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