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-rw-r--r--examples/corelib/json/savegame/character.cpp28
-rw-r--r--examples/corelib/json/savegame/character.h6
-rw-r--r--examples/corelib/json/savegame/doc/src/savegame.qdoc37
-rw-r--r--examples/corelib/json/savegame/game.cpp86
-rw-r--r--examples/corelib/json/savegame/game.h12
-rw-r--r--examples/corelib/json/savegame/level.cpp44
-rw-r--r--examples/corelib/json/savegame/level.h16
-rw-r--r--examples/corelib/json/savegame/main.cpp28
8 files changed, 175 insertions, 82 deletions
diff --git a/examples/corelib/json/savegame/character.cpp b/examples/corelib/json/savegame/character.cpp
index 20bbc34961..046cde3091 100644
--- a/examples/corelib/json/savegame/character.cpp
+++ b/examples/corelib/json/savegame/character.cpp
@@ -50,12 +50,17 @@
#include "character.h"
+#include <QMetaEnum>
+#include <QTextStream>
+
Character::Character() :
mLevel(0),
mClassType(Warrior) {
}
-Character::Character(const QString &name, int level, Character::ClassType classType) :
+Character::Character(const QString &name,
+ int level,
+ Character::ClassType classType) :
mName(name),
mLevel(level),
mClassType(classType)
@@ -95,9 +100,14 @@ void Character::setClassType(Character::ClassType classType)
//! [0]
void Character::read(const QJsonObject &json)
{
- mName = json["name"].toString();
- mLevel = json["level"].toDouble();
- mClassType = ClassType(qRound(json["classType"].toDouble()));
+ if (json.contains("name") && json["name"].isString())
+ mName = json["name"].toString();
+
+ if (json.contains("level") && json["level"].isDouble())
+ mLevel = json["level"].toInt();
+
+ if (json.contains("classType") && json["classType"].isDouble())
+ mClassType = ClassType(json["classType"].toInt());
}
//! [0]
@@ -109,3 +119,13 @@ void Character::write(QJsonObject &json) const
json["classType"] = mClassType;
}
//! [1]
+
+void Character::print(int indentation) const
+{
+ const QString indent(indentation * 2, ' ');
+ QTextStream(stdout) << indent << "Name:\t" << mName << "\n";
+ QTextStream(stdout) << indent << "Level:\t" << mLevel << "\n";
+
+ QString className = QMetaEnum::fromType<ClassType>().valueToKey(mClassType);
+ QTextStream(stdout) << indent << "Class:\t" << className << "\n";
+}
diff --git a/examples/corelib/json/savegame/character.h b/examples/corelib/json/savegame/character.h
index 740496822c..cbf06d7fd6 100644
--- a/examples/corelib/json/savegame/character.h
+++ b/examples/corelib/json/savegame/character.h
@@ -52,15 +52,19 @@
#define CHARACTER_H
#include <QJsonObject>
+#include <QObject>
#include <QString>
//! [0]
class Character
{
+ Q_GADGET;
+
public:
enum ClassType {
Warrior, Mage, Archer
};
+ Q_ENUM(ClassType)
Character();
Character(const QString &name, int level, ClassType classType);
@@ -76,6 +80,8 @@ public:
void read(const QJsonObject &json);
void write(QJsonObject &json) const;
+
+ void print(int indentation = 0) const;
private:
QString mName;
int mLevel;
diff --git a/examples/corelib/json/savegame/doc/src/savegame.qdoc b/examples/corelib/json/savegame/doc/src/savegame.qdoc
index fec5fe8e5d..06e70680c6 100644
--- a/examples/corelib/json/savegame/doc/src/savegame.qdoc
+++ b/examples/corelib/json/savegame/doc/src/savegame.qdoc
@@ -61,8 +61,8 @@
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.
+ check if the keys are valid before attempting to read them with
+ QJsonObject::contains().
\snippet json/savegame/character.cpp 1
@@ -77,7 +77,7 @@
\snippet json/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
+ keep a QVector of Character objects. We also provide the familiar read() and
write() functions.
\snippet json/savegame/level.cpp 0
@@ -86,7 +86,7 @@
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.
+ read their JSON and be appended to our NPC array.
\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
@@ -120,10 +120,10 @@
\snippet json/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.
+ 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.
- We then populate the level list by reading each Level from a QJsonArray.
+ We then populate the level array by reading each Level from a QJsonArray.
\snippet json/savegame/game.cpp 2
@@ -159,20 +159,23 @@
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.
+ QCoreApplication and have no event loop. On application start-up we parse
+ the command-line arguments to decide how to start the game. For the first
+ argument the options "new" (default) and "load" are available. When "new"
+ is specified a new game will be generated, and when "load" is specified a
+ previously saved game will be loaded in. For the second argument
+ "json" (default) and "binary" are available as options. This argument will
+ decide which file is saved to and/or loaded from. We then move ahead 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 json/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.
+ purposes, we can serialize to either JSON or binary. You can examine the
+ contents of the files in the same directory as the executable (or re-run
+ the example, making sure to also specify the "load" option), although the
+ binary save file will contain some garbage characters (which is normal).
That concludes our example. As you can see, serialization with Qt's JSON
classes is very simple and convenient. The advantages of using QJsonDocument
diff --git a/examples/corelib/json/savegame/game.cpp b/examples/corelib/json/savegame/game.cpp
index b0d800f4ab..c70a50121c 100644
--- a/examples/corelib/json/savegame/game.cpp
+++ b/examples/corelib/json/savegame/game.cpp
@@ -53,41 +53,54 @@
#include <QFile>
#include <QJsonArray>
#include <QJsonDocument>
+#include <QRandomGenerator>
+#include <QTextStream>
-Game::Game()
-{
-}
-
-const Character &Game::player() const
+Character Game::player() const
{
return mPlayer;
}
-const QList<Level> &Game::levels() const {
+QVector<Level> Game::levels() const
+{
return mLevels;
}
//! [0]
-void Game::newGame() {
+void Game::newGame()
+{
mPlayer = Character();
mPlayer.setName(QStringLiteral("Hero"));
mPlayer.setClassType(Character::Archer);
- mPlayer.setLevel(15);
+ mPlayer.setLevel(QRandomGenerator::bounded(15, 21));
mLevels.clear();
-
- Level village;
- QList<Character> villageNpcs;
- villageNpcs.append(Character(QStringLiteral("Barry the Blacksmith"), 10, Character::Warrior));
- villageNpcs.append(Character(QStringLiteral("Terry the Trader"), 10, Character::Warrior));
+ mLevels.reserve(2);
+
+ Level village(QStringLiteral("Village"));
+ QVector<Character> villageNpcs;
+ villageNpcs.reserve(2);
+ villageNpcs.append(Character(QStringLiteral("Barry the Blacksmith"),
+ QRandomGenerator::bounded(8, 11),
+ Character::Warrior));
+ villageNpcs.append(Character(QStringLiteral("Terry the Trader"),
+ QRandomGenerator::bounded(6, 8),
+ Character::Warrior));
village.setNpcs(villageNpcs);
mLevels.append(village);
- Level dungeon;
- QList<Character> dungeonNpcs;
- dungeonNpcs.append(Character(QStringLiteral("Eric the Evil"), 20, Character::Mage));
- dungeonNpcs.append(Character(QStringLiteral("Eric's Sidekick #1"), 5, Character::Warrior));
- dungeonNpcs.append(Character(QStringLiteral("Eric's Sidekick #2"), 5, Character::Warrior));
+ Level dungeon(QStringLiteral("Dungeon"));
+ QVector<Character> dungeonNpcs;
+ dungeonNpcs.reserve(3);
+ dungeonNpcs.append(Character(QStringLiteral("Eric the Evil"),
+ QRandomGenerator::bounded(18, 26),
+ Character::Mage));
+ dungeonNpcs.append(Character(QStringLiteral("Eric's Left Minion"),
+ QRandomGenerator::bounded(5, 7),
+ Character::Warrior));
+ dungeonNpcs.append(Character(QStringLiteral("Eric's Right Minion"),
+ QRandomGenerator::bounded(4, 9),
+ Character::Warrior));
dungeon.setNpcs(dungeonNpcs);
mLevels.append(dungeon);
}
@@ -113,6 +126,10 @@ bool Game::loadGame(Game::SaveFormat saveFormat)
read(loadDoc.object());
+ QTextStream(stdout) << "Loaded save for "
+ << loadDoc["player"]["name"].toString()
+ << " using "
+ << (saveFormat != Json ? "binary " : "") << "JSON...\n";
return true;
}
//! [3]
@@ -143,15 +160,19 @@ bool Game::saveGame(Game::SaveFormat saveFormat) const
//! [1]
void Game::read(const QJsonObject &json)
{
- mPlayer.read(json["player"].toObject());
-
- mLevels.clear();
- QJsonArray levelArray = json["levels"].toArray();
- for (int levelIndex = 0; levelIndex < levelArray.size(); ++levelIndex) {
- QJsonObject levelObject = levelArray[levelIndex].toObject();
- Level level;
- level.read(levelObject);
- mLevels.append(level);
+ if (json.contains("player") && json["player"].isObject())
+ mPlayer.read(json["player"].toObject());
+
+ if (json.contains("levels") && json["levels"].isArray()) {
+ QJsonArray levelArray = json["levels"].toArray();
+ mLevels.clear();
+ mLevels.reserve(levelArray.size());
+ for (int levelIndex = 0; levelIndex < levelArray.size(); ++levelIndex) {
+ QJsonObject levelObject = levelArray[levelIndex].toObject();
+ Level level;
+ level.read(levelObject);
+ mLevels.append(level);
+ }
}
}
//! [1]
@@ -172,3 +193,14 @@ void Game::write(QJsonObject &json) const
json["levels"] = levelArray;
}
//! [2]
+
+void Game::print(int indentation) const
+{
+ const QString indent(indentation * 2, ' ');
+ QTextStream(stdout) << indent << "Player\n";
+ mPlayer.print(indentation + 1);
+
+ QTextStream(stdout) << indent << "Levels\n";
+ for (Level level : mLevels)
+ level.print(indentation + 1);
+}
diff --git a/examples/corelib/json/savegame/game.h b/examples/corelib/json/savegame/game.h
index c02832b0ab..3da9c148be 100644
--- a/examples/corelib/json/savegame/game.h
+++ b/examples/corelib/json/savegame/game.h
@@ -52,7 +52,7 @@
#define GAME_H
#include <QJsonObject>
-#include <QList>
+#include <QVector>
#include "character.h"
#include "level.h"
@@ -61,14 +61,12 @@
class Game
{
public:
- Game();
-
enum SaveFormat {
Json, Binary
};
- const Character &player() const;
- const QList<Level> &levels() const;
+ Character player() const;
+ QVector<Level> levels() const;
void newGame();
bool loadGame(SaveFormat saveFormat);
@@ -76,9 +74,11 @@ public:
void read(const QJsonObject &json);
void write(QJsonObject &json) const;
+
+ void print(int indentation = 0) const;
private:
Character mPlayer;
- QList<Level> mLevels;
+ QVector<Level> mLevels;
};
//! [0]
diff --git a/examples/corelib/json/savegame/level.cpp b/examples/corelib/json/savegame/level.cpp
index 5b9fb5c90a..8eda107f46 100644
--- a/examples/corelib/json/savegame/level.cpp
+++ b/examples/corelib/json/savegame/level.cpp
@@ -51,16 +51,23 @@
#include "level.h"
#include <QJsonArray>
+#include <QTextStream>
-Level::Level() {
+Level::Level(const QString &name) : mName(name)
+{
}
-const QList<Character> &Level::npcs() const
+QString Level::name() const
+{
+ return mName;
+}
+
+QVector<Character> Level::npcs() const
{
return mNpcs;
}
-void Level::setNpcs(const QList<Character> &npcs)
+void Level::setNpcs(const QVector<Character> &npcs)
{
mNpcs = npcs;
}
@@ -68,13 +75,19 @@ void Level::setNpcs(const QList<Character> &npcs)
//! [0]
void Level::read(const QJsonObject &json)
{
- mNpcs.clear();
- QJsonArray npcArray = json["npcs"].toArray();
- for (int npcIndex = 0; npcIndex < npcArray.size(); ++npcIndex) {
- QJsonObject npcObject = npcArray[npcIndex].toObject();
- Character npc;
- npc.read(npcObject);
- mNpcs.append(npc);
+ if (json.contains("name") && json["name"].isString())
+ mName = json["name"].toString();
+
+ if (json.contains("npcs") && json["npcs"].isArray()) {
+ QJsonArray npcArray = json["npcs"].toArray();
+ mNpcs.clear();
+ mNpcs.reserve(npcArray.size());
+ for (int npcIndex = 0; npcIndex < npcArray.size(); ++npcIndex) {
+ QJsonObject npcObject = npcArray[npcIndex].toObject();
+ Character npc;
+ npc.read(npcObject);
+ mNpcs.append(npc);
+ }
}
}
//! [0]
@@ -82,6 +95,7 @@ void Level::read(const QJsonObject &json)
//! [1]
void Level::write(QJsonObject &json) const
{
+ json["name"] = mName;
QJsonArray npcArray;
foreach (const Character npc, mNpcs) {
QJsonObject npcObject;
@@ -91,3 +105,13 @@ void Level::write(QJsonObject &json) const
json["npcs"] = npcArray;
}
//! [1]
+
+void Level::print(int indentation) const
+{
+ const QString indent(indentation * 2, ' ');
+ QTextStream(stdout) << indent << "Name:\t" << mName << "\n";
+
+ QTextStream(stdout) << indent << "NPCs:\n";
+ for (const Character &character : mNpcs)
+ character.print(2);
+}
diff --git a/examples/corelib/json/savegame/level.h b/examples/corelib/json/savegame/level.h
index 878510e9d5..393524abfd 100644
--- a/examples/corelib/json/savegame/level.h
+++ b/examples/corelib/json/savegame/level.h
@@ -52,7 +52,7 @@
#define LEVEL_H
#include <QJsonObject>
-#include <QList>
+#include <QVector>
#include "character.h"
@@ -60,15 +60,21 @@
class Level
{
public:
- Level();
+ Level() = default;
+ Level(const QString &name);
- const QList<Character> &npcs() const;
- void setNpcs(const QList<Character> &npcs);
+ QString name() const;
+
+ QVector<Character> npcs() const;
+ void setNpcs(const QVector<Character> &npcs);
void read(const QJsonObject &json);
void write(QJsonObject &json) const;
+
+ void print(int indentation = 0) const;
private:
- QList<Character> mNpcs;
+ QString mName;
+ QVector<Character> mNpcs;
};
//! [0]
diff --git a/examples/corelib/json/savegame/main.cpp b/examples/corelib/json/savegame/main.cpp
index 2e4e864942..d091684211 100644
--- a/examples/corelib/json/savegame/main.cpp
+++ b/examples/corelib/json/savegame/main.cpp
@@ -49,30 +49,32 @@
****************************************************************************/
#include <QCoreApplication>
+#include <QTextStream>
#include "game.h"
//! [0]
int main(int argc, char *argv[])
{
QCoreApplication app(argc, argv);
+ QStringList args = QCoreApplication::arguments();
+ bool newGame = true;
+ if (args.length() > 1)
+ newGame = (args[1].toLower() != QStringLiteral("load"));
+ bool json = true;
+ if (args.length() > 2)
+ json = (args[2].toLower() != QStringLiteral("binary"));
Game game;
- game.newGame();
+ if (newGame)
+ game.newGame();
+ else if (!game.loadGame(json ? Game::Json : Game::Binary))
+ return 1;
// Game is played; changes are made...
//! [0]
//! [1]
- if (!game.saveGame(Game::Json))
- return 1;
-
- if (!game.saveGame(Game::Binary))
- return 1;
-
- Game fromJsonGame;
- if (!fromJsonGame.loadGame(Game::Json))
- return 1;
-
- Game fromBinaryGame;
- if (!fromBinaryGame.loadGame(Game::Binary))
+ QTextStream(stdout) << "Game ended in the following state:\n";
+ game.print();
+ if (!game.saveGame(json ? Game::Json : Game::Binary))
return 1;
return 0;