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/*
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This file is part of the TDE games library
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Copyright (C) 2001 Andreas Beckermann (b_mann@gmx.de)
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Library General Public
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License version 2 as published by the Free Software Foundation.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Library General Public License for more details.
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You should have received a copy of the GNU Library General Public License
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along with this library; see the file COPYING.LIB. If not, write to
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the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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Boston, MA 02110-1301, USA.
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*/
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#ifndef __KCHAT_H__
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#define __KCHAT_H__
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#include <tqstring.h>
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#include "kchatbase.h"
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#include <kdemacros.h>
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class KChatPrivate;
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/**
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* @short A chat widget for non-KGame games
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*
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* Docu is TODO
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*
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* @author Andreas Beckermann <b_mann@gmx.de>
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**/
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class TDE_EXPORT KChat : public KChatBase
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{
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TQ_OBJECT
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public:
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/**
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* @param parent The parent widget for this widget.
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* @param twoPlayerGame If true the combo box where the player can
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* choose to send to a single player or to all players will not be added
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* as you will hardly need it in 2-player games.
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**/
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KChat(TQWidget* parent, bool twoPlayerGame = false);
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virtual ~KChat();
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/**
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* Equivalent to player(fromId())
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* @return The name that will be shown for messages from this widget.
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* That is the string from @ref setFromNickname
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**/
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virtual const TQString& fromName() const;
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/**
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* This sets the name that will be shown on all chat widgets if this
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* widget sends a message. See signalSendMessage
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* @param name The name of the player owning this widget
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**/
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void setFromNickname(const TQString& name);
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// TODO:
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// void setPlayerList(TQIntDict<TQString>);// use this for non-KGame use
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/**
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* Adds a player nickname.
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* @return The unique ID of the player
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**/
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int addPlayer(const TQString& nick);
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/**
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* Removes all players with this nickname. Better don't use this as it
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* will remove *all* players with this nickname. Save the id instead and
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* call removePlayer(id)
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* @param nick The nickname of the removed players
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**/
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void removePlayer(const TQString& nick);
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/**
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* Removes the player with this id, as returned by @ref addPlayer
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* @param id The id of the player to be removed
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**/
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void removePlayer(int id);
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/**
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* @return true if the messages which will be sent from here will be
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* added automatically using @ref KChatBase::addMessage. See also @ref
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* setAutoAddMessages
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**/
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bool autoAddMessages() const;
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/**
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* Usually the messages which will be sent from here (see @ref
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* signalSendMessage) are added autmatically to this widget. But under
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* some circumstances that would be very unhandy. So you can deactivate
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* this behaviour here and call @ref KChatBase::addMessage yourself
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* @param add If true (default) messages sent from here will be added
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* automatically. Otherwise you will have to add them yourself
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**/
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void setAutoAddMessages(bool add);
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/**
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* @return The nickname of the player which belongs to this id
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**/
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const TQString& player(int id) const;
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/**
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* @return The ID that belongs to the local player.
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* @see setFromNickname
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**/
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int fromId() const;
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signals:
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/**
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* This signal is emitted when the player wants to send a message.
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*
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* The message is added automatically using @ref KChatBase::addMessage if @ref
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* autoAddMessages is enabled.
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* @param id The id of the player who sends the message - see
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* setFromNickname and player
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* @param msg The message itself
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**/
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void signalSendMessage(int id, const TQString& msg);
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protected:
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/**
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* This emits @ref signalSendMessage and, if @ref autoAddMessages is
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* true, calls @ref KChatBase::addMessage
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**/
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virtual void returnPressed(const TQString&);
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/**
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* The Id of the next player. Incremented after every call.
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**/
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int uniqueId();
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private:
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void init();
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KChatPrivate* d;
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};
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#endif
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