/* This file is part of the TDE games library Copyright (C) 2001 Andreas Beckermann (b_mann@gmx.de) Copyright (C) 2001 Martin Heni (martin@heni-online.de) This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License version 2 as published by the Free Software Foundation. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; see the file COPYING.LIB. If not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #ifndef __KGAMEPROPERTYHANDLER_H_ #define __KGAMEPROPERTYHANDLER_H_ #include #include #include "kgameproperty.h" #include class TQDataStream; class KGame; class KPlayer; //class KGamePropertyBase; class KGamePropertyHandlerPrivate; // wow - what a name ;-) /** * @short A collection class for KGameProperty objects * * The KGamePropertyHandler class is some kind of a collection class for * KGameProperty. You usually don't have to create one yourself, as both * KPlayer and KGame provide a handler. In most cases you do not even have * to care about the KGamePropertHandler. KGame and KPlayer implement * all features of KGamePropertyHandler so you will rather use it there. * * You have to use the KGamePropertyHandler as parent for all KGameProperty * objects but you can also use KPlayer or KGame as parent - then * KPlayer::dataHandler or KGame::dataHandler will be used. * * Every KGamePropertyHandler must have - just like every KGameProperty - * a unique ID. This ID is provided either in the constructor or in * registerHandler. The ID is used to assign an incoming message (e.g. a changed * property) to the correct handler. Inside the handler the property ID is used * to change the correct property. * * The constructor or registerHandler takes 3 addittional arguments: a * receiver and two slots. The first slot is connected to * signalSendMessage, the second to signalPropertyChanged. You must provide * these in order to use the KGamePropertyHandler. * * The most important function of KGamePropertyHandler is processMessage * which assigns an incoming value to the correct property. * * A KGamePropertyHandler is also used - indirectly using emitSignal - to * emit a signal when the value of a property changes. This is done this way * because a KGameProperty does not inherit TQObject because of memory * advantages. Many games can have dozens or even hundreds of KGameProperty * objects so every additional variable in KGameProperty would be * multiplied. * **/ class KDE_EXPORT KGamePropertyHandler : public TQObject { Q_OBJECT public: /** * Construct an unregistered KGamePropertyHandler * * You have to call registerHandler before you can use this * handler! **/ KGamePropertyHandler(TQObject* parent = 0); /** * Construct a registered handler. * * @see registerHandler **/ KGamePropertyHandler(int id, const TQObject* receiver, const char* sendf, const char* emitf, TQObject* parent = 0); ~KGamePropertyHandler(); /** * Register the handler with a parent. This is to use * if the constructor without arguments has been chosen. * Otherwise you need not call this. * * @param id The id of the message to listen for * @param receiver The object that will receive the signals of * KGamePropertyHandler * @param send A slot that is being connected to signalSendMessage * @param emit A slot that is being connected to signalPropertyChanged **/ void registerHandler(int id, const TQObject *receiver, const char * send, const char *emit); /** * Main message process function. This has to be called by * the parent's message event handler. If the id of the message * agrees with the id of the handler, the message is extracted * and processed. Otherwise false is returned. * Example: * \code * if (mProperties.processMessage(stream,msgid,sender==gameId())) return ; * \endcode * * @param stream The data stream containing the message * @param id the message id of the message * @param isSender Whether the receiver is also the sender * @return true on message processed otherwise false **/ bool processMessage(TQDataStream &stream, int id, bool isSender ); /** * @return the id of the handler **/ int id() const; /** * Adds a KGameProperty property to the handler * @param data the property * @param name A description of the property, which will be returned by * propertyName. This is used for debugging, e.g. in KGameDebugDialog * @return true on success **/ bool addProperty(KGamePropertyBase *data, TQString name=0); /** * Removes a property from the handler * @param data the property * @return true on success **/ bool removeProperty(KGamePropertyBase *data); /** * returns a unique property ID starting called usually with a base of * KGamePropertyBase::IdAutomatic. This is used internally by * the property base to assign automtic id's. Not much need to * call this yourself. **/ int uniquePropertyId(); /** * Loads properties from the datastream * * @param stream the datastream to load from * @return true on success otherwise false **/ virtual bool load(TQDataStream &stream); /** * Saves properties into the datastream * * @param stream the datastream to save to * @return true on success otherwise false **/ virtual bool save(TQDataStream &stream); /** * called by a property to send itself into the * datastream. This call is simply forwarded to * the parent object **/ bool sendProperty(TQDataStream &s); void sendLocked(bool l); /** * called by a property to emit a signal * This call is simply forwarded to * the parent object **/ void emitSignal(KGamePropertyBase *data); /** * @param id The ID of the property * @return A name of the property which can be used for debugging. Don't * depend on this function! It it possible not to provide a name or to * provide the same name for multiple properties! **/ TQString propertyName(int id) const; /** * @param id The ID of the property. See KGamePropertyBase::id * @return The KGameProperty this ID is assigned to **/ KGamePropertyBase *find(int id); /** * Clear the KGamePropertyHandler. Note that the properties are * not deleted so if you created your KGameProperty * objects dynamically like * \code * KGamePropertyInt* myProperty = new KGamePropertyInt(id, dataHandler()); * \endcode * you also have to delete it: * \code * dataHandler()->clear(); * delete myProperty; * \endcode **/ void clear(); /** * Use id as new ID for this KGamePropertyHandler. This is used * internally only. **/ void setId(int id);//AB: TODO: make this protected in KGamePropertyHandler!! /** * Calls KGamePropertyBase::setReadOnly(false) for all properties of this * player. See also lockProperties **/ void unlockProperties(); /** * Set the policy for all kgame variables which are currently registerd in * the KGame proeprty handler. See KGamePropertyBase::setPolicy * * @param p is the new policy for all properties of this handler * @param userspace if userspace is true (default) only user properties are changed. * Otherwise the system properties are also changed. **/ void setPolicy(KGamePropertyBase::PropertyPolicy p, bool userspace=true); /** * Called by the KGame or KPlayer object or the handler itself to delay * emmiting of signals. Lockign keeps a counter and unlock is only achieved * when every lock is canceld by an unlock. * While this is set signals are quequed and only emmited after this * is reset. Its deeper meaning is to prevent inconsistencies in a game * load or network transfer where a emit could access a property not * yet loaded or transmitted. Calling this by yourself you better know * what your are doing. **/ void lockDirectEmit(); /** * Removes the lock from the emitting of property signals. Corresponds to * the lockIndirectEmits **/ void unlockDirectEmit(); /** * Returns the default policy for this property handler. All properties * registered newly, will have this property. **/ KGamePropertyBase::PropertyPolicy policy(); /** * Calls KGamePropertyBase::setReadOnly(true) for all properties of this * handler * * Use with care! This will even lock the core properties, like name, * group and myTurn!! * * @see unlockProperties **/ void lockProperties(); /** * Sends all properties which are marked dirty over the network. This will * make a forced synchornisation of the properties and mark them all not dirty. **/ void flush(); /** * Reference to the internal dictionary **/ TQIntDict &dict() const; /** * In several situations you just want to have a TQString of a * KGameProperty object. This is the case in the * KGameDebugDialog where the value of all properties is displayed. This * function will provide you with such a TQString for all the types * used inside of all KGame classes. If you have a non-standard * property (probably a self defined class or something like this) you * also need to connect to signalRequestValue to make this function * useful. * @param property Return the value of this KGameProperty * @return The value of a KGameProperty **/ TQString propertyValue(KGamePropertyBase* property); /** * Writes some debug output to the console. **/ void Debug(); signals: /** * This is emitted by a property. KGamePropertyBase::emitSignal * calls emitSignal which emits this signal. * * This signal is emitted whenever the property is changed. Note that * you can switch off this behaviour using * KGamePropertyBase::setEmittingSignal in favor of performance. Note * that you won't experience any performance loss using signals unless * you use dozens or hundreds of properties which change very often. **/ void signalPropertyChanged(KGamePropertyBase *); /** * This signal is emitted when a property needs to be sent. Only the * parent has to react to this. * @param msgid The id of the handler * @param sent set this to true if the property was sent successfully - * otherwise don't touch **/ void signalSendMessage(int msgid, TQDataStream &, bool* sent); // AB shall we change bool* into bool& again? /** * If you call propertyValue with a non-standard KGameProperty * it is possible that the value cannot automatically be converted into a * TQString. Then this signal is emitted and asks you to provide the * correct value. You probably want to use something like this to achieve * this: * \code * #include * void slotRequestValue(KGamePropertyBase* p, TQString& value) * { * if (*(p->typeinfo()) == typeid(MyType) { * value = TQString(((KGameProperty*)p)->value()); * } * } * \endcode * * @param property The KGamePropertyBase the value is requested for * @param value The value of this property. You have to set this. **/ void signalRequestValue(KGamePropertyBase* property, TQString& value); private: void init(); private: KGamePropertyHandlerPrivate* d; }; #endif