summaryrefslogtreecommitdiffstats
path: root/libtdegames/kgame/kgameio.h
diff options
context:
space:
mode:
Diffstat (limited to 'libtdegames/kgame/kgameio.h')
-rw-r--r--libtdegames/kgame/kgameio.h571
1 files changed, 571 insertions, 0 deletions
diff --git a/libtdegames/kgame/kgameio.h b/libtdegames/kgame/kgameio.h
new file mode 100644
index 00000000..510ab0b7
--- /dev/null
+++ b/libtdegames/kgame/kgameio.h
@@ -0,0 +1,571 @@
+/*
+ This file is part of the KDE games library
+ Copyright (C) 2001 Martin Heni ([email protected])
+ Copyright (C) 2001 Andreas Beckermann ([email protected])
+
+ 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 <[email protected]>
+ */
+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 <[email protected]>
+ */
+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 <[email protected]>
+ */
+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 <[email protected]>
+ */
+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 <[email protected]>
+ */
+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