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/*
    This file is part of the TDE 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
  
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 _twin4._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
  
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