diff options
author | Topi Reinio <topi.reinio@digia.com> | 2014-10-15 13:50:27 +0200 |
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committer | Topi Reiniƶ <topi.reinio@digia.com> | 2014-10-17 14:57:13 +0200 |
commit | cf8f369f8575dcb9ca4d5116f3afc7cff4a080af (patch) | |
tree | a685f393b50786a892fcd3ad638b4c01e9002894 /examples/json/savegame/doc | |
parent | 45485d9eb47d3129b8a74c2e9d854c07673161cd (diff) |
Move Qt Core examples under a common subdirectory
Qt Core examples were scattered into several subdirectories under
qtbase/examples. This caused an issue with the example manifest
file generated by QDoc; it expects to find all examples under a
common directory in order to produde correct paths to the example
.pro files. Qt Creator will not find the examples without a valid
manifest file.
This change moves the examples and edits the documentation files
accordingly.
Task-number: QTBUG-41963
Change-Id: I51d86782e0ba21c5c9bae5f15401ec774abe5cf8
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
Reviewed-by: Oswald Buddenhagen <oswald.buddenhagen@theqtcompany.com>
Reviewed-by: Leena Miettinen <riitta-leena.miettinen@digia.com>
Diffstat (limited to 'examples/json/savegame/doc')
-rw-r--r-- | examples/json/savegame/doc/src/savegame.qdoc | 184 |
1 files changed, 0 insertions, 184 deletions
diff --git a/examples/json/savegame/doc/src/savegame.qdoc b/examples/json/savegame/doc/src/savegame.qdoc deleted file mode 100644 index 872f2faf42..0000000000 --- a/examples/json/savegame/doc/src/savegame.qdoc +++ /dev/null @@ -1,184 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal -** -** This file is part of the documentation of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:FDL$ -** Commercial License Usage -** Licensees holding valid commercial Qt licenses may use this file in -** accordance with the commercial license agreement provided with the -** Software or, alternatively, in accordance with the terms contained in -** a written agreement between you and Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. -** -** GNU Free Documentation License Usage -** Alternatively, this file may be used under the terms of the GNU Free -** Documentation License version 1.3 as published by the Free Software -** Foundation and appearing in the file included in the packaging of -** this file. Please review the following information to ensure -** the GNU Free Documentation License version 1.3 requirements -** will be met: http://www.gnu.org/copyleft/fdl.html. -** $QT_END_LICENSE$ -** -****************************************************************************/ - -/*! - \example savegame - \title JSON Save Game Example - - \brief The JSON Save Game example demonstrates how to save and load a - small game using QJsonDocument, QJsonObject and QJsonArray. - - Many games provide save functionality, so that the player's progress through - the game can be saved and loaded at a later time. The process of saving a - game generally involves serializing each game object's member variables - to a file. Many formats can be used for this purpose, one of which is JSON. - With QJsonDocument, you also have the ability to serialize a document in a - binary format, which is great if you don't want the save file to be - readable, or if you need to keep the file size down. - - In this example, we'll demonstrate how to save and load a simple game to - and from JSON and binary formats. - - \section1 The Character Class - - The Character class represents a non-player character (NPC) in our game, and - stores the player's name, level, and class type. - - It provides read() and write() functions to serialise its member variables. - - \snippet savegame/character.h 0 - - Of particular interest to us are the read and write function - implementations: - - \snippet savegame/character.cpp 0 - - In the read() function, we assign Character's members values from the - QJsonObject argument. You can use either \l QJsonObject::operator[]() or - QJsonObject::value() to access values within the JSON object; both are - const functions and return QJsonValue::Undefined if the key is invalid. We - could check if the keys are valid before attempting to read them with - QJsonObject::contains(), but we assume that they are. - - \snippet savegame/character.cpp 1 - - In the write() function, we do the reverse of the read() function; assign - values from the Character object to the JSON object. As with accessing - values, there are two ways to set values on a QJsonObject: - \l QJsonObject::operator[]() and QJsonObject::insert(). Both will override - any existing value at the given key. - - Next up is the Level class: - - \snippet savegame/level.h 0 - - We want to have several levels in our game, each with several NPCs, so we - keep a QList of Character objects. We also provide the familiar read() and - write() functions. - - \snippet savegame/level.cpp 0 - - Containers can be written and read to and from JSON using QJsonArray. In our - case, we construct a QJsonArray from the value associated with the key - \c "npcs". Then, for each QJsonValue element in the array, we call - toObject() to get the Character's JSON object. The Character object can then - read their JSON and be appended to our NPC list. - - \note \l{Container Classes}{Associate containers} can be written by storing - the key in each value object (if it's not already). With this approach, the - container is stored as a regular array of objects, but the index of each - element is used as the key to construct the container when reading it back - in. - - \snippet savegame/level.cpp 1 - - Again, the write() function is similar to the read() function, except - reversed. - - Having established the Character and Level classes, we can move on to - the Game class: - - \snippet savegame/game.h 0 - - First of all, we define the \c SaveFormat enum. This will allow us to - specify the format in which the game should be saved: \c Json or \c Binary. - - Next, we provide accessors for the player and levels. We then expose three - functions: newGame(), saveGame() and loadGame(). - - The read() and write() functions are used by saveGame() and loadGame(). - - \snippet savegame/game.cpp 0 - - To setup a new game, we create the player and populate the levels and their - NPCs. - - \snippet savegame/game.cpp 1 - - The first thing we do in the read() function is tell the player to read - itself. We then clear the levels list so that calling loadGame() on the same - Game object twice doesn't result in old levels hanging around. - - We then populate the level list by reading each Level from a QJsonArray. - - \snippet savegame/game.cpp 2 - - We write the game to JSON similarly to how we write Level. - - \snippet savegame/game.cpp 3 - - 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, - and \c "save.dat" for binary. We print a warning and return \c false if the - file couldn't be opened. - - Since QJsonDocument's \l{QJsonDocument::fromJson()}{fromJson()} and - \l{QJsonDocument::fromBinaryData()}{fromBinaryData()} functions both take a - QByteArray, we can read the entire contents of the save file into one, - regardless of the save format. - - After constructing the QJsonDocument, we instruct the Game object to read - itself and then return \c true to indicate success. - - \snippet savegame/game.cpp 4 - - 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. - - We are now ready to enter main(): - - \snippet savegame/main.cpp 0 - - Since we're only interested in demonstrating \e serialization of a game with - JSON, our game is not actually playable. Therefore, we only need - QCoreApplication and have no event loop. We create our game and assume that - the player had a great time and made lots of progress, altering the internal - state of our Character, Level and Game objects. - - \snippet savegame/main.cpp 1 - - When the player has finished, we save their game. For demonstration - purposes, we serialize to both JSON and binary. You can examine the contents - of the files in the same directory as the executable, although the binary - save file will contain some garbage characters (which is normal). - - To show that the saved files can be loaded again, we call loadGame() for - each format, returning \c 1 on failure. Assuming everything went well, we - return \c 0 to indicate success. - - That concludes our example. As you can see, serialization with Qt's JSON - classes is very simple and convenient. The advantages of using QJsonDocument - and friends over QDataStream, for example, is that you not only get - human-readable JSON files, but you also have the option to use a binary - format if it's required, \e without rewriting any code. - - \sa {JSON Support in Qt}, {Data Storage} -*/ |