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/*
This file is part of the TDE 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 __KCHAT_H__
#define __KCHAT_H__
#include <tqstring.h>
#include "kchatbase.h"
#include <kdemacros.h>
class KChatPrivate;
/**
* @short A chat widget for non-KGame games
*
* Docu is TODO
*
* @author Andreas Beckermann <[email protected]>
**/
class KDE_EXPORT KChat : public KChatBase
{
Q_OBJECT
public:
/**
* @param parent The parent widget for this widget.
* @param twoPlayerGame If true the combo box where the player can
* choose to send to a single player or to all players will not be added
* as you will hardly need it in 2-player games.
**/
KChat(TQWidget* parent, bool twoPlayerGame = false);
virtual ~KChat();
/**
* Equivalent to player(fromId())
* @return The name that will be shown for messages from this widget.
* That is the string from @ref setFromNickname
**/
virtual const TQString& fromName() const;
/**
* This sets the name that will be shown on all chat widgets if this
* widget sends a message. See signalSendMessage
* @param name The name of the player owning this widget
**/
void setFromNickname(const TQString& name);
// TODO:
// void setPlayerList(TQIntDict<TQString>);// use this for non-KGame use
/**
* Adds a player nickname.
* @return The unique ID of the player
**/
int addPlayer(const TQString& nick);
/**
* Removes all players with this nickname. Better don't use this as it
* will remove *all* players with this nickname. Save the id instead and
* call removePlayer(id)
* @param nick The nickname of the removed players
**/
void removePlayer(const TQString& nick);
/**
* Removes the player with this id, as returned by @ref addPlayer
* @param id The id of the player to be removed
**/
void removePlayer(int id);
/**
* @return true if the messages which will be sent from here will be
* added automatically using @ref KChatBase::addMessage. See also @ref
* setAutoAddMessages
**/
bool autoAddMessages() const;
/**
* Usually the messages which will be sent from here (see @ref
* signalSendMessage) are added autmatically to this widget. But under
* some circumstances that would be very unhandy. So you can deactivate
* this behaviour here and call @ref KChatBase::addMessage yourself
* @param add If true (default) messages sent from here will be added
* automatically. Otherwise you will have to add them yourself
**/
void setAutoAddMessages(bool add);
/**
* @return The nickname of the player which belongs to this id
**/
const TQString& player(int id) const;
/**
* @return The ID that belongs to the local player.
* @see setFromNickname
**/
int fromId() const;
signals:
/**
* This signal is emitted when the player wants to send a message.
*
* The message is added automatically using @ref KChatBase::addMessage if @ref
* autoAddMessages is enabled.
* @param id The id of the player who sends the message - see
* setFromNickname and player
* @param msg The message itself
**/
void signalSendMessage(int id, const TQString& msg);
protected:
/**
* This emits @ref signalSendMessage and, if @ref autoAddMessages is
* true, calls @ref KChatBase::addMessage
**/
virtual void returnPressed(const TQString&);
/**
* The Id of the next player. Incremented after every call.
**/
int uniqueId();
private:
void init();
KChatPrivate* d;
};
#endif
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