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author | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
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committer | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
commit | c90c389a8a8d9d8661e9772ec4144c5cf2039f23 (patch) | |
tree | 6d8391395bce9eaea4ad78958617edb20c6a7573 /libkdegames/kgame/kgamepropertyhandler.cpp | |
download | tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.tar.gz tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.zip |
Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
BUG:215923
git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdegames@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Diffstat (limited to 'libkdegames/kgame/kgamepropertyhandler.cpp')
-rw-r--r-- | libkdegames/kgame/kgamepropertyhandler.cpp | 407 |
1 files changed, 407 insertions, 0 deletions
diff --git a/libkdegames/kgame/kgamepropertyhandler.cpp b/libkdegames/kgame/kgamepropertyhandler.cpp new file mode 100644 index 00000000..75b3e7e2 --- /dev/null +++ b/libkdegames/kgame/kgamepropertyhandler.cpp @@ -0,0 +1,407 @@ +/* + This file is part of the KDE games library + Copyright (C) 2001 Andreas Beckermann (b_mann@gmx.de) + Copyright (C) 2001 Martin Heni (martin@heni-online.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. +*/ +/* + $Id$ +*/ + +#include "kgamepropertyhandler.h" +#include "kgameproperty.h" +#include "kgamemessage.h" + +#include <qmap.h> +#include <qptrqueue.h> + +#include <klocale.h> +#include <typeinfo> + +#define KPLAYERHANDLER_LOAD_COOKIE 6239 + +//---------------------- KGamePropertyHandler ----------------------------------- +class KGamePropertyHandlerPrivate +{ +public: + KGamePropertyHandlerPrivate() + { + } + + QMap<int, QString> mNameMap; + QIntDict<KGamePropertyBase> mIdDict; + int mUniqueId; + int mId; + KGamePropertyBase::PropertyPolicy mDefaultPolicy; + bool mDefaultUserspace; + int mIndirectEmit; + QPtrQueue<KGamePropertyBase> mSignalQueue; +}; + +KGamePropertyHandler::KGamePropertyHandler(int id, const QObject* receiver, const char * sendf, const char *emitf, QObject* parent) : QObject(parent) +{ + init(); + registerHandler(id,receiver,sendf,emitf); +} + +KGamePropertyHandler::KGamePropertyHandler(QObject* parent) : QObject(parent) +{ + init(); +} + +KGamePropertyHandler::~KGamePropertyHandler() +{ + clear(); + delete d; +} + +void KGamePropertyHandler::init() +{ + kdDebug(11001) << k_funcinfo << ": this=" << this << endl; + d = new KGamePropertyHandlerPrivate; // for future use - is BC important to us? + d->mId = 0; + d->mUniqueId=KGamePropertyBase::IdAutomatic; + d->mDefaultPolicy=KGamePropertyBase::PolicyLocal; + d->mDefaultUserspace=true; + d->mIndirectEmit=0; +} + + +int KGamePropertyHandler::id() const +{ + return d->mId; +} + +void KGamePropertyHandler::setId(int id) +{ + d->mId = id; +} + +void KGamePropertyHandler::registerHandler(int id,const QObject * receiver, const char * sendf, const char *emitf) +{ + setId(id); + if (receiver && sendf) { + kdDebug(11001) << "Connecting SLOT " << sendf << endl; + connect(this, SIGNAL(signalSendMessage(int, QDataStream &, bool*)), receiver, sendf); + } + if (receiver && emitf) { + kdDebug(11001) << "Connecting SLOT " << emitf << endl; + connect(this, SIGNAL(signalPropertyChanged(KGamePropertyBase *)), receiver, emitf); + } +} + +bool KGamePropertyHandler::processMessage(QDataStream &stream, int id, bool isSender) +{ +// kdDebug(11001) << k_funcinfo << ": id=" << id << " mId=" << d->mId << endl; + if (id != d->mId) { + return false; // Is the message meant for us? + } + KGamePropertyBase* p; + int propertyId; + KGameMessage::extractPropertyHeader(stream, propertyId); +// kdDebug(11001) << k_funcinfo << ": Got property " << propertyId << endl; + if (propertyId==KGamePropertyBase::IdCommand) { + int cmd; + KGameMessage::extractPropertyCommand(stream, propertyId, cmd); +//kdDebug(11001) << k_funcinfo << ": Got COMMAND for id= "<<propertyId <<endl; + p = d->mIdDict.find(propertyId); + if (p) { + if (!isSender || p->policy()==KGamePropertyBase::PolicyClean) { + p->command(stream, cmd, isSender); + } + } else { + kdError(11001) << k_funcinfo << ": (cmd): property " << propertyId << " not found" << endl; + } + return true; + } + p = d->mIdDict.find(propertyId); + if (p) { + //kdDebug(11001) << k_funcinfo << ": Loading " << propertyId << endl; + if (!isSender || p->policy()==KGamePropertyBase::PolicyClean) { + p->load(stream); + } + } else { + kdError(11001) << k_funcinfo << ": property " << propertyId << " not found" << endl; + } + return true; +} + +bool KGamePropertyHandler::removeProperty(KGamePropertyBase* data) +{ + if (!data) { + return false; + } + d->mNameMap.erase(data->id()); + return d->mIdDict.remove(data->id()); +} + +bool KGamePropertyHandler::addProperty(KGamePropertyBase* data, QString name) +{ + //kdDebug(11001) << k_funcinfo << ": " << data->id() << endl; + if (d->mIdDict.find(data->id())) { + // this id already exists + kdError(11001) << " -> cannot add property " << data->id() << endl; + return false; + } else { + d->mIdDict.insert(data->id(), data); + // if here is a check for "is_debug" or so we can add the strings only in debug mode + // and save memory!! + if (!name.isNull()) { + d->mNameMap[data->id()] = name; + //kdDebug(11001) << k_funcinfo << ": nid="<< (data->id()) << " inserted in Map name=" << d->mNameMap[data->id()] <<endl; + //kdDebug(11001) << "Typeid=" << typeid(data).name() << endl; + //kdDebug(11001) << "Typeid call=" << data->typeinfo()->name() << endl; + } + } + return true; +} + +QString KGamePropertyHandler::propertyName(int id) const +{ + QString s; + if (d->mIdDict.find(id)) { + if (d->mNameMap.contains(id)) { + s = i18n("%1 (%2)").arg(d->mNameMap[id]).arg(id); + } else { + s = i18n("Unnamed - ID: %1").arg(id); + } + } else { + // Should _never_ happen + s = i18n("%1 unregistered").arg(id); + } + return s; +} + +bool KGamePropertyHandler::load(QDataStream &stream) +{ + // Prevent direct emmiting until all is loaded + lockDirectEmit(); + uint count,i; + stream >> count; + kdDebug(11001) << k_funcinfo << ": " << count << " KGameProperty objects " << endl; + for (i = 0; i < count; i++) { + processMessage(stream, id(),false); + } + Q_INT16 cookie; + stream >> cookie; + if (cookie == KPLAYERHANDLER_LOAD_COOKIE) { + kdDebug(11001) << " KGamePropertyHandler loaded propertly"<<endl; + } else { + kdError(11001) << "KGamePropertyHandler loading error. probably format error"<<endl; + } + // Allow direct emmiting (if no other lock still holds) + unlockDirectEmit(); + return true; +} + +bool KGamePropertyHandler::save(QDataStream &stream) +{ + kdDebug(11001) << k_funcinfo << ": " << d->mIdDict.count() << " KGameProperty objects " << endl; + stream << (uint)d->mIdDict.count(); + QIntDictIterator<KGamePropertyBase> it(d->mIdDict); + while (it.current()) { + KGamePropertyBase *base=it.current(); + if (base) { + KGameMessage::createPropertyHeader(stream, base->id()); + base->save(stream); + } + ++it; + } + stream << (Q_INT16)KPLAYERHANDLER_LOAD_COOKIE; + return true; +} + +KGamePropertyBase::PropertyPolicy KGamePropertyHandler::policy() +{ +// kdDebug(11001) << k_funcinfo << ": " << d->mDefaultPolicy << endl; + return d->mDefaultPolicy; +} +void KGamePropertyHandler::setPolicy(KGamePropertyBase::PropertyPolicy p,bool userspace) +{ + // kdDebug(11001) << k_funcinfo << ": " << p << endl; + d->mDefaultPolicy=p; + d->mDefaultUserspace=userspace; + QIntDictIterator<KGamePropertyBase> it(d->mIdDict); + while (it.current()) { + if (!userspace || it.current()->id()>=KGamePropertyBase::IdUser) { + it.current()->setPolicy((KGamePropertyBase::PropertyPolicy)p); + } + ++it; + } +} + +void KGamePropertyHandler::unlockProperties() +{ + QIntDictIterator<KGamePropertyBase> it(d->mIdDict); + while (it.current()) { + it.current()->unlock(); + ++it; + } +} + +void KGamePropertyHandler::lockProperties() +{ + QIntDictIterator<KGamePropertyBase> it(d->mIdDict); + while (it.current()) { + it.current()->lock(); + ++it; + } +} + +int KGamePropertyHandler::uniquePropertyId() +{ + return d->mUniqueId++; +} + +void KGamePropertyHandler::flush() +{ + QIntDictIterator<KGamePropertyBase> it(d->mIdDict); + while (it.current()) { + if (it.current()->isDirty()) { + it.current()->sendProperty(); + } + ++it; + } +} + +/* Fire all property signal changed which are collected in + * the queque + **/ +void KGamePropertyHandler::lockDirectEmit() +{ + d->mIndirectEmit++; +} + +void KGamePropertyHandler::unlockDirectEmit() +{ + // If the flag is <=0 we emit the queued signals + d->mIndirectEmit--; + if (d->mIndirectEmit<=0) + { + KGamePropertyBase *prop; + while((prop=d->mSignalQueue.dequeue()) != 0) + { + // kdDebug(11001) << "emmiting signal for " << prop->id() << endl; + emit signalPropertyChanged(prop); + } + } +} + +void KGamePropertyHandler::emitSignal(KGamePropertyBase *prop) +{ + // If the indirect flag is set (load and network transmit) + // we cannot emit the signals directly as it can happend that + // a sigal causes an access to a property which is e.g. not + // yet loaded or received + + if (d->mIndirectEmit>0) + { + // Queque the signal + d->mSignalQueue.enqueue(prop); + } + else + { + // directly emit + emit signalPropertyChanged(prop); + } +} + +bool KGamePropertyHandler::sendProperty(QDataStream &s) +{ + bool sent = false; + emit signalSendMessage(id(), s, &sent); + return sent; +} + +KGamePropertyBase *KGamePropertyHandler::find(int id) +{ + return d->mIdDict.find(id); +} + +void KGamePropertyHandler::clear() +{ + kdDebug(11001) << k_funcinfo << id() << endl; + QIntDictIterator<KGamePropertyBase> it(d->mIdDict); + while (it.toFirst()) { + KGamePropertyBase* p = it.toFirst(); + p->unregisterData(); + if (d->mIdDict.find(p->id())) { + // shouldn't happen - but if mOwner in KGamePropertyBase is NULL + // this might be possible + removeProperty(p); + } + } +} + +QIntDict<KGamePropertyBase>& KGamePropertyHandler::dict() const +{ + return d->mIdDict; +} + +QString KGamePropertyHandler::propertyValue(KGamePropertyBase* prop) +{ + if (!prop) { + return i18n("NULL pointer"); + } + + int id = prop->id(); + QString name = propertyName(id); + QString value; + + const type_info* t = prop->typeinfo(); + if (*t == typeid(int)) { + value = QString::number(((KGamePropertyInt*)prop)->value()); + } else if (*t == typeid(unsigned int)) { + value = QString::number(((KGamePropertyUInt *)prop)->value()); + } else if (*t == typeid(long int)) { + value = QString::number(((KGameProperty<long int> *)prop)->value()); + } else if (*t == typeid(unsigned long int)) { + value = QString::number(((KGameProperty<unsigned long int> *)prop)->value()); + } else if (*t == typeid(QString)) { + value = ((KGamePropertyQString*)prop)->value(); + } else if (*t == typeid(Q_INT8)) { + value = ((KGamePropertyBool*)prop)->value() ? i18n("True") : i18n("False"); + } else { + emit signalRequestValue(prop, value); + } + + if (value.isNull()) { + value = i18n("Unknown"); + } + return value; +} + +void KGamePropertyHandler::Debug() +{ + kdDebug(11001) << "-----------------------------------------------------------" << endl; + kdDebug(11001) << "KGamePropertyHandler:: Debug this=" << this << endl; + + kdDebug(11001) << " Registered properties: (Policy,Lock,Emit,Optimized, Dirty)" << endl; + QIntDictIterator<KGamePropertyBase> it(d->mIdDict); + while (it.current()) { + KGamePropertyBase *p=it.current(); + kdDebug(11001) << " "<< p->id() << ": p=" << p->policy() + << " l="<<p->isLocked() + << " e="<<p->isEmittingSignal() + << " o=" << p->isOptimized() + << " d="<<p->isDirty() + << endl; + ++it; + } + kdDebug(11001) << "-----------------------------------------------------------" << endl; +} + +#include "kgamepropertyhandler.moc" |