procedure TGameServer.PlayerMove(GameID: Integer; X: Integer; Y: Integer; out GameRez: GameResults);
begin
DefaultInterface.PlayerMove(GameID, X, Y, GameRez);
end;
procedure TGameServer.ComputerMove(GameID: Integer; SkillLevel: SkillLevels; out X: Integer;
out Y: Integer; out GameRez: GameResults);
begin
DefaultInterface.ComputerMove(GameID, SkillLevel, X, Y, GameRez);
end;
{$IFDEF LIVE_SERVER_AT_DESIGN_TIME}
constructor TGameServerProperties.Create(AServer: TGameServer);
begin
inherited Create;
FServer := AServer;
end;
function TGameServerProperties.GetDefaultInterface: IGameServer;
begin
Result := FServer.DefaultInterface;
end;
{$ENDIF}
procedure Register;
begin
RegisterComponents('Servers',[TGameServer]);
end;
end.
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -