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/*
* Quackle -- Crossword game artificial intelligence and analysis tool
* Copyright (C) 2005-2019 Jason Katz-Brown, John O'Laughlin, and John Fultz.
*
* 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 3 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, see <http://www.gnu.org/licenses/>.
*/
#ifndef QUACKLE_LOGANIA_H
#define QUACKLE_LOGANIA_H
#include <QString>
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
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