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Diffstat (limited to 'libtdegames/kgame/dialogs/kgameerrordialog.h')
-rw-r--r-- | libtdegames/kgame/dialogs/kgameerrordialog.h | 115 |
1 files changed, 115 insertions, 0 deletions
diff --git a/libtdegames/kgame/dialogs/kgameerrordialog.h b/libtdegames/kgame/dialogs/kgameerrordialog.h new file mode 100644 index 00000000..08726dc2 --- /dev/null +++ b/libtdegames/kgame/dialogs/kgameerrordialog.h @@ -0,0 +1,115 @@ +/* + 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. +*/ + +#ifndef __KGAMEERRORDIALOG_H__ +#define __KGAMEERRORDIALOG_H__ + +#include <kdialogbase.h> + +class KGame; +class KGameErrorDialogPrivate; + +/** + * Use error(), warning() and information() to display the information about a + * network game. Maybe a better solution is to use KMessageBoxes + * You can connect to the public slots, too - they will call the static + * functions, so that you can always have a KGameErrorDialog object lying around + * without losing much memory (a KGameErrorMessageDialog Object will be + * created) + * @short Error handling for KGame + * @author Andreas Beckermann <[email protected]> + **/ +class KGameErrorDialog : public TQObject +{ + Q_OBJECT + TQ_OBJECT +public: + KGameErrorDialog(TQWidget* parent); + ~KGameErrorDialog(); + + /** + * Automatically connects the KGame object to all error dependant slots. + * Create a KGameErrorDialog object, call this function and forget + * everything. + * @param g The KGame which will emit the erorrs (or not ;-) ) + **/ + void setKGame(const KGame* g); + + /** + * KGame couldn't establish a connection. Use this if + * KGame::initConnection returns false + * @param s A string that describes the error further (like port is + * already in use). Will be ignored if TQString() + **/ + void connectionError(TQString s = TQString()); + +public slots: + void slotError(int error, TQString text); + + /** + * The connection to the @ref KMessageServer has been lost + * + * See @ref KGameNetwork::signalConnectionBroken + **/ + void slotServerConnectionLost(); + + /** + * The connection to a client has been lost by accident + * + * See @ref KGameNetwork::signalClientDisconnected + **/ + void slotClientConnectionLost(TQ_UINT32 clientID,bool broken); + + /** + * Unsets a @ref KGame which has been set using @ref setKGame before. + * This is called automatically when the @ref KGame object is destroyed + * and you normally don't have to call this yourself. + * + * Note that @ref setKGame also unsets an already existing @ref KGame + * object if exising. + **/ + void slotUnsetKGame(); + +protected: + void error(const TQString& errorText, TQWidget* parent = 0); + +private: + KGameErrorDialogPrivate* d; +}; + +/** + * The real class for error messages. KGameErrorDialog uses this to create error + * messages (not yet). + * Use @ref KGameErrorDialog instead. + * @short Internally used by @ref KGameErrorDialog + * @author Andreas Beckermann <[email protected]> + **/ +class KGameErrorMessageDialog : public KDialogBase +{ + Q_OBJECT + TQ_OBJECT +public: + KGameErrorMessageDialog(TQWidget* parent); + ~KGameErrorMessageDialog(); + +private: +}; + +#endif |