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/*
This file is part of the KDE games library
Copyright (C) 2001 Martin Heni ([email protected])
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 __KGAMECONNECTDIALOG_H__
#define __KGAMECONNECTDIALOG_H__
#include <kdialogbase.h>
class KGameConnectDialogPrivate;
class KGameConnectWidgetPrivate;
class KGameConnectWidget : public TQWidget
{
Q_OBJECT
TQ_OBJECT
public:
KGameConnectWidget(TQWidget* parent);
virtual ~KGameConnectWidget();
/**
* @param host The host to connect to by default
**/
void setHost(const TQString& host);
/**
* @return The host to connect to or TQString() if the user wants to
* be the MASTER
**/
TQString host() const;
/**
* @param port The port that will be shown by default
**/
void setPort(unsigned short int port);
/**
* @return The port to connect to / to listen
**/
unsigned short int port() const;
/**
* Specifies which state is the default (0 = server game; 1 = join game)
* @param state The default state. 0 For a server game, 1 to join a game
**/
void setDefault(int state);
/**
* Sets DNS-SD service type, both for publishing and browsing
* @param type Service type (something like _kwin4._tcp).
* It should be unique for application.
* @since 3.4
**/
void setType(const TQString& type);
/**
* @return service type
*/
TQString type() const;
/**
* Set game name for publishing.
* @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.
*/
void setName(const TQString& name);
/**
* @return game name.
*/
TQString gameName() const;
protected slots:
/**
* The type has changed, ie the user switched between creating or
* joining.
**/
void slotTypeChanged(int);
void slotGamesFound();
void slotGameSelected(int);
signals:
void signalNetworkSetup();
void signalServerTypeChanged(int);
private:
void showDnssdControls();
KGameConnectWidgetPrivate* d;
};
/**
* @short Dialog to ask for host and port
*
* This Dialog is used to create a game. You call initConnection(port,
* TQString(), parent, true) to create a network game (as a server)
* or initConnection(port, host, parent) to join a network game.
*
* @author Andreas Beckermann <[email protected]>
**/
class KGameConnectDialog : public KDialogBase
{
Q_OBJECT
TQ_OBJECT
public:
KGameConnectDialog(TQWidget* parent = 0,int buttonmask=Ok|Cancel);
virtual ~KGameConnectDialog();
/**
* Shows a dialog to either connect to an existing game or to create a
* server game, depending on user's choice.
* @param port The port the user wants to connect to.
* @param host The host the user wants to connect to. Will be
* TQString() if server game is chosen
* @param parent The parent of the dialog
* @param server True to create a network game per default, false to
* join a game by default
**/
static int initConnection(unsigned short int& port, TQString& host, TQWidget* parent, bool server = false);
/**
* @param host The host to connect to by default
**/
void setHost(const TQString& host);
/**
* @return The host to connect to or TQString() if the user wants to
* be the MASTER
**/
TQString host() const;
/**
* @param port The port that will be shown by default
**/
void setPort(unsigned short int port);
/**
* @return The port to connect to / to listen
**/
unsigned short int port() const;
/**
* Specifies which state is the default (0 = server game; 1 = join game)
* @param state The default state. 0 For a server game, 1 to join a game
**/
void setDefault(int state);
signals:
void signalNetworkSetup();
private:
KGameConnectDialogPrivate* d;
};
#endif
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