From 14c49c4f56792a934bcdc4efceebbd429d858571 Mon Sep 17 00:00:00 2001 From: Timothy Pearson Date: Sun, 6 Nov 2011 15:56:37 -0600 Subject: Actually move the kde files that were renamed in the last commit --- libtdegames/kgame/kgameprocess.h | 243 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 243 insertions(+) create mode 100644 libtdegames/kgame/kgameprocess.h (limited to 'libtdegames/kgame/kgameprocess.h') diff --git a/libtdegames/kgame/kgameprocess.h b/libtdegames/kgame/kgameprocess.h new file mode 100644 index 00000000..b7e2d145 --- /dev/null +++ b/libtdegames/kgame/kgameprocess.h @@ -0,0 +1,243 @@ +/* + 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 __KGAMEPROCESS_H_ +#define __KGAMEPROCESS_H_ + +#include +#include +#include + +#include "kgameproperty.h" +#include +#include +class KPlayer; +class KMessageFilePipe; + +/** + * This is the process class used on the computer player + * side to communicate with its counterpart KProcessIO class. + * Using these two classes will give fully transparent communication + * via TQDataStreams. + */ +class KDE_EXPORT KGameProcess: public TQObject +{ + Q_OBJECT + TQ_OBJECT + + public: + /** + * Creates a KGameProcess class. Done only in the computer + * player. To activate the communication you have to call + * the exec function of this class which will listen + * to the communication and emit signals to notify you of + * any incoming messages. + * Note: This function will only return after you set + * setTerminate(true) in one of the received signals. + * So you can not do any computer calculation after the exec function. + * Instead you react on the signals which are emitted after a + * message is received and perform the calculations there! + * Example: + * \code + * int main(int argc ,char * argv[]) + * { + * KGameProcess proc; + * connect(&proc,TQT_SIGNAL(signalCommand(TQDataStream &,int ,int ,int )), + * this,TQT_SLOT(slotCommand(TQDataStream & ,int ,int ,int ))); + * connect(&proc,TQT_SIGNAL(signalInit(TQDataStream &,int)), + * this,TQT_SLOT(slotInit(TQDataStream & ,int ))); + * connect(&proc,TQT_SIGNAL(signalTurn(TQDataStream &,bool )), + * this,TQT_SLOT(slotTurn(TQDataStream & ,bool ))); + * return proc.exec(argc,argv); + * } + * \endcode + */ + KGameProcess(); + /** + * Destruct the process + */ + ~KGameProcess(); + + /** + * Enters the event loop of the computer process. Does only + * return on setTerminate(true)! + */ + bool exec(int argc, char *argv[]); + + /** + * Should the computer process leave its exec function? + * Activated if you setTerminate(true); + * + * @return true/false + */ + bool terminate() const {return mTerminate;} + + /** + * Set this to true if the computer process should end, ie + * leave its exec function. + * + * @param b true for exit the exec function + */ + void setTerminate(bool b) {mTerminate=b;} + + /** + * Sends a message to the corresponding KGameIO + * device. Works like the sendSystemMessage but + * for user id's + * + * @param stream the TQDataStream containing the message + * @param msgid the message id for the message + * @param receiver unused + */ + void sendMessage(TQDataStream &stream,int msgid,TQ_UINT32 receiver=0); + + /** + * Sends a system message to the corresonding KGameIO device. + * This will normally be either a performed move or a query + * (IdProcessQuery). The query option is a way to communicate + * with the KGameIO at the other side and e.g. retrieve some + * game relevant data from here. + * Exmaple for a query: + * \code + * TQByteArray buffer; + * TQDataStream out(buffer,IO_WriteOnly); + * int msgid=KGameMessage::IdProcessQuery; + * out << (int)1; + * proc.sendSystemMessage(out,msgid,0); + * \endcode + * + * @param stream the TQDataStream containing the message + * @param msgid the message id for the message + * @param receiver unused + */ + void sendSystemMessage(TQDataStream &stream,int msgid,TQ_UINT32 receiver=0); + + /** + * Returns a pointer to a KRandomSequence. You can generate + * random numbers via e.g. + * \code + * random()->getLong(100); + * \endcode + * + * @return KRandomSequence pointer + */ + KRandomSequence *random() {return mRandom;} + + protected: + /** + * processes the command line argumens to set up the computer player + * Pass the argumens exactely as given by main() + */ + void processArgs(int argc, char *argv[]); + + protected slots: + /** + * A message is received via the interprocess connection. The + * appropriate signals are called. + */ + void receivedMessage(const TQByteArray& receiveBuffer); + + signals: + /** + * The generic communication signal. You have to connect to this + * signal to generate a valid computer response onto arbitrary messages. + * All signals but IdIOAdded and IdTurn end up here! + * Example: + * \code + * void Computer::slotCommand(int &msgid,TQDataStream &in,TQDataStream &out) + * { + * TQ_INT32 data,move; + * in >> data; + * // compute move ... + * move=data*2; + * out << move; + * } + * \endcode + * + * @param inputStream the incoming data stream + * @param msgid the message id of the message which got transmitted to the computer + * @param receiver the id of the receiver + * @param sender the id of the sender + */ + void signalCommand(TQDataStream &inputStream,int msgid,int receiver,int sender); + + /** + * This signal is emmited if the computer player should perform a turn. + * Calculations can be made here and the move can then be send back with + * sendSystemMessage with the message id KGameMessage::IdPlayerInput. + * These must provide a move which complies to your other move syntax as + * e.g. produces by keyboard or mouse input. + * Additonal data which have been written into the stream from the + * ProcessIO's signal signalPrepareTurn can be retrieved from the + * stream here. + * Example: + * \code + * void slotTurn(TQDataStream &in,bool turn) + * { + * int id; + * int recv; + * TQByteArray buffer; + * TQDataStream out(buffer,IO_WriteOnly); + * if (turn) + * { + * // Create a move - the format is yours to decide + * // It arrives exactly as this in the kgame inputMove function!! + * TQ_INT8 x1,y1,pl; + * pl=-1; + * x1=proc.random()->getLong(8); + * y1=proc.random()->getLong(8); + * // Stream it + * out << pl << x1 << y1; + * id=KGameMessage::IdPlayerInput; + * proc.sendSystemMessage(out,id,0); + * } + * } + * \endcode + * + * @param stream The datastream which contains user data + * @param turn True or false whether the turn is activated or deactivated + * + */ + void signalTurn(TQDataStream &stream,bool turn); + + /** + * This signal is emmited when the process is initialized, i.e. added + * to a KPlayer. Initial initialisation can be performed here be reacting + * to the KProcessIO signal signalIOAdded and retrieving the data here + * from the stream. + * It works just as the signalTurn() but is only send when the player is + * added to the game, i.e. it needs some initialization data + * + * @param stream The datastream which contains user data + * @param userid The userId of the player. (Careful to rely on it yet) + */ + void signalInit(TQDataStream &stream,int userid); + + protected: + bool mTerminate; + KMessageFilePipe *mMessageIO; + private: + TQFile rFile; + TQFile wFile; + KRandomSequence* mRandom; +}; +#endif -- cgit v1.2.1