📄 noughtsandcrossesinformationandsettings.cpp
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/* Copyright (c) 2005, Nokia. All rights reserved */
// INCLUDE FILES
#include <s32file.h>
#include "noughtsandcrossesinformationandsettings.h"
// ============================ MEMBER FUNCTIONS ===============================
// ----------------------------------------------------------------------------
// CNoughtsAndCrossesInformationAndSettings::CNoughtsAndCrossesInformationAndSettings()
// Default constructor.
// ----------------------------------------------------------------------------
//
CNoughtsAndCrossesInformationAndSettings::CNoughtsAndCrossesInformationAndSettings() : iPlayFirst (true),
iPlayTypeCross (true), iHumanWins (0), iHumanLosses (0)
{
}
// ----------------------------------------------------------------------------
// CNoughtsAndCrossesInformationAndSettings::SetPlayerName (const TPlayerName& aPlayerName)
// ----------------------------------------------------------------------------
//
void CNoughtsAndCrossesInformationAndSettings::SetPlayerName (const TPlayerName& aPlayerName)
{
iPlayerName = aPlayerName;
}
// ----------------------------------------------------------------------------
// CNoughtsAndCrossesInformationAndSettings::PlayerName()
// Return the players name
// ----------------------------------------------------------------------------
//
CNoughtsAndCrossesInformationAndSettings::TPlayerName& CNoughtsAndCrossesInformationAndSettings::PlayerName()
{
return iPlayerName;
}
// ----------------------------------------------------------------------------
// CNoughtsAndCrossesInformationAndSettings::SetHumanPlayFirst(TBool aPlayFirst)
// ----------------------------------------------------------------------------
//
void CNoughtsAndCrossesInformationAndSettings::SetHumanPlayFirst (TBool aPlayFirst)
{
iPlayFirst = aPlayFirst;
}
// ----------------------------------------------------------------------------
// CNoughtsAndCrossesInformationAndSettings::HumanPlayFirst()
// Return ETrue if human play first
// ----------------------------------------------------------------------------
//
TBool& CNoughtsAndCrossesInformationAndSettings::HumanPlayFirst()
{
return iPlayFirst;
}
// ----------------------------------------------------------------------------
// CNoughtsAndCrossesInformationAndSettings::SetHumanTypeCross(TBool aPlayTypeCross)
// ----------------------------------------------------------------------------
//
void CNoughtsAndCrossesInformationAndSettings::SetHumanTypeCross (TBool aPlayTypeCross)
{
iPlayTypeCross = aPlayTypeCross;
}
// ----------------------------------------------------------------------------
// CNoughtsAndCrossesInformationAndSettings::HumanTypeCross()
// Return ETrue if human type is cross
// ----------------------------------------------------------------------------
//
TInt& CNoughtsAndCrossesInformationAndSettings::HumanTypeCross()
{
return iPlayTypeCross;
}
// ----------------------------------------------------------------------------
// CNoughtsAndCrossesInformationAndSettings::AddHumanWins()
// ----------------------------------------------------------------------------
//
void CNoughtsAndCrossesInformationAndSettings::AddHumanWins()
{
++iHumanWins;
}
// ----------------------------------------------------------------------------
// CNoughtsAndCrossesInformationAndSettings::HumanWins()
// Return human wins
// ----------------------------------------------------------------------------
//
TInt CNoughtsAndCrossesInformationAndSettings::HumanWins() const
{
return iHumanWins;
}
// ----------------------------------------------------------------------------
// CNoughtsAndCrossesInformationAndSettings::AddHumanLosses()
// ----------------------------------------------------------------------------
//
void CNoughtsAndCrossesInformationAndSettings::AddHumanLosses()
{
++iHumanLosses;
}
// ----------------------------------------------------------------------------
// CNoughtsAndCrossesInformationAndSettings::HumanLosses()
// Return human losses
// ----------------------------------------------------------------------------
//
TInt CNoughtsAndCrossesInformationAndSettings::HumanLosses() const
{
return iHumanLosses;
}
// ----------------------------------------------------------------------------
// CNoughtsAndCrossesInformationAndSettings::ExternalizeL (RWriteStream& aStream) const
// Write the player settings to stream.
// ----------------------------------------------------------------------------
//
void CNoughtsAndCrossesInformationAndSettings::ExternalizeL (RWriteStream& aStream) const
{
aStream << iPlayerName;
aStream.WriteInt32L (iPlayFirst);
aStream.WriteInt32L (iPlayTypeCross);
aStream.WriteInt32L (iHumanWins);
aStream.WriteInt32L (iHumanLosses);
}
// ----------------------------------------------------------------------------
// CNoughtsAndCrossesInformationAndSettings::InternalizeL (RReadStream& aStream)
// Read the contents of aStream.
// ----------------------------------------------------------------------------
//
void CNoughtsAndCrossesInformationAndSettings::InternalizeL (RReadStream& aStream)
{
aStream >> iPlayerName;
iPlayFirst = aStream.ReadInt32L();
iPlayTypeCross = aStream.ReadInt32L();
iHumanWins = aStream.ReadInt32L();
iHumanLosses = aStream.ReadInt32L();
}
// End of File
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