KGamePropertyHandler

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KGamePropertyHandler Class Reference

#include <KGame/KGamePropertyHandler>

Inheritance diagram for KGamePropertyHandler:

Signals

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

Public Member Functions

 KGamePropertyHandler (int id, const QObject *receiver, const char *sendf, const char *emitf, QObject *parent=nullptr)
 
 KGamePropertyHandler (QObject *parent=nullptr)
 
bool addProperty (KGamePropertyBase *data, const QString &name=QString())
 
void clear ()
 
void Debug ()
 
QMultiHash< int, KGamePropertyBase * > & dict () const
 
void emitSignal (KGamePropertyBase *data)
 
KGamePropertyBasefind (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)
 
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
 

Additional Inherited Members

- Public Types inherited from QObject
typedef  QObjectList
 
- 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)
 
- 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)
 

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 additional 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 63 of file kgamepropertyhandler.h.

Constructor & Destructor Documentation

◆ KGamePropertyHandler() [1/2]

KGamePropertyHandler::KGamePropertyHandler ( QObject * parent = nullptr)
explicit

Construct an unregistered KGamePropertyHandler.

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

Definition at line 52 of file kgamepropertyhandler.cpp.

◆ KGamePropertyHandler() [2/2]

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

Construct a registered handler.

See also
registerHandler

Definition at line 45 of file kgamepropertyhandler.cpp.

◆ ~KGamePropertyHandler()

KGamePropertyHandler::~KGamePropertyHandler ( )
override

Definition at line 58 of file kgamepropertyhandler.cpp.

Member Function Documentation

◆ addProperty()

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 134 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());

you also have to delete it:

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

Definition at line 314 of file kgamepropertyhandler.cpp.

◆ Debug()

void KGamePropertyHandler::Debug ( )

Writes some debug output to the console.

Definition at line 366 of file kgamepropertyhandler.cpp.

◆ dict()

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

Reference to the internal dictionary.

Definition at line 330 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 284 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 307 of file kgamepropertyhandler.cpp.

◆ flush()

void KGamePropertyHandler::flush ( )

Sends all properties which are marked dirty over the network.

This will make a forced synchronization of the properties and mark them all not dirty.

Definition at line 252 of file kgamepropertyhandler.cpp.

◆ id()

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

Definition at line 65 of file kgamepropertyhandler.cpp.

◆ load()

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 171 of file kgamepropertyhandler.cpp.

◆ lockDirectEmit()

void KGamePropertyHandler::lockDirectEmit ( )

Called by the KGame or KPlayer object or the handler itself to delay emitting of signals.

Locking keeps a counter and unlock is only achieved when every lock is canceled by an unlock. While this is set signals are queued and only emitted 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 266 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 238 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 210 of file kgamepropertyhandler.cpp.

◆ processMessage()

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 ;
QObject * sender() const const
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 86 of file kgamepropertyhandler.cpp.

◆ propertyName()

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 155 of file kgamepropertyhandler.cpp.

◆ propertyValue()

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 335 of file kgamepropertyhandler.cpp.

◆ registerHandler()

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 75 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 124 of file kgamepropertyhandler.cpp.

◆ save()

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 193 of file kgamepropertyhandler.cpp.

◆ sendProperty()

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 300 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 70 of file kgamepropertyhandler.cpp.

◆ setPolicy()

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

Set the policy for all kgame variables which are currently registered in the KGame property 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 215 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,
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());
}
}
Base class of KGameProperty.
virtual const type_info * typeinfo()
Parameters
propertyThe KGamePropertyBase the value is requested for
valueThe value of this property. You have to set this.

◆ signalSendMessage

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

◆ 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 automatic id's. Not much need to call this yourself.

Definition at line 247 of file kgamepropertyhandler.cpp.

◆ unlockDirectEmit()

void KGamePropertyHandler::unlockDirectEmit ( )

Removes the lock from the emitting of property signals.

Corresponds to the lockIndirectEmits

Definition at line 271 of file kgamepropertyhandler.cpp.

◆ unlockProperties()

void KGamePropertyHandler::unlockProperties ( )

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

See also lockProperties

Definition at line 229 of file kgamepropertyhandler.cpp.


The documentation for this class was generated from the following files:
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