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authorTopi Reinio <topi.reinio@digia.com>2014-10-15 13:50:27 +0200
committerTopi Reiniƶ <topi.reinio@digia.com>2014-10-17 14:57:13 +0200
commitcf8f369f8575dcb9ca4d5116f3afc7cff4a080af (patch)
treea685f393b50786a892fcd3ad638b4c01e9002894 /examples/json/savegame/doc
parent45485d9eb47d3129b8a74c2e9d854c07673161cd (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>
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-/****************************************************************************
-**
-** 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}
-*/