1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
|
/*
This file is part of the KDE games library
Copyright (C) 2001 Andreas Beckermann ([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 __KCHATBASE_H__
#define __KCHATBASE_H__
#include <tqframe.h>
#include <tqstring.h>
#include <tqlistbox.h>
#include <kglobalsettings.h>
#include <kdemacros.h>
class TQListBoxItem;
class KConfig;
class KChatBaseTextPrivate;
/**
* A TQListBoxText implementation for KChatBase.
*
* It supports different colors, text fonts, ...
*
* A KChatBaseText consists of two text items: first the player part then the
* text part. This honors KChatBase::addMessage which also uses both.
* You can leave the player part out if you don't need it - there won't be any
* difference.
*
* You can set different colors and fonts for both parts. In the future there
* will probably some kind of KChatBaseDialog which offers the user the ability
* to configure things like color and font on the fly.
**/
class KChatBaseText : public TQListBoxText
{
public:
/**
* Constructs a KChatBaseText object with the player and text part
**/
KChatBaseText(const TQString& player, const TQString& text);
/**
* Constructs a KChatBaseText object without player part
**/
KChatBaseText(const TQString& text);
/**
* Destruct a KChatBaseText object.
**/
virtual ~KChatBaseText();
/**
* Set the name part of a message. A message is usually shown like
* "name: text" and you can change both parts independently.
*
* @see setMessage
* @param name The name of the sender (e.g. the player)
**/
void setName(const TQString& name);
/**
* Set the text part of a message. A message is usually shown like
* "name: message" and you can change both parts independently.
*
* See also setName
* @param message The message that has been sent
**/
void setMessage(const TQString& message);
/**
* @return The name part of a message.
* @see setName
**/
const TQString& name() const;
/**
* @return The message text.
* @see setMessage
**/
const TQString& message() const;
/**
* You can set the font of the sender name independently of the message
* itself. This font is used as the "name: " part of the message.
* @return The font that is used for the name
**/
TQFont nameFont() const;
/**
* You can set the font of the message independently of the sender name.
* This font is used as the text part of the message.
* @return The font thaz is used for message text
**/
TQFont messageFont() const;
/**
* Set the font for the name.
* @see nameFont
* @param font A pointer to the name font. Only the pointer is stored so
* don't delete the object. This way there is only one object for a lot
* of messages in memory.
**/
void setNameFont(const TQFont* font);
/**
* Set the font for the message text.
* @see messageFont
* @param font A pointer to the message font. Only the pointer is stored so
* don't delete the object! This way there is only one object for a lot
* of messages in memory.
**/
void setMessageFont(const TQFont* font);
/**
**/
virtual int width(TQListBox* ) const;
/**
**/
virtual int height(TQListBox* ) const;
protected:
/**
**/
virtual void paint(TQPainter*);
private:
void init();
private:
KChatBaseTextPrivate* d;
};
class KChatBasePrivate;
/**
* @short The base class for chat widgets
*
* This is the base class for both KChat and KGameChat. KGameChat is the class
* you want to use if you write a KGame based game as it will do most things for
* you. KChat is more or less the same but not KGame dependant
*
* KChatBase provides a complete chat widget, featuring different sending means
* (e.g. "send to all", "send to player1", "send to group2" and so on - see
* addSendingEntry). It also provides full auto-completion capabilities (see
* KCompletion and KLineEdit) which defaults to disabled. The user can
* change this by right-clicking on the KLineEdit widget and selecting the
* desired behaviour. You can also change this manually by calling
* setCompletionMode.
*
* To make KChatBase useful you have to overwrite at least returnPressed.
* Here you should send the message to all of your clients (or just some of
* them, depending on sendingEntry).
*
* To add a message just call addMessage with the nickname of the player
* who sent the message and the message itself. If you don't want to use
* layoutMessage by any reason you can also call addItem directly. But you
* should better replace layoutMessage instead.
*
* You probably don't want to use the abstract class KChatBase directly but use
* one of the derived classess KChat or KGameChat. The latter is the
* widget of choice if you develop a KGame application as you don't have to
* do anything but providing a KGame object.
*
* @author Andreas Beckermann <[email protected]>
**/
class KDE_EXPORT KChatBase : public TQFrame
{
Q_OBJECT
TQ_OBJECT
public:
/**
* @param tqparent The tqparent widget for this widget.
* @param noComboBox If true then the combo box where the player can
* choose where to send messages to (either globally or just to some
* players) will not be added.
**/
KChatBase(TQWidget* tqparent, bool noComboBox = false);
/**
* Destruct the KChatBase object
*
* Also calls saveConfig
**/
virtual ~KChatBase();
enum SendingIds {
SendToAll = 0
};
/**
* @return The name that will be shown for messages from this widget. Either the
* string that was set by setFromName or the name of the player
* that was set by setFromPlayer
**/
virtual const TQString& fromName() const = 0;
/**
* Adds a new entry in the combo box. The default is "send to all
* players" only. This function is provided for convenience. You can
* also call inserSendingEntry with index = -1.
* See also nextId!
* @param text The text of the new entry
* @param id An ID for this entry. This must be unique for this
* entry. It has nothing to do with the position of the entry in the
* combo box. See nextId
* @return True if successful, otherwise false (e.g. if the id is already used)
**/
bool addSendingEntry(const TQString& text, int id);
/**
* Inserts a new entry in the combo box.
* @param text The entry
* @param id An ID for this entry. This must be unique for this
* entry. It has nothing to do with the position of the entry in the
* combo box!
* @see nextId
* @param index The position of the entry. If -1 the entry will be added
* at the bottom
* @return True if successful, otherwise false (e.g. if the id is already used)
**/
bool insertSendingEntry(const TQString& text, int id, int index = -1);
/**
* This changes a combo box entry.
* @param text The new text of the entry
* @param id The ID of the item to be changed
**/
void changeSendingEntry(const TQString& text, int id);
/**
* This selects a combo box entry.
* @param id The ID of the item to be selected
**/
void setSendingEntry(int id);
/**
* Removes the entry with the ID id from the combo box. Note that id is
* _not_ the index of the entry!
* @see addSendingEntry
* @param id The unique id of the entry
**/
void removeSendingEntry(int id);
/**
* @return The _unique ID_ of the sending entry that has been selected.
* @see addSendingEntry
*
* Note that the entry "send to all" _always_ uses
* KChatBase::SendToAll, i.e. 0 as id!
**/
int sendingEntry() const;
/**
* @return The index of the combo box entry with the given id
**/
int findIndex(int id) const;
/**
* @return An ID that has not yet been used in the combo box.
* @see addSendingEntry
**/
int nextId() const;
/**
* @return True if this widget is able to send messages (see
* returnPressed) and false if not. The default implementation returns
* the value which has been set by setAcceptMessage (true by
* default)
**/
virtual bool acceptMessage() const;
/**
* See KLineEdit::setCompletionMode
**/
void setCompletionMode(KGlobalSettings::Completion mode);
/**
* Set the font that used used for the name part of a message. See also
* nameFont and setBothFont
**/
void setNameFont(const TQFont& font);
/**
* Set the font that used used for the message part of a message.
* @see messageFont, setBothFont
**/
void setMessageFont(const TQFont& font);
/**
* This sets both - nameFont and messageFont to font. You
* probably want to use this if you don't wish to distinguish between
* these parts of a message.
* @param font A font used for both nameFont and messageFont
**/
void setBothFont(const TQFont& font);
/**
* Same as setNameFont but applies only to system messages.
* @see layoutSystemMessage
**/
void setSystemNameFont(const TQFont& font);
/**
* Same as setMessageFont but applies only to system messages.
* @see layoutSystemMessage
**/
void setSystemMessageFont(const TQFont& font);
/**
* Same as setBothFont but applies only to system messages.
* @see layoutSystemMessage
**/
void setSystemBothFont(const TQFont& font);
/**
* This font should be used for the name (the "from: " part) of a
* message. layoutMessage uses this to set the font using
* KChatBaseText::setNameFont but if you want to overwrite
* layoutMessage you should do this yourself.
* @return The font that is used for the name part of the message.
**/
const TQFont& nameFont() const;
/**
* This font should be used for a message. layoutMessage sets the
* font of a message using KChatBaseText::setMessageFont but if ypu
* replace layoutMessage with your own function you should use
* messageFont() yourself.
* @return The font that is used for a message
**/
const TQFont& messageFont() const;
/**
* Same as systemNameFont but applies only to system messages.
* @see layoutSystemMessage
**/
const TQFont& systemNameFont() const;
/**
* Same as systemMessageFont but applies only to system messages.
* @see layoutSystemMessage
**/
const TQFont& systemMessageFont() const;
/**
* Save the configuration of the dialog to a KConfig object. If
* the supplied KConfig pointer is NULL then kapp->config() is used
* instead (and the group is changed to "KChatBase") butr the current
* group is restored at the end.
* @param conf A pointer to the KConfig object to save the config
* to. If you use 0 then kapp->config() is used and the group is changed
* to "KChatBase" (the current group is restored at the end).
**/
virtual void saveConfig(KConfig* conf = 0);
/**
* Read the configuration from a KConfig object. If the pointer is
* NULL kapp->config() is used and the group is changed to "KChatBase".
* The current KConfig::group is restored after this call.
**/
virtual void readConfig(KConfig* conf = 0);
/**
* Set the maximum number of items in the list. If the number of item
* exceeds the maximum as many items are deleted (oldest first) as
* necessary. The number of items will never exceed this value.
* @param maxItems the maximum number of items. -1 (default) for
* unlimited.
**/
void setMaxItems(int maxItems);
/**
* Clear all messages in the list.
**/
void clear();
/**
* @return The maximum number of messages in the list. -1 is unlimited. See also
* setMaxItems
**/
int maxItems() const;
public slots:
/**
* Add a text in the listbox. See also signalSendMessage()
*
* Maybe you want to replace this with a function that creates a nicer text
* than "fromName: text"
*
* Update: the function layoutMessage is called by this now. This
* means that you will get user defined outlook on the messages :-)
* @param fromName The player who sent this message
* @param text The text to be added
**/
virtual void addMessage(const TQString& fromName, const TQString& text);
/**
* This works just like addMessage but adds a system message.
* layoutSystemMessage is used to generate the displayed item. System
* messages will have a different look than player messages.
*
* You may wish to use this to display status information from your game.
**/
virtual void addSystemMessage(const TQString& fromName, const TQString& text);
/**
* This member function is mainly internally used to add a message. It
* is called by addMessage which creates a single text from a
* player name and a text. You will hardly ever use this - but if you
* need it it will be here ;-)
*
* But you may want to replace this in a derived class to create a
* non-default (maybe nicer ;-) ) behaviour
* @param item The TQListBoxItem that is being added
**/
virtual void addItem(const TQListBoxItem* item);
/**
* This clears all messages in the view. Note that only the messages are
* cleared, not the sender names in the combo box!
**/
void slotClear();
/**
* @param a If false this widget cannot send a message until
* setAcceptMessage(true) is called
**/
void setAcceptMessage(bool a);
signals:
/**
* Emitted when the user right-clicks on a list item.
* @see TQListBox::rightButtonClicked
**/
void rightButtonClicked(TQListBoxItem*, const TQPoint&);
protected:
/**
* This is called whenever the user pushed return ie wants to send a
* message.
*
* Note that you MUST add the message to the widget when this function
* is called as it has already been added to the KCompletion object
* of the KLineEdit widget!
*
* Must be implemented in derived classes
* @param text The message to be sent
**/
virtual void returnPressed(const TQString& text) = 0;
/**
* Replace to customise the combo box.
*
* Default: i18n("Send to %1).tqarg(name)
* @param name The name of the player
* @return The string as it will be shown in the combo box
**/
virtual TQString comboBoxItem(const TQString& name) const;
/**
* Create a TQListBoxItem for this message. This function is not yet
* written usefully - currently just a TQListBoxTex object is
* created which shows the message in this format: "fromName: text".
* This should fit most peoples needs but needs further improvements.
**/
virtual TQListBoxItem* layoutMessage(const TQString& fromName, const TQString& text);
/**
* Create a TQListBoxItem for this message. This does the same as
* layoutMessage but generates a system message. You might want to
* use such a message to display e.g. status information from your game.
*
* The default implementation just prepends "--- ".
**/
virtual TQListBoxItem* layoutSystemMessage(const TQString& fromName, const TQString& text);
private slots:
/**
* Check if a text was entered and if acceptMessage returns true.
* Then add the message to the KCompletion object of the KLineEdit
* widget and call returnPressed
**/
void slotReturnPressed(const TQString&);
private:
void init(bool noComboBox);
KChatBasePrivate* d;
};
#endif
|