libkdegames/libkdegamesprivate/kgame
#include <KGame/KGameSequence>
Public Member Functions | |
KGameSequence () | |
virtual | ~KGameSequence () |
virtual int | checkGameOver (KPlayer *player) |
KPlayer * | currentPlayer () const |
KGame * | game () const |
virtual KPlayer * | nextPlayer (KPlayer *last, bool exclusive=true) |
virtual void | setCurrentPlayer (KPlayer *p) |
void | setGame (KGame *game) |
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 ®Exp) 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
This class takes care of round or move management as well of the gameover condition.
It is especially used for round based games. For these games nextPlayer and checkGameOver are the most important methods.
You can subclass KGameSequence and use KGame::setGameSequence to use your own rules. Note that KGame will take ownership and therefore will delete the object on destruction. Round/move management class
Definition at line 44 of file kgamesequence.h.
Constructor & Destructor Documentation
KGameSequence::KGameSequence | ( | ) |
Definition at line 41 of file kgamesequence.cpp.
|
virtual |
Definition at line 46 of file kgamesequence.cpp.
Member Function Documentation
|
virtual |
Check whether the game is over.
The default implementation always returns 0.
- Parameters
-
player the player who made the last move
- Returns
- anything else but 0 is considered as game over
Definition at line 141 of file kgamesequence.cpp.
KPlayer * KGameSequence::currentPlayer | ( | ) | const |
Definition at line 61 of file kgamesequence.cpp.
KGame * KGameSequence::game | ( | ) | const |
- Returns
- The KGame object this sequence is for, or NULL if none.
Definition at line 56 of file kgamesequence.cpp.
Select the next player in a turn based game.
In an asynchronous game this function has no meaning. Overwrite this function for your own game sequence. Per default it selects the next player in the playerList
Definition at line 71 of file kgamesequence.cpp.
|
virtual |
Definition at line 66 of file kgamesequence.cpp.
void KGameSequence::setGame | ( | KGame * | game | ) |
Set the KGame object for this sequence.
This is called automatically by KGame::setGameSequence and you should not call it.
Definition at line 51 of file kgamesequence.cpp.
The documentation for this class was generated from the following files:
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.