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+/*
+ This file is part of the KDE games library
+ Copyright (C) 2001 Andreas Beckermann ([email protected])
+ Copyright (C) 2001 Martin Heni ([email protected])
+
+ This library is free software; you can redistribute it and/or
+ modify it under the terms of the GNU Library General Public
+ License version 2 as published by the Free Software Foundation.
+
+ This library 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
+ Library General Public License for more details.
+
+ You should have received a copy of the GNU Library General Public License
+ along with this library; see the file COPYING.LIB. If not, write to
+ the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
+ Boston, MA 02110-1301, USA.
+*/
+
+// NAMING
+// please follow these naming rules if you add/change classes:
+// the main dialog is named KGameDialog and the base config widget
+// KGameDialogConfig. All config widgets are named KGameDialogXYZConfig (where
+// XYZ = the name of the config widget, like "general" or "network") and are
+// inherited from KGameDialogConfig.
+
+#ifndef __KGAMEDIALOGCONFIG_H__
+#define __KGAMEDIALOGCONFIG_H__
+
+#include <tqwidget.h>
+#include <kdemacros.h>
+
+class TQGridLayout;
+class TQVBoxLayout;
+class TQListBoxItem;
+
+class KGame;
+class KPlayer;
+class KGamePropertyBase;
+
+class KGameDialogConfigPrivate;
+/**
+ * Base class for configuration widgets.
+ *
+ * You can inherit from this and implement @ref submitToKGame, @ref
+ * setOwner and @ref setKGame to create your personal @ref KGame configuration widget :-)
+ * @short Base class for configuration widgets
+ * @author Andreas Beckermann <[email protected]>
+ **/
+class KDE_EXPORT KGameDialogConfig : public TQWidget
+{
+ Q_OBJECT
+ TQ_OBJECT
+public:
+ KGameDialogConfig(TQWidget* parent = 0);
+ virtual ~KGameDialogConfig();
+
+ /**
+ * Called by @ref KGameDialog to submit all settings to the KGame
+ * Object.
+ * You have to replace this if you add your own widgets!
+ * @param g A pointer to your KGame.
+ * @param p A pointer to the player owning this dialog
+ **/
+ virtual void submitToKGame(KGame* g, KPlayer* p) = 0;
+
+ /**
+ * The owner player of the dialog has been changed. The default
+ * changes the pointer for owner so don't forget to call the
+ * default implementation if you overwrite this!
+ *
+ * You can use this e.g. to change a line edit widget containing the
+ * player name.
+ *
+ * Note: even NULL players are allowed!
+ * @param p The new owner player of the dialog
+ **/
+ virtual void setOwner(KPlayer* p);
+
+ /**
+ * The KGame object of the dialog has been changed. The default
+ * implementation changes the pointer for game so don't forget to
+ * call the default implementation if you overwrite this!
+ *
+ * You can use this e.g. to re-read the min/max player settings.
+ * @param g The KGame object
+ **/
+ virtual void setKGame(KGame* g);
+
+ /**
+ * The admin status has been changed.
+ * If the KGame object of this config widget is the
+ * admin the user is allowed to configure it. Otherwise most
+ * widgets will have to be disabled. Note that you don't necessarily
+ * need to deactivate all widget - e.g. the player name must be
+ * configured by the player. Mainly the KGame configuration can be done
+ * by the admin only.
+ *
+ * By default this does nothing. Changes the value for admin so
+ * don't forget to call the default implementation in derived classes!
+ * @param admin Whether the KGame object of this dialog can be
+ * configured
+ **/
+ virtual void setAdmin(bool admin);
+
+ /**
+ * A pointer to the KGame object that has been set by @ref setKGame.
+ *
+ * Note that NULL is allowed!
+ * @return The KGame object assigned to this dialog
+ **/
+ KGame* game() const;
+
+ /**
+ * A pointer to the KPlayer object that has been set by @ref
+ * setOwner.
+ *
+ * Note that NULL is allowed!
+ * @return The owner of the dialog
+ **/
+ KPlayer* owner() const;
+
+ /**
+ * @return True if the owner is ADMIN otherwise FALSE. See also
+ * @ref setAdmin
+ **/
+ bool admin() const;
+
+protected:
+
+private:
+ KGameDialogConfigPrivate* d;
+};
+
+/**
+ * The main game configuration widget.
+ *
+ * It currently contains a line edit for the name of the player only. You can
+ * add widgets by using the KGameDialogGeneralConfig as parent parameter as it
+ * uses TQLayout::autoAdd == true.
+ * @author Andreas Beckermann <[email protected]>
+ **/
+class KGameDialogGeneralConfigPrivate;
+class KGameDialogGeneralConfig : public KGameDialogConfig
+{
+ Q_OBJECT
+ TQ_OBJECT
+public:
+ /**
+ * Construct a KGameDialogGeneralConfig. Currently it contains a line
+ * edit widget to change the player name only.
+ *
+ * If you just want to add more widgets you can just create your widgets
+ * with the KGameDialogGeneralConfig as parent as it uses
+ * TQLayout::setAutoAdd(true).
+ *
+ * @param parent Parent widget for this dialog.
+ * @param initializeGUI If you really don't want to use the
+ * predefined widget and/or tqlayout use FALSE here. Note that then none
+ * of the predefined widgets (currently only the name of the player)
+ * will exist anymore.
+ *
+ **/
+ KGameDialogGeneralConfig(TQWidget* parent = 0, bool initializeGUI = true);
+ virtual ~KGameDialogGeneralConfig();
+
+ /**
+ * Called by @ref KGameDialog to submit all settings to the KGame
+ * Object.
+ * You have to replace this if you add your own widgets!
+ * @param g A pointer to your KGame.
+ * @param p A pointer to the player owning this dialog
+ **/
+ virtual void submitToKGame(KGame* g, KPlayer* p);
+
+ /**
+ * Change the owner of the config widget.
+ *
+ * Changes the playername in the line edit
+ * @param p The new owner player
+ **/
+ virtual void setOwner(KPlayer* p);
+
+ /**
+ * See @ref KGameDialogConfig::setKGame
+ *
+ * Sets the default values of all KGame related predefined widgets
+ * (currently none)
+ **/
+ virtual void setKGame(KGame* g);
+
+ /**
+ * See @ref KGameDialogConfig::setAdmin
+ *
+ * This deactivates the min/max player widgets
+ **/
+ virtual void setAdmin(bool admin);
+
+protected slots:
+ void slotPropertyChanged(KGamePropertyBase*, KPlayer*);
+
+protected:
+ void setPlayerName(const TQString& name);
+
+ TQString playerName() const;
+
+private:
+ KGameDialogGeneralConfigPrivate* d;
+};
+
+class KGameDialogNetworkConfigPrivate;
+class KDE_EXPORT KGameDialogNetworkConfig : public KGameDialogConfig
+{
+ Q_OBJECT
+ TQ_OBJECT
+public:
+ KGameDialogNetworkConfig(TQWidget* parent = 0);
+ virtual ~KGameDialogNetworkConfig();
+
+
+ void disableInitConnection();
+
+ /**
+ * Called by @ref KGameDialog to submit all settings to the KGame
+ * Object.
+ * You have to replace this if you add your own widgets!
+ * @param g A pointer to your KGame.
+ * @param p A pointer to the player owning this dialog
+ **/
+ virtual void submitToKGame(KGame* g, KPlayer* p);
+
+ virtual void setKGame(KGame* g);
+
+ /**
+ * This sets the default port and host used in @ref KGameConnectDialog.
+ * The user will be able to change these defaults!
+ *
+ * If you don't call this then host "localhost" and port "0" is used.
+ * You are strongly encouraged to change at least the port!
+ * @param port The default port to connect to / listen on
+ * @param host The default host to connect to
+ **/
+ void setDefaultNetworkInfo(const TQString& host, unsigned short int port,bool server=true);
+
+ /**
+ * Set service type that will be published or browsed for and game name that will be displayed in
+ * server browser. Without this publishing and discovery of LAN servers will not be enabled.
+ * @param name Game name. Important only for server mode. If not
+ * set hostname will be used. In case of name conflict -2, -3 and so on will be added to name.
+ * @param type Service type (something like _kwin4._tcp). It should be unique for application.
+ * @since 3.4
+ **/
+ void setDiscoveryInfo(const TQString& type, const TQString& name=TQString());
+
+signals:
+ /**
+ * This signal is emmited if the user changes the server type (client/server)
+ * in the network configuration dialog.
+ *
+ * @param t - type type (0/1) of the connection
+ **/
+ void signalServerTypeChanged(int);
+
+
+protected:
+ void setConnected(bool connected, bool master = false);
+
+protected slots:
+ void slotInitConnection();
+ void slotExitConnection();
+ void slotConnectionBroken();
+
+
+private:
+ KGameDialogNetworkConfigPrivate* d;
+};
+
+class KGameDialogMsgServerConfigPrivate;
+class KGameDialogMsgServerConfig : public KGameDialogConfig
+{
+ Q_OBJECT
+ TQ_OBJECT
+public:
+ KGameDialogMsgServerConfig(TQWidget* parent = 0);
+ virtual ~KGameDialogMsgServerConfig();
+
+ virtual void submitToKGame(KGame*, KPlayer*) {}
+
+ void setHasMsgServer(bool);
+
+ virtual void setKGame(KGame* g);
+ virtual void setAdmin(bool);
+
+protected slots:
+ void slotChangeMaxClients();
+ void slotChangeAdmin();
+ void slotRemoveClient();
+
+protected:
+ void removeClient(TQ_UINT32 id);
+
+private:
+ KGameDialogMsgServerConfigPrivate* d;
+};
+
+class KGameDialogChatConfigPrivate;
+/**
+ * This is not really a configuration widget but rather a simple chat widget.
+ * This widget does nothing but just providing a @ref KGameChat object.
+ * @short A chat widget inside a @ref KGameDialog
+ * @author Andreas Beckermann <[email protected]>
+ **/
+class KGameDialogChatConfig : public KGameDialogConfig
+{
+ Q_OBJECT
+ TQ_OBJECT
+public:
+ KGameDialogChatConfig(int chatMsgId, TQWidget* parent = 0);
+ virtual ~KGameDialogChatConfig();
+
+ virtual void setKGame(KGame* g);
+ virtual void setOwner(KPlayer* p);
+
+ virtual void submitToKGame(KGame* g, KPlayer* p) { Q_UNUSED(g); Q_UNUSED(p); }
+
+private:
+ KGameDialogChatConfigPrivate* d;
+};
+
+/**
+ * @short Lists all connected players and gives the ability to kick them off the
+ * game
+ **/
+class KGameDialogConnectionConfigPrivate;
+class KGameDialogConnectionConfig : public KGameDialogConfig
+{
+ Q_OBJECT
+ TQ_OBJECT
+public:
+ KGameDialogConnectionConfig(TQWidget* parent = 0);
+ virtual ~KGameDialogConnectionConfig();
+
+ virtual void setKGame(KGame* g);
+ virtual void setOwner(KPlayer* p);
+ virtual void setAdmin(bool admin);
+
+ virtual void submitToKGame(KGame* g, KPlayer* p) { Q_UNUSED(g); Q_UNUSED(p); }
+
+protected:
+ /**
+ * @param p A player
+ * @return The TQListBoxItem that belongs to the player @p p
+ **/
+ TQListBoxItem* item(KPlayer* p) const;
+
+protected slots:
+ void slotKickPlayerOut(TQListBoxItem* item);
+ void slotPropertyChanged(KGamePropertyBase* prop, KPlayer* p);
+ void slotPlayerLeftGame(KPlayer* p);
+ void slotPlayerJoinedGame(KPlayer* p);
+ void slotClearPlayers();
+
+private:
+ KGameDialogConnectionConfigPrivate* d;
+
+};
+#endif