• Skip to content
  • Skip to link menu
Trinity API Reference
  • Trinity API Reference
  • libtdegames
 

libtdegames

Public Types | Signals | Public Member Functions | List of all members
KGameIO Class Referenceabstract

#include <kgameio.h>

Inheritance diagram for KGameIO:
KGameComputerIO KGameKeyIO KGameMouseIO KGameProcessIO

Public Types

enum  IOMode {
  GenericIO =1 , KeyIO =2 , MouseIO =4 , ProcessIO =8 ,
  ComputerIO =16
}
 

Signals

void signalPrepareTurn (TQDataStream &stream, bool turn, KGameIO *io, bool *send)
 

Public Member Functions

 KGameIO ()
 
 KGameIO (KPlayer *)
 
void Debug ()
 
virtual int rtti () const =0
 
KPlayer * player () const
 
KGame * game () const
 
void setPlayer (KPlayer *p)
 
virtual void initIO (KPlayer *p)
 
virtual void notifyTurn (bool b)
 
bool sendInput (TQDataStream &stream, bool transmit=true, TQ_UINT32 sender=0)
 

Detailed Description

Base class for IO devices for games.

This is the master class for creating IO game devices. You cannot use it directly. Either take one of the classes derived from it or you have to create your own IO class derived from it (more probably).

The idea behind this class is to provide a common interface for input devices into your game. By programming a KGameIO device you need not distinguish the actual IO in the game anymore. All work is done by the IO's. This allows very easy reuse in other games as well. A further advantage of using the IO's is that you can exchange the control of a player at runtime. E.g. you switch a player to be controlled by the computer or vice versa.

To achieve this you have to make all of your player inputs through a KGameIO. You will usually call KGameIO::sendInput to do so.

Author
Martin Heni marti.nosp@m.n@he.nosp@m.ni-on.nosp@m.line.nosp@m..de

Definition at line 55 of file kgameio.h.

Member Enumeration Documentation

◆ IOMode

enum KGameIO::IOMode

Identifies the KGameIO via the rtti function.

Definition at line 76 of file kgameio.h.

Constructor & Destructor Documentation

◆ KGameIO()

KGameIO::KGameIO ( )

Constructs a KGameIO object.

Definition at line 40 of file kgameio.cpp.

Member Function Documentation

◆ Debug()

void KGameIO::Debug ( )

Gives debug output of the game status.

Definition at line 109 of file kgameio.cpp.

◆ game()

KGame * KGameIO::game ( ) const

Equivalent to player()->game()

Returns
the KGame object of this player

Definition at line 91 of file kgameio.cpp.

◆ initIO()

void KGameIO::initIO ( KPlayer *  p)
virtual

Init this device by setting the player and e.g.

sending an init message to the device. This initialisation message is very useful for computer players as you can transmit the game status to them and only update this status in the setTurn commands.

Called by KPlayer::addGameIO only!

Reimplemented in KGameProcessIO.

Definition at line 66 of file kgameio.cpp.

◆ notifyTurn()

void KGameIO::notifyTurn ( bool  b)
virtual

Notifies the IO device that the player's setTurn had been called Called by KPlayer.

This emits signalPrepareTurn and sends the turn if the send parameter is set to true.

Parameters
bturn is true/false

Reimplemented in KGameProcessIO.

Definition at line 71 of file kgameio.cpp.

◆ player()

KPlayer* KGameIO::player ( ) const
inline

This function returns the player who owns this IO.

Returns
the player this IO device is plugged into

Definition at line 90 of file kgameio.h.

◆ rtti()

virtual int KGameIO::rtti ( ) const
pure virtual

Run time idendification.

Predefined values are from IOMode You MUST overwrite this in derived classes!

Returns
rtti value

Implemented in KGameComputerIO, KGameProcessIO, KGameMouseIO, and KGameKeyIO.

◆ sendInput()

bool KGameIO::sendInput ( TQDataStream &  stream,
bool  transmit = true,
TQ_UINT32  sender = 0 
)

Send an input message using KPlayer::forwardInput.

Definition at line 100 of file kgameio.cpp.

◆ setPlayer()

void KGameIO::setPlayer ( KPlayer *  p)
inline

Sets the player to which this IO belongs to.

This is done automatically when adding a device to a player

Parameters
pthe player

Definition at line 105 of file kgameio.h.

◆ signalPrepareTurn

void KGameIO::signalPrepareTurn ( TQDataStream &  stream,
bool  turn,
KGameIO *  io,
bool *  send 
)
signal

Signal generated when KPlayer::myTurn changes.

This can either be when you get the turn status or when you lose it.

The datastream has to be filled with a move. If you set (or leave) the send parameter to false then nothing happens: the datastream will be ignored. If you set it to true sendInput is used to send the move.

Often you want to ignore this signal (leave send=false) and send the message later. This is usually the case for a human player as he probably doesn't react immediately. But you can still use this e.g. to notify the player about the turn change.

Example:

void GameWindow::slotPrepareTurn(TQDataStream &stream,bool b,KGameIO *input,bool * )
{
KPlayer *player=input->player();
if (!player->myTurn()) return ;
if (!b) return ; // only do something on setTurn(true)
stream << 1 << 2 << 3; // Some data for the process
}
KGameIO
Base class for IO devices for games.
Definition: kgameio.h:56
KGameIO::player
KPlayer * player() const
This function returns the player who owns this IO.
Definition: kgameio.h:90
KPlayer
Base class for a game player.
Definition: kplayer.h:70
KPlayer::myTurn
bool myTurn() const
is it my turn to go
Definition: kplayer.h:350
Parameters
iothe KGameIO object itself
streamthe stream into which the move will be written
turnthe argument of setTurn
sendset this to true to send the generated move using sendInput

The documentation for this class was generated from the following files:
  • kgameio.h
  • kgameio.cpp

libtdegames

Skip menu "libtdegames"
  • Main Page
  • Class Hierarchy
  • Alphabetical List
  • Class List
  • File List
  • Class Members
  • Related Pages

libtdegames

Skip menu "libtdegames"
  • libtdegames
Generated for libtdegames by doxygen 1.9.1
This website is maintained by Timothy Pearson.