因此,我已經爲QDatastream的自定義類重載了>>和< <運算符。我做了每個版本的2個;一個用於基礎對象,另一個用於對象的指針。到目前爲止,所有版本的操作符都有一個例外。指針讀取操作符讀取正確的數據,但它不能正確保存在QList < *>中。QDatastream operator >> for QList <Class*>
下面是一些示例代碼。
QDataStream & operator <<(QDataStream &dataStream, const Faction &rhs)
{
return rhs.write(dataStream);
}
QDataStream & operator >>(QDataStream &dataStream, Faction &rhs)
{
return rhs.read(dataStream);
}
QDataStream & operator <<(QDataStream &dataStream, const Faction *rhs)
{
return rhs->write(dataStream);
}
QDataStream & operator >>(QDataStream &dataStream, Faction *rhs)
{
rhs = new Faction();
return rhs->read(dataStream);
}
QDataStream & Faction::read(QDataStream &dataStream)
{
QString tag;
dataStream >> tag;
QString classTag = QString(typeid(this).name());
getTypeName(&classTag);
if (tag == classTag + "Start")
{
while (tag != classTag + "End")
{
if (tag == "name")
{
dataStream >> name; // The name of the faction.
}
else if (tag == "buildings")
{
dataStream >> buildings; // The buildings of the Faction.
}
else if (tag == "units")
{
dataStream >> units; // The units of the Faction.
}
else if (tag == "upgrades")
{
dataStream >> upgrades; // The upgrades of the Faction.
}
else if (tag == "startBuildings")
{
dataStream >> startBuildings; // The list of buildings when starting a game.
}
else if (tag == "startUnits")
{
dataStream >> startUnits; // The list of units when starting a game.
}
else if (tag == "startUpgrades")
{
dataStream >> startUpgrades; // The list of upgrades when starting a game.
}
// Reading the next tag.
dataStream >> tag;
}
}
return dataStream;
}
QDataStream & Faction::write(QDataStream &dataStream) const
{
QString classTag = QString(typeid(this).name());
getTypeName(&classTag);
dataStream << QString(classTag + "Start");
dataStream << QString("name");
dataStream << name; // The name of the faction.
dataStream << QString("buildings");
dataStream << buildings; // The buildings of the Faction.
dataStream << QString("units");
dataStream << units; // The units of the Faction.
dataStream << QString("upgrades");
dataStream << upgrades; // The upgrades of the Faction.
dataStream << QString("startBuildings");
dataStream << startBuildings; // The list of buildings when starting a game.
dataStream << QString("startUnits");
dataStream << startUnits; // The list of units when starting a game.
dataStream << QString("startUpgrades");
dataStream << startUpgrades; // The list of upgrades when starting a game.
dataStream << QString(classTag + "End");
return dataStream;
}
Faction.h
#ifndef FACTION_H
#define FACTION_H
#include <JECUtils.h>
#include <Unit.h>
#include <UnitBase.h>
class Faction
{
public:
explicit Faction();
explicit Faction(const QString& name);
Faction(const Faction& faction);
Faction& operator=(const Faction& rhs);
bool operator==(const Faction& rhs) const;
bool operator!=(const Faction& rhs) const;
friend QDataStream &operator<<(QDataStream &dataStream, const Faction& rhs);
friend QDataStream &operator>>(QDataStream &dataStream, Faction& rhs);
friend QDataStream &operator<<(QDataStream &dataStream, const Faction* rhs);
friend QDataStream &operator>>(QDataStream &dataStream, Faction* rhs);
void addBuilding(UnitBase* building);
void addUnit(UnitBase* unit);
void addUpgrade(UnitBase* upgrade);
const QString& getName() const;
const UnitBase* getBuilding(const int& index) const;
const QList<UnitBase*>& getBuildings() const;
const UnitBase* getUnit(const int& index) const;
const QList<UnitBase*>& getUnits() const;
const UnitBase* getUpgrade(const int& index) const;
const QList<UnitBase*>& getUpgrades() const;
const QList<QList<Unit*> >* getStartUnits() const;
const QList<QList<Unit*> >* getStartBuildings() const;
const QList<QList<Unit*> >* getStartUpgrades() const;
void initialize(const QStringList& globalActions);
void removeAllBuilding();
void removeAllUnit();
void removeAllUpgrade();
void removeBuilding(const int& index);
void removeUnit(const int& index);
void removeUpgrade(const int& index);
void setStartUp(const QStringList& names, const QList<int>& quantities);
protected:
QDataStream& read(QDataStream &dataStream);
QDataStream& write(QDataStream &dataStream) const;
private:
QString name; // The name of the faction.
QList<UnitBase*> buildings; // The buildings of the Faction.
QList<UnitBase*> units; // The units of the Faction.
QList<UnitBase*> upgrades; // The upgrades of the Faction.
QList<QList<Unit*> > startBuildings; // The list of buildings when starting a game.
QList<QList<Unit*> > startUnits; // The list of units when starting a game.
QList<QList<Unit*> > startUpgrades; // The list of upgrades when starting a game.
};
#endif // FACTION_H
因此,在這個特殊的例子,我有一個的QList。當代碼
運行,Faction *的整個QList應該被讀入。但是我得到垃圾。
QDataStream & operator >>(QDataStream &dataStream, Faction *rhs)
{
rhs = new Faction();
return rhs->read(dataStream); <---- rhs will return good data.
}
rhs包含從文件讀入的正確數據。但是,在讀取完整個QList之後,垃圾值位於QList中。
誰能幫助我嗎?
這是問題所在。所以我想確保我明白你改變了什麼。因此,不是傳遞指針的「副本」,而是傳遞指針的引用,以便對該指針所做的任何更改都將轉換爲原始指針。那個聽起來是對的嗎? – jecjackal
是的,就是這樣。 – alexisdm