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+/*
+ 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.
+*/
+
+#ifndef __KGAMEPROPERTYHANDLER_H_
+#define __KGAMEPROPERTYHANDLER_H_
+
+#include <tqobject.h>
+#include <tqintdict.h>
+
+#include "kgameproperty.h"
+#include <kdemacros.h>
+
+class TQDataStream;
+class KGame;
+class KPlayer;
+//class KGamePropertyBase;
+
+class KGamePropertyHandlerPrivate; // wow - what a name ;-)
+
+/**
+ * @short 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 addittional 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 TQObject because of memory
+ * advantages. Many games can have dozens or even hundreds of KGameProperty
+ * objects so every additional variable in KGameProperty would be
+ * multiplied.
+ *
+ **/
+class KDE_EXPORT KGamePropertyHandler : public TQObject
+{
+ Q_OBJECT
+ TQ_OBJECT
+
+public:
+ /**
+ * Construct an unregistered KGamePropertyHandler
+ *
+ * You have to call registerHandler before you can use this
+ * handler!
+ **/
+ KGamePropertyHandler(TQObject* parent = 0);
+
+ /**
+ * Construct a registered handler.
+ *
+ * @see registerHandler
+ **/
+ KGamePropertyHandler(int id, const TQObject* receiver, const char* sendf, const char* emitf, TQObject* parent = 0);
+ ~KGamePropertyHandler();
+
+ /**
+ * Register the handler with a parent. This is to use
+ * if the constructor without arguments has been chosen.
+ * Otherwise you need not call this.
+ *
+ * @param id The id of the message to listen for
+ * @param receiver The object that will receive the signals of
+ * KGamePropertyHandler
+ * @param send A slot that is being connected to signalSendMessage
+ * @param emit A slot that is being connected to signalPropertyChanged
+ **/
+ void registerHandler(int id, const TQObject *receiver, const char * send, const char *emit);
+
+ /**
+ * 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:
+ * \code
+ * if (mProperties.processMessage(stream,msgid,sender==gameId())) return ;
+ * \endcode
+ *
+ * @param stream The data stream containing the message
+ * @param id the message id of the message
+ * @param isSender Whether the receiver is also the sender
+ * @return true on message processed otherwise false
+ **/
+ bool processMessage(TQDataStream &stream, int id, bool isSender );
+
+ /**
+ * @return the id of the handler
+ **/
+ int id() const;
+
+ /**
+ * Adds a KGameProperty property to the handler
+ * @param data the property
+ * @param name A description of the property, which will be returned by
+ * propertyName. This is used for debugging, e.g. in KGameDebugDialog
+ * @return true on success
+ **/
+ bool addProperty(KGamePropertyBase *data, TQString name=0);
+
+ /**
+ * Removes a property from the handler
+ * @param data the property
+ * @return true on success
+ **/
+ bool removeProperty(KGamePropertyBase *data);
+
+ /**
+ * returns a unique property ID starting called usually with a base of
+ * KGamePropertyBase::IdAutomatic. This is used internally by
+ * the property base to assign automtic id's. Not much need to
+ * call this yourself.
+ **/
+ int uniquePropertyId();
+
+
+ /**
+ * Loads properties from the datastream
+ *
+ * @param stream the datastream to load from
+ * @return true on success otherwise false
+ **/
+ virtual bool load(TQDataStream &stream);
+
+ /**
+ * Saves properties into the datastream
+ *
+ * @param stream the datastream to save to
+ * @return true on success otherwise false
+ **/
+ virtual bool save(TQDataStream &stream);
+
+ /**
+ * called by a property to send itself into the
+ * datastream. This call is simply forwarded to
+ * the parent object
+ **/
+ bool sendProperty(TQDataStream &s);
+
+ void sendLocked(bool l);
+
+ /**
+ * called by a property to emit a signal
+ * This call is simply forwarded to
+ * the parent object
+ **/
+ void emitSignal(KGamePropertyBase *data);
+
+ /**
+ * @param id The ID of the property
+ * @return 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!
+ **/
+ TQString propertyName(int id) const;
+
+ /**
+ * @param id The ID of the property. See KGamePropertyBase::id
+ * @return The KGameProperty this ID is assigned to
+ **/
+ KGamePropertyBase *find(int id);
+
+ /**
+ * Clear the KGamePropertyHandler. Note that the properties are
+ * <em>not</em> deleted so if you created your KGameProperty
+ * objects dynamically like
+ * \code
+ * KGamePropertyInt* myProperty = new KGamePropertyInt(id, dataHandler());
+ * \endcode
+ * you also have to delete it:
+ * \code
+ * dataHandler()->clear();
+ * delete myProperty;
+ * \endcode
+ **/
+ void clear();
+
+ /**
+ * Use id as new ID for this KGamePropertyHandler. This is used
+ * internally only.
+ **/
+ void setId(int id);//AB: TODO: make this protected in KGamePropertyHandler!!
+
+ /**
+ * Calls KGamePropertyBase::setReadOnly(false) for all properties of this
+ * player. See also lockProperties
+ **/
+ void unlockProperties();
+
+ /**
+ * Set the policy for all kgame variables which are currently registerd in
+ * the KGame proeprty handler. See KGamePropertyBase::setPolicy
+ *
+ * @param p is the new policy for all properties of this handler
+ * @param userspace if userspace is true (default) only user properties are changed.
+ * Otherwise the system properties are also changed.
+ **/
+ void setPolicy(KGamePropertyBase::PropertyPolicy p, bool userspace=true);
+
+ /**
+ * Called by the KGame or KPlayer object or the handler itself to delay
+ * emmiting of signals. Lockign keeps a counter and unlock is only achieved
+ * when every lock is canceld by an unlock.
+ * While this is set signals are quequed and only emmited 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.
+ **/
+ void lockDirectEmit();
+
+ /**
+ * Removes the lock from the emitting of property signals. Corresponds to
+ * the lockIndirectEmits
+ **/
+ void unlockDirectEmit();
+
+ /**
+ * Returns the default policy for this property handler. All properties
+ * registered newly, will have this property.
+ **/
+ KGamePropertyBase::PropertyPolicy policy();
+
+ /**
+ * 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 unlockProperties
+ **/
+ void lockProperties();
+
+ /**
+ * Sends all properties which are marked dirty over the network. This will
+ * make a forced synchornisation of the properties and mark them all not dirty.
+ **/
+ void flush();
+
+ /**
+ * Reference to the internal dictionary
+ **/
+ TQIntDict<KGamePropertyBase> &dict() const;
+
+ /**
+ * In several situations you just want to have a TQString of a
+ * KGameProperty object. This is the case in the
+ * KGameDebugDialog where the value of all properties is displayed. This
+ * function will provide you with such a TQString 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.
+ * @param property Return the value of this KGameProperty
+ * @return The value of a KGameProperty
+ **/
+ TQString propertyValue(KGamePropertyBase* property);
+
+
+ /**
+ * Writes some debug output to the console.
+ **/
+ void Debug();
+
+
+signals:
+ /**
+ * 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.
+ **/
+ void signalPropertyChanged(KGamePropertyBase *);
+
+ /**
+ * This signal is emitted when a property needs to be sent. Only the
+ * parent has to react to this.
+ * @param msgid The id of the handler
+ * @param sent set this to true if the property was sent successfully -
+ * otherwise don't touch
+ **/
+ void signalSendMessage(int msgid, TQDataStream &, bool* sent); // AB shall we change bool* into bool& again?
+
+ /**
+ * If you call propertyValue with a non-standard KGameProperty
+ * it is possible that the value cannot automatically be converted into a
+ * TQString. Then this signal is emitted and asks you to provide the
+ * correct value. You probably want to use something like this to achieve
+ * this:
+ * \code
+ * #include <typeinfo>
+ * void slotRequestValue(KGamePropertyBase* p, TQString& value)
+ * {
+ * if (*(p->typeinfo()) == typeid(MyType) {
+ * value = TQString(((KGameProperty<MyType>*)p)->value());
+ * }
+ * }
+ * \endcode
+ *
+ * @param property The KGamePropertyBase the value is requested for
+ * @param value The value of this property. You have to set this.
+ **/
+ void signalRequestValue(KGamePropertyBase* property, TQString& value);
+
+private:
+ void init();
+
+private:
+ KGamePropertyHandlerPrivate* d;
+};
+
+#endif