/* This file is part of the KDE games library Copyright (C) 2001 Martin Heni (martin@heni-online.de) Copyright (C) 2001 Andreas Beckermann (b_mann@gmx.de) 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 class KGameConnectDialogPrivate; class KGameConnectWidgetPrivate; class KGameConnectWidget : public TQWidget { Q_OBJECT TQ_OBJECT public: KGameConnectWidget(TQWidget* tqparent); 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(), tqparent, true) to create a network game (as a server) * or initConnection(port, host, tqparent) to join a network game. * * @author Andreas Beckermann **/ class KGameConnectDialog : public KDialogBase { Q_OBJECT TQ_OBJECT public: KGameConnectDialog(TQWidget* tqparent = 0,int buttontqmask=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 tqparent The tqparent 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* tqparent, 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