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KGamePropertyHandler Class Reference

#include <KGame/KGamePropertyHandler>

Inheritance diagram for KGamePropertyHandler:


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_ENUM (...)
 Q_ENUM_NS (...)
 Q_ENUMS (...)
 Q_FLAG (...)
 Q_FLAG_NS (...)
 Q_FLAGS (...)
qobject_cast (const QObject *object)
qobject_cast (QObject *object)
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

- Properties inherited from QObject
- 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
- 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)

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

Definition at line 45 of file kgamepropertyhandler.cpp.

◆ ~KGamePropertyHandler()

KGamePropertyHandler::~KGamePropertyHandler ( )

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.

datathe property
nameA description of the property, which will be returned by propertyName. This is used for debugging
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());
T qobject_cast(QObject *object)

you also have to delete it:

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)
idThe ID of the property. See KGamePropertyBase::id
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
the id of the handler

Definition at line 65 of file kgamepropertyhandler.cpp.

◆ load()

bool KGamePropertyHandler::load ( QDataStream & stream)

Loads properties from the datastream.

streamthe datastream to load from
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

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
streamThe data stream containing the message
idthe message id of the message
isSenderWhether the receiver is also the sender
true on message processed otherwise false

Definition at line 86 of file kgamepropertyhandler.cpp.

◆ propertyName()

QString KGamePropertyHandler::propertyName ( int id) const
idThe ID of the property
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.

propertyReturn the value of this KGameProperty
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.

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.

datathe property
true on success

Definition at line 124 of file kgamepropertyhandler.cpp.

◆ save()

bool KGamePropertyHandler::save ( QDataStream & stream)

Saves properties into the datastream.

streamthe datastream to save to
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

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 * )

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 )

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>
if (*(p->typeinfo()) == typeid(MyType) {
value = QString(((KGameProperty<MyType>*)p)->value());
Base class of KGameProperty.
virtual const type_info * typeinfo()
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 )

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

Only the parent has to react to this.

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:
This file is part of the KDE documentation.
Documentation copyright © 1996-2024 The KDE developers.
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