/* * Quackle -- Crossword game artificial intelligence and analysis tool * Copyright (C) 2005-2006 Jason Katz-Brown and John O'Laughlin. * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA * 02110-1301 USA */ #ifndef QUACKLE_LOGANIA_H #define QUACKLE_LOGANIA_H #include class QTextStream; namespace Quackle { class Game; } namespace QuackleIO { // Abstract interfaces for game log input/output class Logania { public: virtual ~Logania() {}; // if MaintainBoardPreparation is not set, boards will not be prepared // for analysis and you'll have to do this manually. If you set this flag // DataManager and a generator need to be set up. enum ReadFlags { BasicLoad = 0x0000, MaintainBoardPreparation = 0x0001 }; // allocates a new Game, fills it up, and returns it. // Returned game is either 0, or a game with at least one position. // Boards of game are ready for analysis if there is a DataManager set // up; otherwise they won't have their crosses prepared virtual Quackle::Game *read(QTextStream &stream, int flags) = 0; virtual bool canRead(QTextStream &stream) const = 0; virtual void write(const Quackle::Game &game, QTextStream &stream) = 0; virtual QString filter() const = 0; }; } #endif