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authorTimothy Pearson <kb9vqf@pearsoncomputing.net>2011-11-06 15:56:37 -0600
committerTimothy Pearson <kb9vqf@pearsoncomputing.net>2011-11-06 15:56:37 -0600
commit14c49c4f56792a934bcdc4efceebbd429d858571 (patch)
tree2f302410d5a5d678bf3ff10edead70d348be6644 /libkdegames/kgame/kgameio.h
parentab0981b9689e4d3ad88e9572bfa4b4a5e36c51ae (diff)
downloadtdegames-14c49c4f56792a934bcdc4efceebbd429d858571.tar.gz
tdegames-14c49c4f56792a934bcdc4efceebbd429d858571.zip
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-/*
- This file is part of the KDE games library
- Copyright (C) 2001 Martin Heni (martin@heni-online.de)
- Copyright (C) 2001 Andreas Beckermann (b_mann@gmx.de)
-
- This library is free software; you can redistribute it and/or
- modify it under the terms of the GNU Library General Public
- License version 2 as published by the Free Software Foundation.
-
- This library is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Library General Public License for more details.
-
- You should have received a copy of the GNU Library General Public License
- along with this library; see the file COPYING.LIB. If not, write to
- the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
- Boston, MA 02110-1301, USA.
-*/
-/*
- $Id$
-*/
-#ifndef __KGAMEIO_H__
-#define __KGAMEIO_H__
-
-#include <tqstring.h>
-#include <tqobject.h>
-#include <kdemacros.h>
-class KPlayer;
-class KGame;
-class KProcess;
-
-/**
- * \short 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 <martin@heni-online.de>
- */
-class KDE_EXPORT KGameIO : public TQObject
-{
- Q_OBJECT
- TQ_OBJECT
-
-public:
- /**
- * Constructs a KGameIO object
- */
- KGameIO();
- KGameIO(KPlayer*);
- virtual ~KGameIO();
-
- /**
- * Gives debug output of the game status
- */
- void Debug();
-
- /**
- * Identifies the KGameIO via the rtti function
- */
- enum IOMode {GenericIO=1,KeyIO=2,MouseIO=4,ProcessIO=8,ComputerIO=16};
- /**
- * Run time idendification. Predefined values are from IOMode
- * You MUST overwrite this in derived classes!
- *
- * @return rtti value
- */
- virtual int rtti() const = 0; // Computer, network, local, ...
-
- /**
- * This function returns the player who owns this IO
- *
- * @return the player this IO device is plugged into
- */
- KPlayer *player() const {return mPlayer;}
-
- /**
- * Equivalent to player()->game()
- * @return the @ref KGame object of this player
- **/
- KGame* game() const;
-
- /**
- * Sets the player to which this IO belongs to. This
- * is done automatically when adding a device to a
- * player
- *
- * @param p the player
- */
- void setPlayer(KPlayer *p) {mPlayer=p;}
-
- /**
- * 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 @ref KPlayer::addGameIO only!
- */
- virtual void initIO(KPlayer *p);
-
- /**
- * Notifies the IO device that the player's setTurn had been called
- * Called by KPlayer
- *
- * This emits @ref signalPrepareTurn and sends the turn if the send
- * parameter is set to true.
- *
- * @param b turn is true/false
- */
- virtual void notifyTurn(bool b);
-
- /**
- * Send an input message using @ref KPlayer::forwardInput
- **/
- bool sendInput(TQDataStream& stream, bool transmit = true, TQ_UINT32 sender = 0);
-
-signals:
- /**
- * Signal generated when @ref 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 @ref 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:
- * \code
- * void GameWindow::slotPrepareTurn(TQDataStream &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
- * }
- * \endcode
- *
- * @param io the KGameIO object itself
- * @param stream the stream into which the move will be written
- * @param turn the argument of setTurn
- * @param send set this to true to send the generated move using @ref
- * sendInput
- **/
- void signalPrepareTurn(TQDataStream & stream, bool turn, KGameIO *io, bool * send);
-
-
-private:
- KPlayer *mPlayer;
-};
-
-/**
- * The KGameKeyIO class. It is used to process keyboard input
- * from a widget and create moves for the player it belongs to.
- * @author Martin Heni <martin@heni-online.de>
- */
-class KDE_EXPORT KGameKeyIO : public KGameIO
-{
- Q_OBJECT
- TQ_OBJECT
-
-public:
- /**
- * Create a keyboard input devices. All keyboards
- * inputs of the given widgets are passed through a signal
- * handler signalKeyEvent and can be used to generate
- * a valid move for the player.
- * Note the widget you pass to the constructor must be
- * the main window of your application, e.g. view->parentWidget()
- * as QT does not forward your keyevents otherwise. This means
- * that this might be a different widget comapred to the one you
- * use for mouse inputs!
- * Example:
- * \code
- * KGameKeyIO *input;
- * input=new KGameKeyIO(myWidget);
- * connect(input,TQT_SIGNAL(signalKeyEvent(KGameIO *,TQDataStream &,TQKeyEvent *,bool *)),
- * this,TQT_SLOT(slotKeyInput(KGameIO *,TQDataStream &,TQKeyEvent *,bool *)));
- * \endcode
- *
- * @param parent The parents widget whose keyboard events * should be grabbed
- */
- KGameKeyIO(TQWidget *parent);
- virtual ~KGameKeyIO();
-
- /**
- * The idendification of the IO
- *
- * @return KeyIO
- */
- virtual int rtti() const;
-
-signals:
- /**
- * Signal handler for keyboard events. This function is called
- * on every keyboard event. If appropriate it can generate a
- * move for the player the device belongs to. If this is done
- * and the event is eaten eatevent needs to be set to true.
- * What move you generate (i.e. what you write to the stream)
- * is totally up to you as it will not be evaluated but forwared
- * to the player's/game's input move function
- * Example:
- * \code
- * KPlayer *player=input->player(); // Get the player
- * TQ_INT32 key=e->key();
- * stream << key;
- * eatevent=true;
- * \endcode
- *
- * @param io the IO device we belong to
- * @param stream the stream where we write our move into
- * @param m The TQKeyEvent we can evaluate
- * @param eatevent set this to true if we processed the event
- */
- void signalKeyEvent(KGameIO *io,TQDataStream &stream,TQKeyEvent *m,bool *eatevent);
-
-protected:
- /**
- * Internal method to process the events
- */
- bool eventFilter( TQObject *o, TQEvent *e );
-};
-
-/**
- * The KGameMouseIO class. It is used to process mouse input
- * from a widget and create moves for the player it belongs to.
- * @author Martin Heni <martin@heni-online.de>
- */
-class KDE_EXPORT KGameMouseIO : public KGameIO
-{
- Q_OBJECT
- TQ_OBJECT
-
-public:
- /**
- * Creates a mouse IO device. It captures all mouse
- * event of the given widget and forwards them to the
- * signal handler signalMouseEvent.
- * Example:
- * \code
- * KGameMouseIO *input;
- * input=new KGameMouseIO(mView);
- * connect(input,TQT_SIGNAL(signalMouseEvent(KGameIO *,TQDataStream &,TQMouseEvent *,bool *)),
- * this,TQT_SLOT(slotMouseInput(KGameIO *,TQDataStream &,TQMouseEvent *,bool *)));
- * \endcode
- *
- * @param parent The widget whose events should be captured
- * @param trackmouse enables mouse tracking (gives mouse move events)
- */
- KGameMouseIO(TQWidget *parent,bool trackmouse=false);
- virtual ~KGameMouseIO();
-
- /**
- * Manually activate or deactivate mouse tracking
- *
- * @param b true = tracking on
- */
- void setMouseTracking(bool b);
- /**
- * The idendification of the IO
- *
- * @return MouseIO
- */
- virtual int rtti() const;
-
-signals:
- /**
- * Signal handler for mouse events. This function is called
- * on every mouse event. If appropriate it can generate a
- * move for the player the device belongs to. If this is done
- * and the event is eaten eatevent needs to be set to true.
- * @see signalKeyEvent
- * Example:
- * \code
- * KPlayer *player=input->player(); // Get the player
- * TQ_INT32 button=e->button();
- * stream << button;
- * eatevent=true;
- * \endcode
- *
- * @param io the IO device we belong to
- * @param stream the stream where we write our move into
- * @param m The TQMouseEvent we can evaluate
- * @param eatevent set this to true if we processed the event
- */
- void signalMouseEvent(KGameIO *io,TQDataStream &stream,TQMouseEvent *m,bool *eatevent);
-
-protected:
- /**
- * Internal event filter
- */
- bool eventFilter( TQObject *o, TQEvent *e );
-
-};
-
-
-/**
- * The KGameProcessIO class. It is used to create a computer player
- * via a separate process and communicate transparetly with it.
- * Its counterpart is the @ref KGameProcess class which needs
- * to be used by the computer player. See its documentation
- * for the definition of the computer player.
- * @author Martin Heni <martin@heni-online.de>
- */
-class KDE_EXPORT KGameProcessIO : public KGameIO
-{
- Q_OBJECT
- TQ_OBJECT
-
-public:
- /**
- * Creates a computer player via a separate process. The process
- * name is given as fully qualified filename.
- * Example:
- * \code
- * KGameProcessIO *input;
- * input=new KGameProcessIO(executable_file);
- * connect(input,TQT_SIGNAL(signalPrepareTurn(TQDataStream &,bool,KGameIO *,bool *)),
- * this,TQT_SLOT(slotPrepareTurn(TQDataStream &,bool,KGameIO *,bool *)));
- * connect(input,TQT_SIGNAL(signalProcessQuery(TQDataStream &,KGameProcessIO *)),
- * this,TQT_SLOT(slotProcessQuery(TQDataStream &,KGameProcessIO *)));
- * \endcode
- *
- * @param name the filename of the process to start
- */
- KGameProcessIO(const TQString& name);
-
- /**
- * Deletes the process input devices
- */
- virtual ~KGameProcessIO();
-
- /**
- * The idendification of the IO
- *
- * @return ProcessIO
- */
- int rtti() const;
-
- /**
- * Send a message to the process. This is analogous to the sendMessage
- * commands of KGame. It will result in a signal of the computer player
- * on which you can react in the process player.
- *
- * @param stream - the actual data
- * @param msgid - the id of the message
- * @param receiver - not used
- * @param sender - who send the message
- */
- void sendMessage(TQDataStream &stream,int msgid, TQ_UINT32 receiver, TQ_UINT32 sender);
-
- /**
- * Send a system message to the process. This is analogous to the sendMessage
- * commands of KGame. It will result in a signal of the computer player
- * on which you can react in the process player.
- *
- * @param stream - the actual data
- * @param msgid - the id of the message
- * @param receiver - not used
- * @param sender - who send the message
- */
- void sendSystemMessage(TQDataStream &stream, int msgid, TQ_UINT32 receiver, TQ_UINT32 sender);
-
- /**
- * Init this device by setting the player and e.g. sending an
- * init message to the device. Calling this function will emit
- * the IOAdded signal on which you can react and initilise the
- * computer player.
- * This function is called automatically when adding the IO to
- * a player.
- */
- void initIO(KPlayer *p);
-
- /**
- * Notifies the IO device that the player's setTurn had been called
- * Called by KPlayer. You can react on the @ref signalPrepareTurn to
- * prepare a message for the process, i.e. either update it on
- * the changes made to the game since the last turn or the initIO
- * has been called or transmit your gamestatus now.
- *
- * @param turn is true/false
- */
- virtual void notifyTurn(bool turn);
-
- protected:
- /**
- * Internal ~ombined function for all message handling
- **/
- void sendAllMessages(TQDataStream &stream,int msgid, TQ_UINT32 receiver, TQ_UINT32 sender, bool usermsg);
-
- protected slots:
- /**
- * Internal message handler to receive data from the process
- */
- void receivedMessage(const TQByteArray& receiveBuffer);
-
-
-signals:
- /**
- * A computer query message is received. This is a 'dummy'
- * message sent by the process if it needs to communicate
- * with us. It is not forwarded over the network.
- * Reacting to this message allows you to 'answer' questions
- * of the process, e.g. sending addition data which the process
- * needs to calculate a move.
- *
- * Example:
- * \code
- * void GameWindow::slotProcessQuery(TQDataStream &stream,KGameProcessIO *reply)
- * {
- * int no;
- * stream >> no; // We assume the process sends us an integer question numner
- * if (no==1) // but YOU have to do this in the process player
- * {
- * TQByteArray buffer;
- * TQDataStream out(buffer,IO_WriteOnly);
- * reply->sendSystemMessage(out,4242,0,0); // lets reply something...
- * }
- * }
- * \endcode
- */
- void signalProcessQuery(TQDataStream &stream,KGameProcessIO *me);
-
- /**
- * Signal generated when the computer player is added.
- * You can use this to communicated with the process and
- * e.g. send initialisation information to the process.
- *
- * @param game the KGameIO object itself
- * @param stream the stream into which the move will be written
- * @param p the player itself
- * @param send set this to false if no move should be generated
- */
- void signalIOAdded(KGameIO *game,TQDataStream &stream,KPlayer *p,bool *send);
-
-
-protected:
-
-private:
- class KGameProcessIOPrivate;
- KGameProcessIOPrivate* d;
-};
-
-/**
- * \brief KGameIO variant for real-time games
- *
- * The KGameComputerIO class. It is used to create a LOCAL computer player
- * and communicate transparently with it.
- * Question: Is this needed or is it overwritten anyway for a real game?
- *
- * You most probably don't want to use this if you want to design a turn based
- * game/player. You'll rather use @ref KGameIO directly, i.e. subclass it
- * yourself. You just need to use @ref KGameIO::signalPrepareTurn and/or @ref
- * KGameIO::notifyTurn there.
- *
- * This is rather meant to be of use in real time games.
- *
- * @author <b_mann@gmx.de>
- */
-class KDE_EXPORT KGameComputerIO : public KGameIO
-{
- Q_OBJECT
- TQ_OBJECT
-
-public:
- /**
- * Creates a LOCAL computer player
- *
- */
- KGameComputerIO();
- KGameComputerIO(KPlayer* player);
- ~KGameComputerIO();
-
- int rtti() const;
-
- /**
- * The number of advance calls until the player (or rather: the IO)
- * does something (default: 1).
- **/
- void setReactionPeriod(int advanceCalls);
- int reactionPeriod() const;
-
- /**
- * Start a TQTimer which calls advance every @p ms milli seconds.
- **/
- void setAdvancePeriod(int ms);
-
- void stopAdvancePeriod();
-
- /**
- * Ignore calls number of advance calls. if calls is -1 then all
- * following advance calls are ignored until unpause is called.
- *
- * This simply prevents the internal advance counter to be increased.
- *
- * You may want to use this to emulate a "thinking" computer player. Note
- * that this means if you increase the advance period (see
- * setAdvancePeriod), i.e. if you change the speed of your game, your
- * computer player thinks "faster".
- * @param calls Number of advance calls to be ignored
- **/
- void pause(int calls = -1);
-
- /**
- * Equivalent to pause(0). Immediately continue to increase the internal
- * advance counter.
- **/
- void unpause();
-
-public slots:
- /**
- * Works kind of similar to TQCanvas::advance. Increase the internal
- * advance counter. If @p reactionPeriod is reached the counter is set back to
- * 0 and @ref signalReaction is emitted. This is when the player is meant
- * to do something (move its units or so).
- *
- * This is very useful if you use TQCanvas as you can use this in your
- * TQCanvas::advance call. The advantage is that if you change the speed
- * of the game (i.e. change TQCanvas::setAdvancePeriod) the computer
- * player gets slower as well.
- *
- * If you don't use TQCanvas you can use setAdvancePeriod to get
- * the same result. Alternatively you can just use a TQTimer.
- *
- **/
- virtual void advance();
-
-signals:
- /**
- * This signal is emitted when your computer player is meant to do
- * something, or better is meant to be allowed to do something.
- **/
- void signalReaction();
-
-protected:
- /**
- * Default implementation simply emits signalReaction
- **/
- virtual void reaction();
-
-private:
- void init();
-
-private:
- class KGameComputerIOPrivate;
- KGameComputerIOPrivate* d;
-};
-
-
-#endif