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libkdegames/libkdegamesprivate/kgame

Signals | Public Member Functions | List of all members
KGamePropertyHandler Class Reference

#include <KGame/KGamePropertyHandler>

Inheritance diagram for KGamePropertyHandler:
Inheritance graph
[legend]

Signals

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

Public Member Functions

 KGamePropertyHandler (QObject *parent=0)
 
 KGamePropertyHandler (int id, const QObject *receiver, const char *sendf, const char *emitf, QObject *parent=0)
 
 ~KGamePropertyHandler ()
 
bool addProperty (KGamePropertyBase *data, const QString &name=QString())
 
void clear ()
 
void Debug ()
 
QMultiHash< int,
KGamePropertyBase * > & 
dict () const
 
void emitSignal (KGamePropertyBase *data)
 
KGamePropertyBase * find (int id)
 
void flush ()
 
int id () const
 
virtual bool load (QDataStream &stream)
 
void lockDirectEmit ()
 
void lockProperties ()
 
KGamePropertyBase::PropertyPolicy policy ()
 
bool processMessage (QDataStream &stream, int id, bool isSender)
 
QString propertyName (int id) const
 
QString propertyValue (KGamePropertyBase *property)
 
void registerHandler (int id, const QObject *receiver, const char *send, const char *emit)
 
bool removeProperty (KGamePropertyBase *data)
 
virtual bool save (QDataStream &stream)
 
void sendLocked (bool l)
 
bool sendProperty (QDataStream &s)
 
void setId (int id)
 
void setPolicy (KGamePropertyBase::PropertyPolicy p, bool userspace=true)
 
int uniquePropertyId ()
 
void unlockDirectEmit ()
 
void unlockProperties ()
 
- Public Member Functions inherited from QObject
 QObject (QObject *parent)
 
 QObject (QObject *parent, const char *name)
 
virtual  ~QObject ()
 
bool blockSignals (bool block)
 
QObject * child (const char *objName, const char *inheritsClass, bool recursiveSearch) const
 
const QObjectList & children () const
 
const char * className () const
 
bool connect (const QObject *sender, const char *signal, const char *method, Qt::ConnectionType type) const
 
void deleteLater ()
 
void destroyed (QObject *obj)
 
bool disconnect (const QObject *receiver, const char *method)
 
bool disconnect (const char *signal, const QObject *receiver, const char *method)
 
void dumpObjectInfo ()
 
void dumpObjectTree ()
 
QList< QByteArray > dynamicPropertyNames () const
 
virtual bool event (QEvent *e)
 
virtual bool eventFilter (QObject *watched, QEvent *event)
 
T findChild (const QString &name) const
 
QList< T > findChildren (const QRegExp &regExp) const
 
QList< T > findChildren (const QString &name) const
 
bool inherits (const char *className) const
 
void insertChild (QObject *object)
 
void installEventFilter (QObject *filterObj)
 
bool isA (const char *className) const
 
bool isWidgetType () const
 
void killTimer (int id)
 
virtual const QMetaObject * metaObject () const
 
void moveToThread (QThread *targetThread)
 
const char * name () const
 
const char * name (const char *defaultName) const
 
QString objectName () const
 
QObject * parent () const
 
QVariant property (const char *name) const
 
void removeChild (QObject *object)
 
void removeEventFilter (QObject *obj)
 
void setName (const char *name)
 
void setObjectName (const QString &name)
 
void setParent (QObject *parent)
 
bool setProperty (const char *name, const QVariant &value)
 
bool signalsBlocked () const
 
int startTimer (int interval)
 
QThread * thread () const
 

Additional Inherited Members

- Static Public Member Functions inherited from QObject
bool connect (const QObject *sender, const char *signal, const QObject *receiver, const char *method, Qt::ConnectionType type)
 
bool connect (const QObject *sender, const QMetaMethod &signal, const QObject *receiver, const QMetaMethod &method, Qt::ConnectionType type)
 
bool disconnect (const QObject *sender, const char *signal, const QObject *receiver, const char *method)
 
bool disconnect (const QObject *sender, const QMetaMethod &signal, const QObject *receiver, const QMetaMethod &method)
 
QString tr (const char *sourceText, const char *disambiguation, int n)
 
QString trUtf8 (const char *sourceText, const char *disambiguation, int n)
 
- Protected Member Functions inherited from QObject
bool checkConnectArgs (const char *signal, const QObject *object, const char *method)
 
virtual void childEvent (QChildEvent *event)
 
virtual void connectNotify (const char *signal)
 
virtual void customEvent (QEvent *event)
 
virtual void disconnectNotify (const char *signal)
 
int receivers (const char *signal) const
 
QObject * sender () const
 
int senderSignalIndex () const
 
virtual void timerEvent (QTimerEvent *event)
 
- Static Protected Member Functions inherited from QObject
QByteArray normalizeSignalSlot (const char *signalSlot)
 
- Properties inherited from QObject
 objectName
 

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 QObject 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 73 of file kgamepropertyhandler.h.

Constructor & Destructor Documentation

KGamePropertyHandler::KGamePropertyHandler ( QObject *  parent = 0)

Construct an unregistered KGamePropertyHandler.

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

Definition at line 62 of file kgamepropertyhandler.cpp.

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

Construct a registered handler.

See also
registerHandler

Definition at line 56 of file kgamepropertyhandler.cpp.

KGamePropertyHandler::~KGamePropertyHandler ( )

Definition at line 67 of file kgamepropertyhandler.cpp.

Member Function Documentation

bool KGamePropertyHandler::addProperty ( KGamePropertyBase *  data,
const QString &  name = QString() 
)

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
Returns
true on success

Definition at line 144 of file kgamepropertyhandler.cpp.

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());

you also have to delete it:

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

Definition at line 329 of file kgamepropertyhandler.cpp.

void KGamePropertyHandler::Debug ( )

Writes some debug output to the console.

Definition at line 386 of file kgamepropertyhandler.cpp.

QMultiHash< int, KGamePropertyBase * > & KGamePropertyHandler::dict ( ) const

Reference to the internal dictionary.

Definition at line 348 of file kgamepropertyhandler.cpp.

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 296 of file kgamepropertyhandler.cpp.

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 322 of file kgamepropertyhandler.cpp.

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 262 of file kgamepropertyhandler.cpp.

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

Definition at line 75 of file kgamepropertyhandler.cpp.

bool KGamePropertyHandler::load ( QDataStream &  stream)
virtual

Loads properties from the datastream.

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

Definition at line 181 of file kgamepropertyhandler.cpp.

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 276 of file kgamepropertyhandler.cpp.

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 248 of file kgamepropertyhandler.cpp.

KGamePropertyBase::PropertyPolicy KGamePropertyHandler::policy ( )

Returns the default policy for this property handler.

All properties registered newly, will have this property.

Definition at line 220 of file kgamepropertyhandler.cpp.

bool KGamePropertyHandler::processMessage ( QDataStream &  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 96 of file kgamepropertyhandler.cpp.

QString 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 165 of file kgamepropertyhandler.cpp.

QString KGamePropertyHandler::propertyValue ( KGamePropertyBase *  property)

In several situations you just want to have a QString of a KGameProperty object.

This function will provide you with such a QString 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 353 of file kgamepropertyhandler.cpp.

void KGamePropertyHandler::registerHandler ( int  id,
const QObject *  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 85 of file kgamepropertyhandler.cpp.

bool KGamePropertyHandler::removeProperty ( KGamePropertyBase *  data)

Removes a property from the handler.

Parameters
datathe property
Returns
true on success

Definition at line 134 of file kgamepropertyhandler.cpp.

bool KGamePropertyHandler::save ( QDataStream &  stream)
virtual

Saves properties into the datastream.

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

Definition at line 203 of file kgamepropertyhandler.cpp.

void KGamePropertyHandler::sendLocked ( bool  l)
bool KGamePropertyHandler::sendProperty ( QDataStream &  s)

called by a property to send itself into the datastream.

This call is simply forwarded to the parent object

Definition at line 315 of file kgamepropertyhandler.cpp.

void KGamePropertyHandler::setId ( int  id)

Use id as new ID for this KGamePropertyHandler.

This is used internally only.

Definition at line 80 of file kgamepropertyhandler.cpp.

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 225 of file kgamepropertyhandler.cpp.

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.

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

If you call propertyValue with a non-standard KGameProperty it is possible that the value cannot automatically be converted into a QString.

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, QString& value)
{
if (*(p->typeinfo()) == typeid(MyType) {
value = QString(((KGameProperty<MyType>*)p)->value());
}
}
Parameters
propertyThe KGamePropertyBase the value is requested for
valueThe value of this property. You have to set this.
void KGamePropertyHandler::signalSendMessage ( int  msgid,
QDataStream &  ,
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
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 257 of file kgamepropertyhandler.cpp.

void KGamePropertyHandler::unlockDirectEmit ( )

Removes the lock from the emitting of property signals.

Corresponds to the lockIndirectEmits

Definition at line 281 of file kgamepropertyhandler.cpp.

void KGamePropertyHandler::unlockProperties ( )

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

See also lockProperties

Definition at line 239 of file kgamepropertyhandler.cpp.


The documentation for this class was generated from the following files:
  • kgamepropertyhandler.h
  • kgamepropertyhandler.cpp
This file is part of the KDE documentation.
Documentation copyright © 1996-2020 The KDE developers.
Generated on Mon Jun 22 2020 13:18:54 by doxygen 1.8.7 written by Dimitri van Heesch, © 1997-2006

KDE's Doxygen guidelines are available online.

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