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6.5.3 clean
This commit is contained in:
@ -4,6 +4,10 @@
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cmake_minimum_required(VERSION 3.16)
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project(savegame LANGUAGES CXX)
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if (ANDROID)
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message(FATAL_ERROR "This project cannot be built on Android.")
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endif()
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if(NOT DEFINED INSTALL_EXAMPLESDIR)
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set(INSTALL_EXAMPLESDIR "examples")
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endif()
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|
@ -6,15 +6,10 @@
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#include <QMetaEnum>
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#include <QTextStream>
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Character::Character()
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= default;
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Character::Character() = default;
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Character::Character(const QString &name,
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int level,
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Character::ClassType classType) :
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mName(name),
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mLevel(level),
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mClassType(classType)
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Character::Character(const QString &name, int level, Character::ClassType classType)
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: mName(name), mLevel(level), mClassType(classType)
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{
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}
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@ -48,35 +43,41 @@ void Character::setClassType(Character::ClassType classType)
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mClassType = classType;
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}
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//! [0]
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void Character::read(const QJsonObject &json)
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//! [fromJson]
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Character Character::fromJson(const QJsonObject &json)
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{
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if (json.contains("name") && json["name"].isString())
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mName = json["name"].toString();
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Character result;
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if (json.contains("level") && json["level"].isDouble())
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mLevel = json["level"].toInt();
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if (const QJsonValue v = json["name"]; v.isString())
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result.mName = v.toString();
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if (json.contains("classType") && json["classType"].isDouble())
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mClassType = ClassType(json["classType"].toInt());
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if (const QJsonValue v = json["level"]; v.isDouble())
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result.mLevel = v.toInt();
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if (const QJsonValue v = json["classType"]; v.isDouble())
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result.mClassType = ClassType(v.toInt());
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return result;
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}
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//! [0]
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//! [fromJson]
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//! [1]
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void Character::write(QJsonObject &json) const
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//! [toJson]
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QJsonObject Character::toJson() const
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{
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QJsonObject json;
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json["name"] = mName;
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json["level"] = mLevel;
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json["classType"] = mClassType;
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return json;
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}
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//! [1]
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//! [toJson]
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void Character::print(int indentation) const
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void Character::print(QTextStream &s, int indentation) const
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{
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const QString indent(indentation * 2, ' ');
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QTextStream(stdout) << indent << "Name:\t" << mName << "\n";
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QTextStream(stdout) << indent << "Level:\t" << mLevel << "\n";
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const QString className = QMetaEnum::fromType<ClassType>().valueToKey(mClassType);
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QString className = QMetaEnum::fromType<ClassType>().valueToKey(mClassType);
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QTextStream(stdout) << indent << "Class:\t" << className << "\n";
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s << indent << "Name:\t" << mName << "\n"
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<< indent << "Level:\t" << mLevel << "\n"
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<< indent << "Class:\t" << className << "\n";
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}
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@ -8,15 +8,15 @@
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#include <QObject>
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#include <QString>
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QT_FORWARD_DECLARE_CLASS(QTextStream)
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//! [0]
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class Character
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{
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Q_GADGET
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public:
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enum ClassType {
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Warrior, Mage, Archer
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};
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enum ClassType { Warrior, Mage, Archer };
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Q_ENUM(ClassType)
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Character();
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@ -31,10 +31,11 @@ public:
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ClassType classType() const;
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void setClassType(ClassType classType);
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void read(const QJsonObject &json);
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void write(QJsonObject &json) const;
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static Character fromJson(const QJsonObject &json);
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QJsonObject toJson() const;
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void print(QTextStream &s, int indentation = 0) const;
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void print(int indentation = 0) const;
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private:
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QString mName;
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int mLevel = 0;
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|
@ -3,7 +3,7 @@
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/*!
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\example serialization/savegame
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\examplecategory {Input/Output}
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\examplecategory {Data Processing & I/O}
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\title JSON Save Game Example
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\brief The JSON Save Game example demonstrates how to save and load a
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@ -11,11 +11,12 @@
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Many games provide save functionality, so that the player's progress through
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the game can be saved and loaded at a later time. The process of saving a
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game generally involves serializing each game object's member variables
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to a file. Many formats can be used for this purpose, one of which is JSON.
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With QJsonDocument, you also have the ability to serialize a document in a
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\l {RFC 7049} {CBOR} format, which is great if you
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don't want the save file to be readable, or if you need to keep the file size down.
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game generally involves serializing each game object's member variables to a
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file. Many formats can be used for this purpose, one of which is JSON. With
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QJsonDocument, you also have the ability to serialize a document in a \l
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{RFC 7049} {CBOR} format, which is great if you don't want the save file to
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be easy to read (but see \l {Parsing and displaying CBOR data} for how it \e
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can be read), or if you need to keep the file size down.
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In this example, we'll demonstrate how to save and load a simple game to
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and from JSON and binary formats.
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@ -25,45 +26,83 @@
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The Character class represents a non-player character (NPC) in our game, and
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stores the player's name, level, and class type.
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It provides read() and write() functions to serialise its member variables.
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It provides static fromJson() and non-static toJson() functions to
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serialise itself.
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\note This pattern (fromJson()/toJson()) works because QJsonObjects can be
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constructed independent of an owning QJsonDocument, and because the data
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types being (de)serialized here are value types, so can be copied. When
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serializing to another format — for example XML or QDataStream, which require passing
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a document-like object — or when the object identity is important (QObject
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subclasses, for example), other patterns may be more suitable. See the
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\l{xml/dombookmarks} and \l{xml/streambookmarks} examples for XML, and the
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implementation of \l QListWidgetItem::read() and \l QListWidgetItem::write()
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for idiomatic QDataStream serialization. The \c{print()} functions in this example
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are good examples of QTextStream serialization, even though they, of course, lack
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the deserialization side.
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\snippet serialization/savegame/character.h 0
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Of particular interest to us are the read and write function
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Of particular interest to us are the fromJson() and toJson() function
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implementations:
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\snippet serialization/savegame/character.cpp 0
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\snippet serialization/savegame/character.cpp fromJson
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In the read() function, we assign Character's members values from the
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QJsonObject argument. You can use either \l QJsonObject::operator[]() or
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QJsonObject::value() to access values within the JSON object; both are
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const functions and return QJsonValue::Undefined if the key is invalid. We
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check if the keys are valid before attempting to read them with
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QJsonObject::contains().
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In the fromJson() function, we construct a local \c result Character object
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and assign \c{result}'s members values from the QJsonObject argument. You
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can use either \l QJsonObject::operator[]() or QJsonObject::value() to
|
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access values within the JSON object; both are const functions and return
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QJsonValue::Undefined if the key is invalid. In particular, the \c{is...}
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functions (for example \l QJsonValue::isString(), \l
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QJsonValue::isDouble()) return \c false for QJsonValue::Undefined, so we
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can check for existence as well as the correct type in a single lookup.
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\snippet serialization/savegame/character.cpp 1
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If a value does not exist in the JSON object, or has the wrong type, we
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don't write to the corresponding \c result member, either, thereby
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preserving any values the default constructor may have set. This means
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default values are centrally defined in one location (the default
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constructor) and need not be repeated in serialisation code
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(\l{https://en.wikipedia.org/wiki/Don%27t_repeat_yourself}{DRY}).
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In the write() function, we do the reverse of the read() function; assign
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values from the Character object to the JSON object. As with accessing
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values, there are two ways to set values on a QJsonObject:
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\l QJsonObject::operator[]() and QJsonObject::insert(). Both will override
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any existing value at the given key.
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Observe the use of
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\l{https://en.cppreference.com/w/cpp/language/if#If_statements_with_initializer}
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{C++17 if-with-initializer} to separate scoping and checking of the variable \c v.
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This means we can keep the variable name short, because its scope is limited.
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Next up is the Level class:
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Compare that to the naïve approach using \c QJsonObject::contains():
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\badcode
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if (json.contains("name") && json["name"].isString())
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result.mName = json["name"].toString();
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\endcode
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which, beside being less readable, requires a total of three lookups (no,
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the compiler will \e not optimize these into one), so is three times
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slower and repeats \c{"name"} three times (violating the DRY principle).
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\snippet serialization/savegame/character.cpp toJson
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In the toJson() function, we do the reverse of the fromJson() function;
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assign values from the Character object to a new JSON object we then
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return. As with accessing values, there are two ways to set values on a
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QJsonObject: \l QJsonObject::operator[]() and \l QJsonObject::insert().
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Both will override any existing value at the given key.
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\section1 The Level Class
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\snippet serialization/savegame/level.h 0
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We want to have several levels in our game, each with several NPCs, so we
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keep a QList of Character objects. We also provide the familiar read() and
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write() functions.
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We want the levels in our game to each each have several NPCs, so we keep a QList
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of Character objects. We also provide the familiar fromJson() and toJson()
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functions.
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\snippet serialization/savegame/level.cpp 0
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\snippet serialization/savegame/level.cpp fromJson
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Containers can be written and read to and from JSON using QJsonArray. In our
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Containers can be written to and read from JSON using QJsonArray. In our
|
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case, we construct a QJsonArray from the value associated with the key
|
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\c "npcs". Then, for each QJsonValue element in the array, we call
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toObject() to get the Character's JSON object. The Character object can then
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read their JSON and be appended to our NPC array.
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toObject() to get the Character's JSON object. Character::fromJson() can
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then turn that QJSonObject into a Character object to append to our NPC array.
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\note \l{Container Classes}{Associate containers} can be written by storing
|
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the key in each value object (if it's not already). With this approach, the
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@ -71,11 +110,13 @@
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element is used as the key to construct the container when reading it back
|
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in.
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\snippet serialization/savegame/level.cpp 1
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\snippet serialization/savegame/level.cpp toJson
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Again, the write() function is similar to the read() function, except
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Again, the toJson() function is similar to the fromJson() function, except
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reversed.
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\section1 The Game Class
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Having established the Character and Level classes, we can move on to
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the Game class:
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@ -87,26 +128,43 @@
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Next, we provide accessors for the player and levels. We then expose three
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functions: newGame(), saveGame() and loadGame().
|
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The read() and write() functions are used by saveGame() and loadGame().
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The read() and toJson() functions are used by saveGame() and loadGame().
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\snippet serialization/savegame/game.cpp 0
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||||
\div{class="admonition note"}\b{Note:}
|
||||
Despite \c Game being a value class, we assume that the author wants a game to have
|
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identity, much like your main window would have. We therefore don't use a
|
||||
static fromJson() function, which would create a new object, but a read()
|
||||
function we can call on existing objects. There's a 1:1 correspondence
|
||||
between read() and fromJson(), in that one can be implemented in terms of
|
||||
the other:
|
||||
|
||||
\code
|
||||
void read(const QJsonObject &json) { *this = fromJson(json); }
|
||||
static Game fromObject(const QJsonObject &json) { Game g; g.read(json); return g; }
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||||
\endcode
|
||||
|
||||
We just use what's more convenient for callers of the functions.
|
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\enddiv
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\snippet serialization/savegame/game.cpp newGame
|
||||
|
||||
To setup a new game, we create the player and populate the levels and their
|
||||
NPCs.
|
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|
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\snippet serialization/savegame/game.cpp 1
|
||||
\snippet serialization/savegame/game.cpp read
|
||||
|
||||
The first thing we do in the read() function is tell the player to read
|
||||
itself. We then clear the level array so that calling loadGame() on the
|
||||
same Game object twice doesn't result in old levels hanging around.
|
||||
The read() function starts by replacing the player with the
|
||||
one read from JSON. We then clear() the level array so that calling
|
||||
loadGame() on the same Game object twice doesn't result in old levels
|
||||
hanging around.
|
||||
|
||||
We then populate the level array by reading each Level from a QJsonArray.
|
||||
|
||||
\snippet serialization/savegame/game.cpp 2
|
||||
\snippet serialization/savegame/game.cpp toJson
|
||||
|
||||
We write the game to JSON similarly to how we write Level.
|
||||
Writing the game to JSON is similar to writing a level.
|
||||
|
||||
\snippet serialization/savegame/game.cpp 3
|
||||
\snippet serialization/savegame/game.cpp loadGame
|
||||
|
||||
When loading a saved game in loadGame(), the first thing we do is open the
|
||||
save file based on which format it was saved to; \c "save.json" for JSON,
|
||||
@ -120,14 +178,16 @@
|
||||
After constructing the QJsonDocument, we instruct the Game object to read
|
||||
itself and then return \c true to indicate success.
|
||||
|
||||
\snippet serialization/savegame/game.cpp 4
|
||||
\snippet serialization/savegame/game.cpp saveGame
|
||||
|
||||
Not surprisingly, saveGame() looks very much like loadGame(). We determine
|
||||
the file extension based on the format, print a warning and return \c false
|
||||
if the opening of the file fails. We then write the Game object to a
|
||||
QJsonDocument, and call either QJsonDocument::toJson() or to
|
||||
QJsonDocument::toBinaryData() to save the game, depending on which format
|
||||
was specified.
|
||||
QJsonObject. To save the game in the format that was specified, we
|
||||
convert the JSON object into either a QJsonDocument for a subsequent
|
||||
QJsonDocument::toJson() call, or a QCborValue for QCborValue::toCbor().
|
||||
|
||||
\section1 Tying It All Together
|
||||
|
||||
We are now ready to enter main():
|
||||
|
||||
|
@ -11,6 +11,8 @@
|
||||
#include <QRandomGenerator>
|
||||
#include <QTextStream>
|
||||
|
||||
using namespace Qt::StringLiterals;
|
||||
|
||||
Character Game::player() const
|
||||
{
|
||||
return mPlayer;
|
||||
@ -21,52 +23,45 @@ QList<Level> Game::levels() const
|
||||
return mLevels;
|
||||
}
|
||||
|
||||
//! [0]
|
||||
//! [newGame]
|
||||
void Game::newGame()
|
||||
{
|
||||
mPlayer = Character();
|
||||
mPlayer.setName(QStringLiteral("Hero"));
|
||||
mPlayer.setName("Hero"_L1);
|
||||
mPlayer.setClassType(Character::Archer);
|
||||
mPlayer.setLevel(QRandomGenerator::global()->bounded(15, 21));
|
||||
|
||||
mLevels.clear();
|
||||
mLevels.reserve(2);
|
||||
|
||||
Level village(QStringLiteral("Village"));
|
||||
Level village("Village"_L1);
|
||||
QList<Character> villageNpcs;
|
||||
villageNpcs.reserve(2);
|
||||
villageNpcs.append(Character(QStringLiteral("Barry the Blacksmith"),
|
||||
QRandomGenerator::global()->bounded(8, 11),
|
||||
Character::Warrior));
|
||||
villageNpcs.append(Character(QStringLiteral("Terry the Trader"),
|
||||
QRandomGenerator::global()->bounded(6, 8),
|
||||
Character::Warrior));
|
||||
villageNpcs.append(Character("Barry the Blacksmith"_L1,
|
||||
QRandomGenerator::global()->bounded(8, 11), Character::Warrior));
|
||||
villageNpcs.append(Character("Terry the Trader"_L1,
|
||||
QRandomGenerator::global()->bounded(6, 8), Character::Warrior));
|
||||
village.setNpcs(villageNpcs);
|
||||
mLevels.append(village);
|
||||
|
||||
Level dungeon(QStringLiteral("Dungeon"));
|
||||
Level dungeon("Dungeon"_L1);
|
||||
QList<Character> dungeonNpcs;
|
||||
dungeonNpcs.reserve(3);
|
||||
dungeonNpcs.append(Character(QStringLiteral("Eric the Evil"),
|
||||
QRandomGenerator::global()->bounded(18, 26),
|
||||
Character::Mage));
|
||||
dungeonNpcs.append(Character(QStringLiteral("Eric's Left Minion"),
|
||||
QRandomGenerator::global()->bounded(5, 7),
|
||||
Character::Warrior));
|
||||
dungeonNpcs.append(Character(QStringLiteral("Eric's Right Minion"),
|
||||
QRandomGenerator::global()->bounded(4, 9),
|
||||
Character::Warrior));
|
||||
dungeonNpcs.append(Character("Eric the Evil"_L1,
|
||||
QRandomGenerator::global()->bounded(18, 26), Character::Mage));
|
||||
dungeonNpcs.append(Character("Eric's Left Minion"_L1,
|
||||
QRandomGenerator::global()->bounded(5, 7), Character::Warrior));
|
||||
dungeonNpcs.append(Character("Eric's Right Minion"_L1,
|
||||
QRandomGenerator::global()->bounded(4, 9), Character::Warrior));
|
||||
dungeon.setNpcs(dungeonNpcs);
|
||||
mLevels.append(dungeon);
|
||||
}
|
||||
//! [0]
|
||||
//! [newGame]
|
||||
|
||||
//! [3]
|
||||
//! [loadGame]
|
||||
bool Game::loadGame(Game::SaveFormat saveFormat)
|
||||
{
|
||||
QFile loadFile(saveFormat == Json
|
||||
? QStringLiteral("save.json")
|
||||
: QStringLiteral("save.dat"));
|
||||
QFile loadFile(saveFormat == Json ? "save.json"_L1 : "save.dat"_L1);
|
||||
|
||||
if (!loadFile.open(QIODevice::ReadOnly)) {
|
||||
qWarning("Couldn't open save file.");
|
||||
@ -76,85 +71,72 @@ bool Game::loadGame(Game::SaveFormat saveFormat)
|
||||
QByteArray saveData = loadFile.readAll();
|
||||
|
||||
QJsonDocument loadDoc(saveFormat == Json
|
||||
? QJsonDocument::fromJson(saveData)
|
||||
: QJsonDocument(QCborValue::fromCbor(saveData).toMap().toJsonObject()));
|
||||
? QJsonDocument::fromJson(saveData)
|
||||
: QJsonDocument(QCborValue::fromCbor(saveData).toMap().toJsonObject()));
|
||||
|
||||
read(loadDoc.object());
|
||||
|
||||
QTextStream(stdout) << "Loaded save for "
|
||||
<< loadDoc["player"]["name"].toString()
|
||||
<< " using "
|
||||
<< (saveFormat != Json ? "CBOR" : "JSON") << "...\n";
|
||||
QTextStream(stdout) << "Loaded save for " << loadDoc["player"]["name"].toString()
|
||||
<< " using " << (saveFormat != Json ? "CBOR" : "JSON") << "...\n";
|
||||
return true;
|
||||
}
|
||||
//! [3]
|
||||
//! [loadGame]
|
||||
|
||||
//! [4]
|
||||
//! [saveGame]
|
||||
bool Game::saveGame(Game::SaveFormat saveFormat) const
|
||||
{
|
||||
QFile saveFile(saveFormat == Json
|
||||
? QStringLiteral("save.json")
|
||||
: QStringLiteral("save.dat"));
|
||||
QFile saveFile(saveFormat == Json ? "save.json"_L1 : "save.dat"_L1);
|
||||
|
||||
if (!saveFile.open(QIODevice::WriteOnly)) {
|
||||
qWarning("Couldn't open save file.");
|
||||
return false;
|
||||
}
|
||||
|
||||
QJsonObject gameObject;
|
||||
write(gameObject);
|
||||
saveFile.write(saveFormat == Json
|
||||
? QJsonDocument(gameObject).toJson()
|
||||
: QCborValue::fromJsonValue(gameObject).toCbor());
|
||||
QJsonObject gameObject = toJson();
|
||||
saveFile.write(saveFormat == Json ? QJsonDocument(gameObject).toJson()
|
||||
: QCborValue::fromJsonValue(gameObject).toCbor());
|
||||
|
||||
return true;
|
||||
}
|
||||
//! [4]
|
||||
//! [saveGame]
|
||||
|
||||
//! [1]
|
||||
//! [read]
|
||||
void Game::read(const QJsonObject &json)
|
||||
{
|
||||
if (json.contains("player") && json["player"].isObject())
|
||||
mPlayer.read(json["player"].toObject());
|
||||
if (const QJsonValue v = json["player"]; v.isObject())
|
||||
mPlayer = Character::fromJson(v.toObject());
|
||||
|
||||
if (json.contains("levels") && json["levels"].isArray()) {
|
||||
QJsonArray levelArray = json["levels"].toArray();
|
||||
if (const QJsonValue v = json["levels"]; v.isArray()) {
|
||||
const QJsonArray levels = v.toArray();
|
||||
mLevels.clear();
|
||||
mLevels.reserve(levelArray.size());
|
||||
for (const QJsonValue &v : levelArray) {
|
||||
QJsonObject levelObject = v.toObject();
|
||||
Level level;
|
||||
level.read(levelObject);
|
||||
mLevels.append(level);
|
||||
}
|
||||
mLevels.reserve(levels.size());
|
||||
for (const QJsonValue &level : levels)
|
||||
mLevels.append(Level::fromJson(level.toObject()));
|
||||
}
|
||||
}
|
||||
//! [1]
|
||||
//! [read]
|
||||
|
||||
//! [2]
|
||||
void Game::write(QJsonObject &json) const
|
||||
//! [toJson]
|
||||
QJsonObject Game::toJson() const
|
||||
{
|
||||
QJsonObject playerObject;
|
||||
mPlayer.write(playerObject);
|
||||
json["player"] = playerObject;
|
||||
QJsonObject json;
|
||||
json["player"] = mPlayer.toJson();
|
||||
|
||||
QJsonArray levelArray;
|
||||
for (const Level &level : mLevels) {
|
||||
QJsonObject levelObject;
|
||||
level.write(levelObject);
|
||||
levelArray.append(levelObject);
|
||||
}
|
||||
json["levels"] = levelArray;
|
||||
QJsonArray levels;
|
||||
for (const Level &level : mLevels)
|
||||
levels.append(level.toJson());
|
||||
json["levels"] = levels;
|
||||
return json;
|
||||
}
|
||||
//! [2]
|
||||
//! [toJson]
|
||||
|
||||
void Game::print(int indentation) const
|
||||
void Game::print(QTextStream &s, int indentation) const
|
||||
{
|
||||
const QString indent(indentation * 2, ' ');
|
||||
QTextStream(stdout) << indent << "Player\n";
|
||||
mPlayer.print(indentation + 1);
|
||||
s << indent << "Player\n";
|
||||
mPlayer.print(s, indentation + 1);
|
||||
|
||||
QTextStream(stdout) << indent << "Levels\n";
|
||||
s << indent << "Levels\n";
|
||||
for (const Level &level : mLevels)
|
||||
level.print(indentation + 1);
|
||||
level.print(s, indentation + 1);
|
||||
}
|
||||
|
@ -10,13 +10,13 @@
|
||||
#include <QJsonObject>
|
||||
#include <QList>
|
||||
|
||||
QT_FORWARD_DECLARE_CLASS(QTextStream)
|
||||
|
||||
//! [0]
|
||||
class Game
|
||||
{
|
||||
public:
|
||||
enum SaveFormat {
|
||||
Json, Binary
|
||||
};
|
||||
enum SaveFormat { Json, Binary };
|
||||
|
||||
Character player() const;
|
||||
QList<Level> levels() const;
|
||||
@ -26,9 +26,10 @@ public:
|
||||
bool saveGame(SaveFormat saveFormat) const;
|
||||
|
||||
void read(const QJsonObject &json);
|
||||
void write(QJsonObject &json) const;
|
||||
QJsonObject toJson() const;
|
||||
|
||||
void print(QTextStream &s, int indentation = 0) const;
|
||||
|
||||
void print(int indentation = 0) const;
|
||||
private:
|
||||
Character mPlayer;
|
||||
QList<Level> mLevels;
|
||||
|
@ -6,9 +6,7 @@
|
||||
#include <QJsonArray>
|
||||
#include <QTextStream>
|
||||
|
||||
Level::Level(const QString &name) : mName(name)
|
||||
{
|
||||
}
|
||||
Level::Level(const QString &name) : mName(name) { }
|
||||
|
||||
QString Level::name() const
|
||||
{
|
||||
@ -25,46 +23,43 @@ void Level::setNpcs(const QList<Character> &npcs)
|
||||
mNpcs = npcs;
|
||||
}
|
||||
|
||||
//! [0]
|
||||
void Level::read(const QJsonObject &json)
|
||||
//! [fromJson]
|
||||
Level Level::fromJson(const QJsonObject &json)
|
||||
{
|
||||
if (json.contains("name") && json["name"].isString())
|
||||
mName = json["name"].toString();
|
||||
Level result;
|
||||
|
||||
if (json.contains("npcs") && json["npcs"].isArray()) {
|
||||
QJsonArray npcArray = json["npcs"].toArray();
|
||||
mNpcs.clear();
|
||||
mNpcs.reserve(npcArray.size());
|
||||
for (const QJsonValue &v : npcArray) {
|
||||
QJsonObject npcObject = v.toObject();
|
||||
Character npc;
|
||||
npc.read(npcObject);
|
||||
mNpcs.append(npc);
|
||||
}
|
||||
if (const QJsonValue v = json["name"]; v.isString())
|
||||
result.mName = v.toString();
|
||||
|
||||
if (const QJsonValue v = json["npcs"]; v.isArray()) {
|
||||
const QJsonArray npcs = v.toArray();
|
||||
result.mNpcs.reserve(npcs.size());
|
||||
for (const QJsonValue &npc : npcs)
|
||||
result.mNpcs.append(Character::fromJson(npc.toObject()));
|
||||
}
|
||||
}
|
||||
//! [0]
|
||||
|
||||
//! [1]
|
||||
void Level::write(QJsonObject &json) const
|
||||
return result;
|
||||
}
|
||||
//! [fromJson]
|
||||
|
||||
//! [toJson]
|
||||
QJsonObject Level::toJson() const
|
||||
{
|
||||
QJsonObject json;
|
||||
json["name"] = mName;
|
||||
QJsonArray npcArray;
|
||||
for (const Character &npc : mNpcs) {
|
||||
QJsonObject npcObject;
|
||||
npc.write(npcObject);
|
||||
npcArray.append(npcObject);
|
||||
}
|
||||
for (const Character &npc : mNpcs)
|
||||
npcArray.append(npc.toJson());
|
||||
json["npcs"] = npcArray;
|
||||
return json;
|
||||
}
|
||||
//! [1]
|
||||
//! [toJson]
|
||||
|
||||
void Level::print(int indentation) const
|
||||
void Level::print(QTextStream &s, int indentation) const
|
||||
{
|
||||
const QString indent(indentation * 2, ' ');
|
||||
QTextStream(stdout) << indent << "Name:\t" << mName << "\n";
|
||||
|
||||
QTextStream(stdout) << indent << "NPCs:\n";
|
||||
s << indent << "Name:\t" << mName << "\n" << indent << "NPCs:\n";
|
||||
for (const Character &character : mNpcs)
|
||||
character.print(2);
|
||||
character.print(s, indentation + 1);
|
||||
}
|
||||
|
@ -9,6 +9,8 @@
|
||||
#include <QJsonObject>
|
||||
#include <QList>
|
||||
|
||||
QT_FORWARD_DECLARE_CLASS(QTextStream)
|
||||
|
||||
//! [0]
|
||||
class Level
|
||||
{
|
||||
@ -21,10 +23,11 @@ public:
|
||||
QList<Character> npcs() const;
|
||||
void setNpcs(const QList<Character> &npcs);
|
||||
|
||||
void read(const QJsonObject &json);
|
||||
void write(QJsonObject &json) const;
|
||||
static Level fromJson(const QJsonObject &json);
|
||||
QJsonObject toJson() const;
|
||||
|
||||
void print(QTextStream &s, int indentation = 0) const;
|
||||
|
||||
void print(int indentation = 0) const;
|
||||
private:
|
||||
QString mName;
|
||||
QList<Character> mNpcs;
|
||||
|
@ -17,9 +17,9 @@ int main(int argc, char *argv[])
|
||||
|
||||
const QStringList args = QCoreApplication::arguments();
|
||||
const bool newGame
|
||||
= args.size() <= 1 || QString::compare(args[1], "load"_L1, Qt::CaseInsensitive) == 0;
|
||||
= args.size() <= 1 || QString::compare(args[1], "load"_L1, Qt::CaseInsensitive) != 0;
|
||||
const bool json
|
||||
= args.size() <= 2 || QString::compare(args[2], "binary"_L1, Qt::CaseInsensitive) == 0;
|
||||
= args.size() <= 2 || QString::compare(args[2], "binary"_L1, Qt::CaseInsensitive) != 0;
|
||||
|
||||
Game game;
|
||||
if (newGame)
|
||||
@ -29,8 +29,9 @@ int main(int argc, char *argv[])
|
||||
// Game is played; changes are made...
|
||||
//! [0]
|
||||
//! [1]
|
||||
QTextStream(stdout) << "Game ended in the following state:\n";
|
||||
game.print();
|
||||
QTextStream s(stdout);
|
||||
s << "Game ended in the following state:\n";
|
||||
game.print(s);
|
||||
if (!game.saveGame(json ? Game::Json : Game::Binary))
|
||||
return 1;
|
||||
|
||||
|
Reference in New Issue
Block a user