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tdegames/libtdegames/kgame/kgamepropertyhandler.h

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/*
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 <tqobject.h>
#include <tqintdict.h>
#include "kgameproperty.h"
#include <kdemacros.h>
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
* <em>not</em> 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<KGamePropertyBase> &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 <typeinfo>
* void slotRequestValue(KGamePropertyBase* p, TQString& value)
* {
* if (*(p->typeinfo()) == typeid(MyType) {
* value = TQString(((KGameProperty<MyType>*)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