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KGamePropertyHandler Class Reference

#include <kgamepropertyhandler.h>

Inherits TQObject.

Signals

void signalPropertyChanged (KGamePropertyBase *)
 
void signalSendMessage (int msgid, TQDataStream &, bool *sent)
 
void signalRequestValue (KGamePropertyBase *property, TQString &value)
 

Public Member Functions

 KGamePropertyHandler (TQObject *parent=0)
 
 KGamePropertyHandler (int id, const TQObject *receiver, const char *sendf, const char *emitf, TQObject *parent=0)
 
void registerHandler (int id, const TQObject *receiver, const char *send, const char *emit)
 
bool processMessage (TQDataStream &stream, int id, bool isSender)
 
int id () const
 
bool addProperty (KGamePropertyBase *data, TQString name=0)
 
bool removeProperty (KGamePropertyBase *data)
 
int uniquePropertyId ()
 
virtual bool load (TQDataStream &stream)
 
virtual bool save (TQDataStream &stream)
 
bool sendProperty (TQDataStream &s)
 
void sendLocked (bool l)
 
void emitSignal (KGamePropertyBase *data)
 
TQString propertyName (int id) const
 
KGamePropertyBase * find (int id)
 
void clear ()
 
void setId (int id)
 
void unlockProperties ()
 
void setPolicy (KGamePropertyBase::PropertyPolicy p, bool userspace=true)
 
void lockDirectEmit ()
 
void unlockDirectEmit ()
 
KGamePropertyBase::PropertyPolicy policy ()
 
void lockProperties ()
 
void flush ()
 
TQIntDict< KGamePropertyBase > & dict () const
 
TQString propertyValue (KGamePropertyBase *property)
 
void Debug ()
 

Detailed Description

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.

Definition at line 72 of file kgamepropertyhandler.h.

Constructor & Destructor Documentation

◆ KGamePropertyHandler() [1/2]

KGamePropertyHandler::KGamePropertyHandler ( TQObject *  parent = 0)

Construct an unregistered KGamePropertyHandler.

You have to call registerHandler before you can use this handler!

Definition at line 60 of file kgamepropertyhandler.cpp.

◆ KGamePropertyHandler() [2/2]

KGamePropertyHandler::KGamePropertyHandler ( int  id,
const TQObject *  receiver,
const char *  sendf,
const char *  emitf,
TQObject *  parent = 0 
)

Construct a registered handler.

See also
registerHandler

Definition at line 54 of file kgamepropertyhandler.cpp.

Member Function Documentation

◆ addProperty()

bool KGamePropertyHandler::addProperty ( KGamePropertyBase *  data,
TQString  name = 0 
)

Adds a KGameProperty property to the handler.

Parameters
datathe property
nameA description of the property, which will be returned by propertyName. This is used for debugging, e.g. in KGameDebugDialog
Returns
true on success

Definition at line 151 of file kgamepropertyhandler.cpp.

◆ clear()

void KGamePropertyHandler::clear ( )

Clear the KGamePropertyHandler.

Note that the properties are not deleted so if you created your KGameProperty objects dynamically like

KGamePropertyInt* myProperty = new KGamePropertyInt(id, dataHandler());
KGameProperty< int >

you also have to delete it:

dataHandler()->clear();
delete myProperty;

Definition at line 334 of file kgamepropertyhandler.cpp.

◆ Debug()

void KGamePropertyHandler::Debug ( )

Writes some debug output to the console.

Definition at line 387 of file kgamepropertyhandler.cpp.

◆ dict()

TQIntDict< KGamePropertyBase > & KGamePropertyHandler::dict ( ) const

Reference to the internal dictionary.

Definition at line 349 of file kgamepropertyhandler.cpp.

◆ emitSignal()

void KGamePropertyHandler::emitSignal ( KGamePropertyBase *  data)

called by a property to emit a signal This call is simply forwarded to the parent object

Definition at line 303 of file kgamepropertyhandler.cpp.

◆ find()

KGamePropertyBase * KGamePropertyHandler::find ( int  id)
Parameters
idThe ID of the property. See KGamePropertyBase::id
Returns
The KGameProperty this ID is assigned to

Definition at line 329 of file kgamepropertyhandler.cpp.

◆ flush()

void KGamePropertyHandler::flush ( )

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.

Definition at line 269 of file kgamepropertyhandler.cpp.

◆ id()

int KGamePropertyHandler::id ( ) const
Returns
the id of the handler

Definition at line 83 of file kgamepropertyhandler.cpp.

◆ load()

bool KGamePropertyHandler::load ( TQDataStream &  stream)
virtual

Loads properties from the datastream.

Parameters
streamthe datastream to load from
Returns
true on success otherwise false

Definition at line 188 of file kgamepropertyhandler.cpp.

◆ lockDirectEmit()

void KGamePropertyHandler::lockDirectEmit ( )

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.

Definition at line 283 of file kgamepropertyhandler.cpp.

◆ lockProperties()

void KGamePropertyHandler::lockProperties ( )

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 also
unlockProperties

Definition at line 255 of file kgamepropertyhandler.cpp.

◆ policy()

KGamePropertyBase::PropertyPolicy KGamePropertyHandler::policy ( )

Returns the default policy for this property handler.

All properties registered newly, will have this property.

Definition at line 227 of file kgamepropertyhandler.cpp.

◆ processMessage()

bool KGamePropertyHandler::processMessage ( TQDataStream &  stream,
int  id,
bool  isSender 
)

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:

if (mProperties.processMessage(stream,msgid,sender==gameId())) return ;
Parameters
streamThe data stream containing the message
idthe message id of the message
isSenderWhether the receiver is also the sender
Returns
true on message processed otherwise false

Definition at line 106 of file kgamepropertyhandler.cpp.

◆ propertyName()

TQString KGamePropertyHandler::propertyName ( int  id) const
Parameters
idThe ID of the property
Returns
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!

Definition at line 172 of file kgamepropertyhandler.cpp.

◆ propertyValue()

TQString KGamePropertyHandler::propertyValue ( KGamePropertyBase *  property)

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.

Parameters
propertyReturn the value of this KGameProperty
Returns
The value of a KGameProperty

Definition at line 354 of file kgamepropertyhandler.cpp.

◆ registerHandler()

void KGamePropertyHandler::registerHandler ( int  id,
const TQObject *  receiver,
const char *  send,
const char *  emit 
)

Register the handler with a parent.

This is to use if the constructor without arguments has been chosen. Otherwise you need not call this.

Parameters
idThe id of the message to listen for
receiverThe object that will receive the signals of KGamePropertyHandler
sendA slot that is being connected to signalSendMessage
emitA slot that is being connected to signalPropertyChanged

Definition at line 93 of file kgamepropertyhandler.cpp.

◆ removeProperty()

bool KGamePropertyHandler::removeProperty ( KGamePropertyBase *  data)

Removes a property from the handler.

Parameters
datathe property
Returns
true on success

Definition at line 142 of file kgamepropertyhandler.cpp.

◆ save()

bool KGamePropertyHandler::save ( TQDataStream &  stream)
virtual

Saves properties into the datastream.

Parameters
streamthe datastream to save to
Returns
true on success otherwise false

Definition at line 210 of file kgamepropertyhandler.cpp.

◆ sendProperty()

bool KGamePropertyHandler::sendProperty ( TQDataStream &  s)

called by a property to send itself into the datastream.

This call is simply forwarded to the parent object

Definition at line 322 of file kgamepropertyhandler.cpp.

◆ setId()

void KGamePropertyHandler::setId ( int  id)

Use id as new ID for this KGamePropertyHandler.

This is used internally only.

Definition at line 88 of file kgamepropertyhandler.cpp.

◆ setPolicy()

void KGamePropertyHandler::setPolicy ( KGamePropertyBase::PropertyPolicy  p,
bool  userspace = true 
)

Set the policy for all kgame variables which are currently registerd in the KGame proeprty handler.

See KGamePropertyBase::setPolicy

Parameters
pis the new policy for all properties of this handler
userspaceif userspace is true (default) only user properties are changed. Otherwise the system properties are also changed.

Definition at line 232 of file kgamepropertyhandler.cpp.

◆ signalPropertyChanged

void KGamePropertyHandler::signalPropertyChanged ( KGamePropertyBase *  )
signal

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.

◆ signalRequestValue

void KGamePropertyHandler::signalRequestValue ( KGamePropertyBase *  property,
TQString &  value 
)
signal

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:

#include <typeinfo>
void slotRequestValue(KGamePropertyBase* p, TQString& value)
{
if (*(p->typeinfo()) == typeid(MyType) {
value = TQString(((KGameProperty<MyType>*)p)->value());
}
}
KGamePropertyBase
Base class of KGameProperty.
Definition: kgameproperty.h:43
KGamePropertyBase::typeinfo
virtual const type_info * typeinfo()
Definition: kgameproperty.h:244
Parameters
propertyThe KGamePropertyBase the value is requested for
valueThe value of this property. You have to set this.

◆ signalSendMessage

void KGamePropertyHandler::signalSendMessage ( int  msgid,
TQDataStream &  ,
bool *  sent 
)
signal

This signal is emitted when a property needs to be sent.

Only the parent has to react to this.

Parameters
msgidThe id of the handler
sentset this to true if the property was sent successfully - otherwise don't touch

◆ uniquePropertyId()

int KGamePropertyHandler::uniquePropertyId ( )

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.

Definition at line 264 of file kgamepropertyhandler.cpp.

◆ unlockDirectEmit()

void KGamePropertyHandler::unlockDirectEmit ( )

Removes the lock from the emitting of property signals.

Corresponds to the lockIndirectEmits

Definition at line 288 of file kgamepropertyhandler.cpp.

◆ unlockProperties()

void KGamePropertyHandler::unlockProperties ( )

Calls KGamePropertyBase::setReadOnly(false) for all properties of this player.

See also lockProperties

Definition at line 246 of file kgamepropertyhandler.cpp.


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

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