KGameIO

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#include <KGame/KGameIO>

Inheritance diagram for KGameIO:

Public Types

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

Signals

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

Public Member Functions

 KGameIO ()
 
 KGameIO (KPlayer *)
 
void Debug ()
 
KGamegame () const
 
virtual void initIO (KPlayer *p)
 
virtual void notifyTurn (bool b)
 
KPlayerplayer () const
 
virtual int rtti () const =0
 
bool sendInput (QDataStream &stream, bool transmit=true, quint32 sender=0)
 
void setPlayer (KPlayer *p)
 
- Public Member Functions inherited from QObject
 QObject (QObject *parent)
 
QBindable< QStringbindableObjectName ()
 
bool blockSignals (bool block)
 
const QObjectListchildren () const const
 
QMetaObject::Connection connect (const QObject *sender, const char *signal, const char *method, Qt::ConnectionType type) const const
 
void deleteLater ()
 
void destroyed (QObject *obj)
 
bool disconnect (const char *signal, const QObject *receiver, const char *method) const const
 
bool disconnect (const QObject *receiver, const char *method) const const
 
void dumpObjectInfo () const const
 
void dumpObjectTree () const const
 
QList< QByteArraydynamicPropertyNames () const const
 
virtual bool event (QEvent *e)
 
virtual bool eventFilter (QObject *watched, QEvent *event)
 
findChild (const QString &name, Qt::FindChildOptions options) const const
 
QList< T > findChildren (const QRegularExpression &re, Qt::FindChildOptions options) const const
 
QList< T > findChildren (const QString &name, Qt::FindChildOptions options) const const
 
QList< T > findChildren (Qt::FindChildOptions options) const const
 
bool inherits (const char *className) const const
 
void installEventFilter (QObject *filterObj)
 
bool isQuickItemType () const const
 
bool isWidgetType () const const
 
bool isWindowType () const const
 
void killTimer (int id)
 
virtual const QMetaObjectmetaObject () const const
 
void moveToThread (QThread *targetThread)
 
QString objectName () const const
 
void objectNameChanged (const QString &objectName)
 
QObjectparent () const const
 
QVariant property (const char *name) const const
 
 Q_CLASSINFO (Name, Value)
 
 Q_EMIT Q_EMIT
 
 Q_ENUM (...)
 
 Q_ENUM_NS (...)
 
 Q_ENUMS (...)
 
 Q_FLAG (...)
 
 Q_FLAG_NS (...)
 
 Q_FLAGS (...)
 
 Q_GADGET Q_GADGET
 
 Q_GADGET_EXPORT (EXPORT_MACRO)
 
 Q_INTERFACES (...)
 
 Q_INVOKABLE Q_INVOKABLE
 
 Q_MOC_INCLUDE Q_MOC_INCLUDE
 
 Q_NAMESPACE Q_NAMESPACE
 
 Q_NAMESPACE_EXPORT (EXPORT_MACRO)
 
 Q_OBJECT Q_OBJECT
 
 Q_PROPERTY (...)
 
 Q_REVISION Q_REVISION
 
 Q_SET_OBJECT_NAME (Object)
 
 Q_SIGNAL Q_SIGNAL
 
 Q_SIGNALS Q_SIGNALS
 
 Q_SLOT Q_SLOT
 
 Q_SLOTS Q_SLOTS
 
qobject_cast (const QObject *object)
 
qobject_cast (QObject *object)
 
 QT_NO_NARROWING_CONVERSIONS_IN_CONNECT QT_NO_NARROWING_CONVERSIONS_IN_CONNECT
 
void removeEventFilter (QObject *obj)
 
void setObjectName (const QString &name)
 
void setObjectName (QAnyStringView name)
 
void setParent (QObject *parent)
 
bool setProperty (const char *name, const QVariant &value)
 
bool setProperty (const char *name, QVariant &&value)
 
bool signalsBlocked () const const
 
int startTimer (int interval, Qt::TimerType timerType)
 
int startTimer (std::chrono::milliseconds interval, Qt::TimerType timerType)
 
QThreadthread () const const
 

Protected Member Functions

 KGameIO (KGameIOPrivate &dd, KPlayer *player=nullptr)
 
- Protected Member Functions inherited from QObject
virtual void childEvent (QChildEvent *event)
 
virtual void connectNotify (const QMetaMethod &signal)
 
virtual void customEvent (QEvent *event)
 
virtual void disconnectNotify (const QMetaMethod &signal)
 
bool isSignalConnected (const QMetaMethod &signal) const const
 
int receivers (const char *signal) const const
 
QObjectsender () const const
 
int senderSignalIndex () const const
 
virtual void timerEvent (QTimerEvent *event)
 

Additional Inherited Members

- Properties inherited from QObject
 objectName
 
- Static Public Member Functions inherited from QObject
QMetaObject::Connection connect (const QObject *sender, const char *signal, const QObject *receiver, const char *method, Qt::ConnectionType type)
 
QMetaObject::Connection connect (const QObject *sender, const QMetaMethod &signal, const QObject *receiver, const QMetaMethod &method, Qt::ConnectionType type)
 
QMetaObject::Connection connect (const QObject *sender, PointerToMemberFunction signal, const QObject *context, Functor functor, Qt::ConnectionType type)
 
QMetaObject::Connection connect (const QObject *sender, PointerToMemberFunction signal, const QObject *receiver, PointerToMemberFunction method, Qt::ConnectionType type)
 
QMetaObject::Connection connect (const QObject *sender, PointerToMemberFunction signal, Functor functor)
 
bool disconnect (const QMetaObject::Connection &connection)
 
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)
 
bool disconnect (const QObject *sender, PointerToMemberFunction signal, const QObject *receiver, PointerToMemberFunction method)
 
QString tr (const char *sourceText, const char *disambiguation, int n)
 
- Public Attributes inherited from QObject
typedef QObjectList
 

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 <kde at heni-online.de>

Definition at line 56 of file kgameio.h.

Member Enumeration Documentation

◆ IOMode

Identifies the KGameIO via the rtti function.

Definition at line 76 of file kgameio.h.

Constructor & Destructor Documentation

◆ KGameIO() [1/3]

KGameIO::KGameIO ( )

Constructs a KGameIO object.

Definition at line 39 of file kgameio.cpp.

◆ KGameIO() [2/3]

KGameIO::KGameIO ( KPlayer * player)
explicit

Definition at line 44 of file kgameio.cpp.

◆ ~KGameIO()

KGameIO::~KGameIO ( )
override

Definition at line 58 of file kgameio.cpp.

◆ KGameIO() [3/3]

KGameIO::KGameIO ( KGameIOPrivate & dd,
KPlayer * player = nullptr )
explicitprotected

Definition at line 49 of file kgameio.cpp.

Member Function Documentation

◆ Debug()

void KGameIO::Debug ( )

Gives debug output of the game status.

Definition at line 116 of file kgameio.cpp.

◆ game()

KGame * KGameIO::game ( ) const

Equivalent to player()->game()

Returns
the KGame object of this player

Definition at line 100 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 77 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 82 of file kgameio.cpp.

◆ player()

KPlayer * KGameIO::player ( ) const

This function returns the player who owns this IO.

Returns
the player this IO device is plugged into

Definition at line 67 of file kgameio.cpp.

◆ rtti()

virtual int KGameIO::rtti ( ) const
pure virtual

Run time identification.

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

Returns
rtti value

Implemented in KGameKeyIO, KGameMouseIO, KGameProcessIO, and KGameComputerIO.

◆ sendInput()

bool KGameIO::sendInput ( QDataStream & stream,
bool transmit = true,
quint32 sender = 0 )

Send an input message using KPlayer::forwardInput.

Definition at line 108 of file kgameio.cpp.

◆ setPlayer()

void KGameIO::setPlayer ( KPlayer * p)

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 72 of file kgameio.cpp.

◆ signalPrepareTurn

void KGameIO::signalPrepareTurn ( QDataStream & 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(QDataStream &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
}
Base class for IO devices for games.
Definition kgameio.h:57
KPlayer * player() const
This function returns the player who owns this IO.
Definition kgameio.cpp:67
Base class for a game player.
Definition kplayer.h:60
bool myTurn() const
is it my turn to go
Definition kplayer.cpp:155
T qobject_cast(QObject *object)
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:
This file is part of the KDE documentation.
Documentation copyright © 1996-2024 The KDE developers.
Generated on Tue Mar 26 2024 11:16:50 by doxygen 1.10.0 written by Dimitri van Heesch, © 1997-2006

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