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572 lines
18 KiB
572 lines
18 KiB
/*
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This file is part of the KDE games library
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Copyright (C) 2001 Martin Heni (martin@heni-online.de)
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Copyright (C) 2001 Andreas Beckermann (b_mann@gmx.de)
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Library General Public
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License version 2 as published by the Free Software Foundation.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Library General Public License for more details.
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You should have received a copy of the GNU Library General Public License
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along with this library; see the file COPYING.LIB. If not, write to
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the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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Boston, MA 02110-1301, USA.
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*/
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/*
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$Id$
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*/
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#ifndef __KGAMEIO_H__
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#define __KGAMEIO_H__
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#include <tqstring.h>
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#include <tqobject.h>
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#include <kdemacros.h>
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class KPlayer;
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class KGame;
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class KProcess;
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/**
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* \short Base class for IO devices for games
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*
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* This is the master class for
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* creating IO game devices. You cannot use it directly.
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* Either take one of the classes derived from it or
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* you have to create your own IO class derived from it (more probably).
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*
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* The idea behind this class is to provide a common interface
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* for input devices into your game. By programming a KGameIO
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* device you need not distinguish the actual IO in the game
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* anymore. All work is done by the IO's. This allows very
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* easy reuse in other games as well.
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* A further advantage of using the IO's is that you can exchange
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* the control of a player at runtime. E.g. you switch a player
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* to be controlled by the computer or vice versa.
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*
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* To achieve this you have to make all of your player inputs through a
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* KGameIO. You will usually call KGameIO::sendInput to do so.
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*
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* @author Martin Heni <martin@heni-online.de>
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*/
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class KDE_EXPORT KGameIO : public TQObject
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{
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Q_OBJECT
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public:
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/**
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* Constructs a KGameIO object
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*/
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KGameIO();
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KGameIO(KPlayer*);
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virtual ~KGameIO();
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/**
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* Gives debug output of the game status
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*/
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void Debug();
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/**
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* Identifies the KGameIO via the rtti function
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*/
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enum IOMode {GenericIO=1,KeyIO=2,MouseIO=4,ProcessIO=8,ComputerIO=16};
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/**
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* Run time idendification. Predefined values are from IOMode
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* You MUST overwrite this in derived classes!
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*
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* @return rtti value
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*/
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virtual int rtti() const = 0; // Computer, network, local, ...
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/**
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* This function returns the player who owns this IO
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*
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* @return the player this IO device is plugged into
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*/
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KPlayer *player() const {return mPlayer;}
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/**
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* Equivalent to player()->game()
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* @return the @ref KGame object of this player
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**/
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KGame* game() const;
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/**
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* Sets the player to which this IO belongs to. This
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* is done automatically when adding a device to a
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* player
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*
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* @param p the player
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*/
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void setPlayer(KPlayer *p) {mPlayer=p;}
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/**
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* Init this device by setting the player and e.g. sending an
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* init message to the device. This initialisation message is
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* very useful for computer players as you can transmit the
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* game status to them and only update this status in the setTurn
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* commands.
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*
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* Called by @ref KPlayer::addGameIO only!
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*/
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virtual void initIO(KPlayer *p);
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/**
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* Notifies the IO device that the player's setTurn had been called
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* Called by KPlayer
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*
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* This emits @ref signalPrepareTurn and sends the turn if the send
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* parameter is set to true.
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*
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* @param b turn is true/false
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*/
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virtual void notifyTurn(bool b);
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/**
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* Send an input message using @ref KPlayer::forwardInput
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**/
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bool sendInput(TQDataStream& stream, bool transmit = true, TQ_UINT32 sender = 0);
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signals:
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/**
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* Signal generated when @ref KPlayer::myTurn changes. This can either be
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* when you get the turn status or when you lose it.
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*
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* The datastream has to be filled with a move. If you set (or leave) the
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* send parameter to FALSE then nothing happens: the datastream will be
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* ignored. If you set it to TRUE @ref sendInput is used to
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* send the move.
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*
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* Often you want to ignore this signal (leave send=FALSE) and send the
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* message later. This is usually the case for a human player as he probably
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* doesn't react immediately. But you can still use this e.g. to notify the
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* player about the turn change.
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*
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* Example:
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* \code
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* void GameWindow::slotPrepareTurn(TQDataStream &stream,bool b,KGameIO *input,bool * )
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* {
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* KPlayer *player=input->player();
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* if (!player->myTurn()) return ;
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* if (!b) return ; // only do something on setTurn(true)
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* stream << 1 << 2 << 3; // Some data for the process
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* }
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* \endcode
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*
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* @param io the KGameIO object itself
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* @param stream the stream into which the move will be written
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* @param turn the argument of setTurn
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* @param send set this to true to send the generated move using @ref
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* sendInput
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**/
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void signalPrepareTurn(TQDataStream & stream, bool turn, KGameIO *io, bool * send);
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private:
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KPlayer *mPlayer;
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};
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/**
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* The KGameKeyIO class. It is used to process keyboard input
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* from a widget and create moves for the player it belongs to.
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* @author Martin Heni <martin@heni-online.de>
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*/
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class KDE_EXPORT KGameKeyIO : public KGameIO
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{
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Q_OBJECT
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public:
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/**
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* Create a keyboard input devices. All keyboards
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* inputs of the given widgets are passed through a signal
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* handler signalKeyEvent and can be used to generate
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* a valid move for the player.
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* Note the widget you pass to the constructor must be
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* the main window of your application, e.g. view->parentWidget()
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* as QT does not forward your keyevents otherwise. This means
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* that this might be a different widget comapred to the one you
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* use for mouse inputs!
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* Example:
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* \code
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* KGameKeyIO *input;
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* input=new KGameKeyIO(myWidget);
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* connect(input,TQT_SIGNAL(signalKeyEvent(KGameIO *,TQDataStream &,TQKeyEvent *,bool *)),
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* this,TQT_SLOT(slotKeyInput(KGameIO *,TQDataStream &,TQKeyEvent *,bool *)));
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* \endcode
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*
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* @param parent The parents widget whose keyboard events * should be grabbed
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*/
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KGameKeyIO(TQWidget *parent);
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virtual ~KGameKeyIO();
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/**
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* The idendification of the IO
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*
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* @return KeyIO
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*/
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virtual int rtti() const;
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signals:
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/**
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* Signal handler for keyboard events. This function is called
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* on every keyboard event. If appropriate it can generate a
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* move for the player the device belongs to. If this is done
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* and the event is eaten eatevent needs to be set to true.
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* What move you generate (i.e. what you write to the stream)
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* is totally up to you as it will not be evaluated but forwared
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* to the player's/game's input move function
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* Example:
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* \code
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* KPlayer *player=input->player(); // Get the player
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* TQ_INT32 key=e->key();
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* stream << key;
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* eatevent=true;
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* \endcode
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*
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* @param io the IO device we belong to
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* @param stream the stream where we write our move into
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* @param m The TQKeyEvent we can evaluate
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* @param eatevent set this to true if we processed the event
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*/
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void signalKeyEvent(KGameIO *io,TQDataStream &stream,TQKeyEvent *m,bool *eatevent);
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protected:
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/**
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* Internal method to process the events
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*/
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bool eventFilter( TQObject *o, TQEvent *e );
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};
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/**
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* The KGameMouseIO class. It is used to process mouse input
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* from a widget and create moves for the player it belongs to.
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* @author Martin Heni <martin@heni-online.de>
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*/
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class KDE_EXPORT KGameMouseIO : public KGameIO
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{
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Q_OBJECT
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public:
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/**
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* Creates a mouse IO device. It captures all mouse
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* event of the given widget and forwards them to the
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* signal handler signalMouseEvent.
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* Example:
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* \code
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* KGameMouseIO *input;
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* input=new KGameMouseIO(mView);
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* connect(input,TQT_SIGNAL(signalMouseEvent(KGameIO *,TQDataStream &,TQMouseEvent *,bool *)),
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* this,TQT_SLOT(slotMouseInput(KGameIO *,TQDataStream &,TQMouseEvent *,bool *)));
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* \endcode
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*
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* @param parent The widget whose events should be captured
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* @param trackmouse enables mouse tracking (gives mouse move events)
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*/
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KGameMouseIO(TQWidget *parent,bool trackmouse=false);
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virtual ~KGameMouseIO();
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/**
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* Manually activate or deactivate mouse tracking
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*
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* @param b true = tracking on
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*/
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void setMouseTracking(bool b);
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/**
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* The idendification of the IO
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*
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* @return MouseIO
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*/
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virtual int rtti() const;
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signals:
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/**
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* Signal handler for mouse events. This function is called
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* on every mouse event. If appropriate it can generate a
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* move for the player the device belongs to. If this is done
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* and the event is eaten eatevent needs to be set to true.
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* @see signalKeyEvent
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* Example:
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* \code
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* KPlayer *player=input->player(); // Get the player
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* TQ_INT32 button=e->button();
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* stream << button;
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* eatevent=true;
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* \endcode
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*
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* @param io the IO device we belong to
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* @param stream the stream where we write our move into
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* @param m The TQMouseEvent we can evaluate
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* @param eatevent set this to true if we processed the event
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*/
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void signalMouseEvent(KGameIO *io,TQDataStream &stream,TQMouseEvent *m,bool *eatevent);
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protected:
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/**
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* Internal event filter
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*/
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bool eventFilter( TQObject *o, TQEvent *e );
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};
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/**
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* The KGameProcessIO class. It is used to create a computer player
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* via a separate process and communicate transparetly with it.
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* Its counterpart is the @ref KGameProcess class which needs
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* to be used by the computer player. See its documentation
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* for the definition of the computer player.
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* @author Martin Heni <martin@heni-online.de>
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*/
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class KDE_EXPORT KGameProcessIO : public KGameIO
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{
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Q_OBJECT
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public:
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/**
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* Creates a computer player via a separate process. The process
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* name is given as fully qualified filename.
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* Example:
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* \code
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* KGameProcessIO *input;
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* input=new KGameProcessIO(executable_file);
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* connect(input,TQT_SIGNAL(signalPrepareTurn(TQDataStream &,bool,KGameIO *,bool *)),
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* this,TQT_SLOT(slotPrepareTurn(TQDataStream &,bool,KGameIO *,bool *)));
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* connect(input,TQT_SIGNAL(signalProcessQuery(TQDataStream &,KGameProcessIO *)),
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* this,TQT_SLOT(slotProcessQuery(TQDataStream &,KGameProcessIO *)));
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* \endcode
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*
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* @param name the filename of the process to start
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*/
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KGameProcessIO(const TQString& name);
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/**
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* Deletes the process input devices
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*/
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virtual ~KGameProcessIO();
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/**
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* The idendification of the IO
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*
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* @return ProcessIO
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*/
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int rtti() const;
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/**
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* Send a message to the process. This is analogous to the sendMessage
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* commands of KGame. It will result in a signal of the computer player
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* on which you can react in the process player.
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*
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* @param stream - the actual data
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* @param msgid - the id of the message
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* @param receiver - not used
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* @param sender - who send the message
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*/
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void sendMessage(TQDataStream &stream,int msgid, TQ_UINT32 receiver, TQ_UINT32 sender);
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/**
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* Send a system message to the process. This is analogous to the sendMessage
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* commands of KGame. It will result in a signal of the computer player
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* on which you can react in the process player.
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*
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* @param stream - the actual data
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* @param msgid - the id of the message
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* @param receiver - not used
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* @param sender - who send the message
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*/
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void sendSystemMessage(TQDataStream &stream, int msgid, TQ_UINT32 receiver, TQ_UINT32 sender);
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/**
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* Init this device by setting the player and e.g. sending an
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* init message to the device. Calling this function will emit
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* the IOAdded signal on which you can react and initilise the
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* computer player.
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* This function is called automatically when adding the IO to
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* a player.
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*/
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void initIO(KPlayer *p);
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/**
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* Notifies the IO device that the player's setTurn had been called
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* Called by KPlayer. You can react on the @ref signalPrepareTurn to
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* prepare a message for the process, i.e. either update it on
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* the changes made to the game since the last turn or the initIO
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* has been called or transmit your gamestatus now.
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*
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* @param turn is true/false
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*/
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virtual void notifyTurn(bool turn);
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protected:
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/**
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* Internal ~ombined function for all message handling
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**/
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void sendAllMessages(TQDataStream &stream,int msgid, TQ_UINT32 receiver, TQ_UINT32 sender, bool usermsg);
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protected slots:
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/**
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* Internal message handler to receive data from the process
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*/
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void receivedMessage(const TQByteArray& receiveBuffer);
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signals:
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/**
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* A computer query message is received. This is a 'dummy'
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* message sent by the process if it needs to communicate
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* with us. It is not forwarded over the network.
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* Reacting to this message allows you to 'answer' questions
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* of the process, e.g. sending addition data which the process
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* needs to calculate a move.
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*
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* Example:
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* \code
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* void GameWindow::slotProcessQuery(TQDataStream &stream,KGameProcessIO *reply)
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* {
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* int no;
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* stream >> no; // We assume the process sends us an integer question numner
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* if (no==1) // but YOU have to do this in the process player
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* {
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* TQByteArray buffer;
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* TQDataStream out(buffer,IO_WriteOnly);
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* reply->sendSystemMessage(out,4242,0,0); // lets reply something...
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* }
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* }
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* \endcode
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*/
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void signalProcessQuery(TQDataStream &stream,KGameProcessIO *me);
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/**
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* Signal generated when the computer player is added.
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* You can use this to communicated with the process and
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* e.g. send initialisation information to the process.
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*
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* @param game the KGameIO object itself
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* @param stream the stream into which the move will be written
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* @param p the player itself
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* @param send set this to false if no move should be generated
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*/
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void signalIOAdded(KGameIO *game,TQDataStream &stream,KPlayer *p,bool *send);
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protected:
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private:
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class KGameProcessIOPrivate;
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KGameProcessIOPrivate* d;
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};
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/**
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* \brief KGameIO variant for real-time games
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*
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* The KGameComputerIO class. It is used to create a LOCAL computer player
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* and communicate transparently with it.
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* Question: Is this needed or is it overwritten anyway for a real game?
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*
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* You most probably don't want to use this if you want to design a turn based
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* game/player. You'll rather use @ref KGameIO directly, i.e. subclass it
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* yourself. You just need to use @ref KGameIO::signalPrepareTurn and/or @ref
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* KGameIO::notifyTurn there.
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*
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* This is rather meant to be of use in real time games.
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*
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* @author <b_mann@gmx.de>
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*/
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class KDE_EXPORT KGameComputerIO : public KGameIO
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{
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Q_OBJECT
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public:
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/**
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* Creates a LOCAL computer player
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*
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*/
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KGameComputerIO();
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KGameComputerIO(KPlayer* player);
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~KGameComputerIO();
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int rtti() const;
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/**
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* The number of advance calls until the player (or rather: the IO)
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* does something (default: 1).
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**/
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void setReactionPeriod(int advanceCalls);
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int reactionPeriod() const;
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/**
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* Start a TQTimer which calls advance every @p ms milli seconds.
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**/
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void setAdvancePeriod(int ms);
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void stopAdvancePeriod();
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/**
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* Ignore calls number of advance calls. if calls is -1 then all
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* following advance calls are ignored until unpause is called.
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*
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* This simply prevents the internal advance counter to be increased.
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*
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* You may want to use this to emulate a "thinking" computer player. Note
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* that this means if you increase the advance period (see
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* setAdvancePeriod), i.e. if you change the speed of your game, your
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* computer player thinks "faster".
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* @param calls Number of advance calls to be ignored
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**/
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void pause(int calls = -1);
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/**
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* Equivalent to pause(0). Immediately continue to increase the internal
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* advance counter.
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**/
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void unpause();
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public slots:
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/**
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* Works kind of similar to TQCanvas::advance. Increase the internal
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* advance counter. If @p reactionPeriod is reached the counter is set back to
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* 0 and @ref signalReaction is emitted. This is when the player is meant
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* to do something (move its units or so).
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*
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* This is very useful if you use TQCanvas as you can use this in your
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* TQCanvas::advance call. The advantage is that if you change the speed
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* of the game (i.e. change TQCanvas::setAdvancePeriod) the computer
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* player gets slower as well.
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|
*
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* If you don't use TQCanvas you can use setAdvancePeriod to get
|
|
* the same result. Alternatively you can just use a TQTimer.
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*
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**/
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virtual void advance();
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|
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signals:
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/**
|
|
* This signal is emitted when your computer player is meant to do
|
|
* something, or better is meant to be allowed to do something.
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|
**/
|
|
void signalReaction();
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protected:
|
|
/**
|
|
* Default implementation simply emits signalReaction
|
|
**/
|
|
virtual void reaction();
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|
|
|
private:
|
|
void init();
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|
|
|
private:
|
|
class KGameComputerIOPrivate;
|
|
KGameComputerIOPrivate* d;
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|
};
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|
|
|
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#endif
|