KGamePropertyBase Class Reference
Base class of KGameProperty. More...
#include <kgameproperty.h>
Public Types | |
enum | PropertyDataIds { IdGroup = 1, IdUserId = 2, IdAsyncInput = 3, IdTurn = 4, IdName = 5, IdGameStatus = 6, IdMaxPlayer = 7, IdMinPlayer = 8, IdGrabInput = 16, IdReleaseInput = 17, IdCommand, IdUser = 256, IdAutomatic = 0x7000 } |
enum | PropertyCommandIds { CmdLock = 1, CmdAt = 51, CmdResize = 52, CmdFill = 53, CmdSort = 54, CmdInsert = 61, CmdAppend = 62, CmdRemove = 63, CmdClear = 64 } |
enum | PropertyPolicy { PolicyUndefined = 0, PolicyClean = 1, PolicyDirty = 2, PolicyLocal = 3 } |
Public Member Functions | |
KGamePropertyBase (int id, KGamePropertyHandler *owner) | |
KGamePropertyBase (int id, KGame *parent) | |
KGamePropertyBase (int id, KPlayer *parent) | |
KGamePropertyBase () | |
void | setPolicy (PropertyPolicy p) |
PropertyPolicy | policy () const |
void | setEmittingSignal (bool p) |
bool | isEmittingSignal () const |
void | setOptimized (bool p) |
bool | isOptimized () const |
bool | isDirty () const |
bool | isLocked () const |
bool | lock () |
bool | unlock (bool force=false) |
virtual void | load (QDataStream &s)=0 |
virtual void | save (QDataStream &s)=0 |
virtual void | command (QDataStream &stream, int msgid, bool isSender=false) |
int | id () const |
virtual const type_info * | typeinfo () |
int | registerData (int id, KGamePropertyHandler *owner, PropertyPolicy p, QString name=0) |
int | registerData (int id, KGamePropertyHandler *owner, QString name=0) |
int | registerData (int id, KGame *owner, QString name=0) |
int | registerData (int id, KPlayer *owner, QString name=0) |
int | registerData (KGamePropertyHandler *owner, PropertyPolicy p=PolicyUndefined, QString name=0) |
void | unregisterData () |
Protected Member Functions | |
void | setLock (bool l) |
void | setDirty (bool d) |
bool | sendProperty () |
bool | sendProperty (const QByteArray &b) |
void | emitSignal () |
Protected Attributes | |
KGamePropertyHandler * | mOwner |
KGamePropertyBase::Flags | mFlags |
Detailed Description
Base class of KGameProperty.The KGamePropertyBase class is the base class of KGameProperty. See KGameProperty for further information.
- Author:
- Andreas Beckermann <b_mann@gmx.de>
Definition at line 42 of file kgameproperty.h.
Member Enumeration Documentation
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Commands for advanced properties (Q_INT8). Definition at line 71 of file kgameproperty.h. |
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The policy of the property. This can be PolicyClean (setValue uses send), PolicyDirty (setValue uses changeValue) or PolicyLocal (setValue uses setLocal). A "clean" policy means that the property is always the same on every client. This is achieved by calling send which actually changes the value only when the message from the MessageServer is received. A "dirty" policy means that as soon as setValue is called the property is changed immediately. And additionally sent over network. This can sometimes lead to bugs as the other clients do not immediately have the same value. For more information see changeValue. PolicyLocal means that a KGameProperty behaves like ever "normal" variable. Whenever setValue is called (e.g. using "=") the value of the property is changes immediately without sending it over network. You might want to use this if you are sure that all clients set the property at the same time. Definition at line 109 of file kgameproperty.h. Referenced by policy(). |
Constructor & Destructor Documentation
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Constructs a KGamePropertyBase object and calls registerData.
References registerData(). |
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Creates a KGamePropertyBase object without an owner. Remember to call registerData! Definition at line 50 of file kgameproperty.cpp. |
Member Function Documentation
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Changes the consistency policy of a property. The PropertyPolicy is one of PolicyClean (defaulz), PolicyDirty or PolicyLocal. It is up to you to decide how you want to work. Definition at line 145 of file kgameproperty.h. Referenced by registerData(). |
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References PropertyPolicy. Referenced by KGamePropertyHandler::Debug(), and KGamePropertyHandler::processMessage(). |
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Sets this property to emit a signal on value changed. As the proerties do not inehrit QObject for optimisation this signal is emited via the KPlayer or KGame object Definition at line 157 of file kgameproperty.h. |
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See also setEmittingSignal.
Referenced by KGamePropertyHandler::Debug(). |
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Sets this property to try to optimize signal and network handling by not sending it out when the property value is not changed. Definition at line 169 of file kgameproperty.h. |
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See also setOptimize.
Referenced by KGamePropertyHandler::Debug(). |
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Referenced by KGamePropertyHandler::Debug(). |
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A locked property can only be changed by the player who has set the lock. See also setLocked
Referenced by KGamePropertyHandler::Debug(), lock(), and unlock(). |
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A locked property can only be changed by the player who has set the lock. You can only call this if isLocked is false. A message is sent over network so that the property is locked for all players except you.
References isLocked(), and setLock(). |
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A locked property can only be changed by the player who has set the lock. You can only call this if isLocked is false. A message is sent over network so that the property is locked for all players except you.
References isLocked(), and setLock(). |
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This will read the value of this property from the stream. You MUST overwrite this method in order to use this class
Referenced by KGamePropertyHandler::processMessage(). |
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Write the value into a stream. MUST be overwritten Referenced by KGamePropertyHandler::save(), and sendProperty(). |
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send a command to advanced properties like arrays
Referenced by KGamePropertyHandler::processMessage(). |
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Referenced by KGamePropertyHandler::addProperty(), KGamePropertyHandler::clear(), KGamePropertyHandler::Debug(), KPlayer::emitSignal(), emitSignal(), KGamePropertyHandler::propertyValue(), KGamePropertyHandler::removeProperty(), and KGamePropertyHandler::save(). |
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Referenced by KGamePropertyHandler::propertyValue(). |
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You have to register a KGamePropertyBase before you can use it. You MUST call this before you can use KGamePropertyBase!
References KGamePropertyHandler::addProperty(), KGamePropertyHandler::policy(), setPolicy(), and KGamePropertyHandler::uniquePropertyId(). Referenced by KGamePropertyBase(), and registerData(). |
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This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. Definition at line 88 of file kgameproperty.cpp. References registerData(). |
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This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. Definition at line 79 of file kgameproperty.cpp. References KGame::dataHandler(), and registerData(). |
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This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. Definition at line 82 of file kgameproperty.cpp. References KPlayer::dataHandler(), and registerData(). |
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This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. In particular you can use this function to create properties which will have an automatic id assigned. The new id is returned. Definition at line 85 of file kgameproperty.cpp. References registerData(). |
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A locked property can only be changed by the player who has set the lock. You can only call this if isLocked is false. A message is sent over network so that the property is locked for all players except you. Usually you use lock and unlock to access this property Definition at line 170 of file kgameproperty.cpp. References KGamePropertyHandler::sendProperty(). |
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Sets the "dirty" flag of the property. If a property is "dirty" i.e. KGameProperty::setLocal has been called there is no guarantee that all clients share the same value. You have to ensure this yourself e.g. by calling KGameProperty::setLocal on every client. You can also ignore the dirty flag and continue working withe the property depending on your situation. Definition at line 316 of file kgameproperty.h. |
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Forward the data to the owner of this property which then sends it over network. save is used to store the data into a stream so you have to make sure that function is working properly if you implement your own property! Note: this sends the current property! Might be obsolete - KGamePropertyArray still uses it. Is this a bug or correct? Definition at line 124 of file kgameproperty.cpp. References save(), and KGamePropertyHandler::sendProperty(). |
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Forward the data to the owner of this property which then sends it over network. save is used to store the data into a stream so you have to make sure that function is working properly if you implement your own property! This function is used by send to send the data over network. This does not send the current value but the explicitly given value.
References KGamePropertyHandler::sendProperty(). |
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Causes the parent object to emit a signal on value change. Definition at line 185 of file kgameproperty.cpp. References KGamePropertyHandler::emitSignal(), and id(). |
The documentation for this class was generated from the following files: