#ifndef MP_OPTION_H #define MP_OPTION_H #include /** * The OptionWidget is a base widget for the option widget in the * "netmeeting" dialog. This option widget is optional (!). * * For example you will have : *
 *  class MyOptionWidget : public OptionWidget { ... };
 *  class MyMultiPlayerInterface : public MultiPlayerInterface { ... };
 *   
 *  OptionWidget *MyMultiPlayerInterface::newOptionWidget(bool server) const
 *  { return new MyOptionWidget(server); };
 * 
* * The option widget must have two different behaviours for server and * clients. The server is able to change the options but the clients are only * able to see them. The library will catch the @ref #changed signal from * the option widget and will send the changes to the clients. It uses the * @ref #dataOut to obtain the data from the * server option dialog and then on the client side, it sets the new data with * the method @ref #dataIn. * You must implement this three methods to have useful option widgets and be * careful to emit the signal @ref #changed whenever the server widget is * changed. In addition you'll need to implement the method @ref #saveData * to save the configuration in the config file ; so that it will be available * for the initialisation of @ref LocalBoard. * It seems a good idea that the widget have the same layout * on both (server and client) sides but with the inner widgets all disabled * on the client side. */ class MPOptionWidget : public TQWidget { TQ_OBJECT public: MPOptionWidget(bool Server, TQWidget *parent = 0, const char *name = 0) : TQWidget(parent, name), server(Server) {} virtual ~MPOptionWidget() {} bool isServer() const { return server; } /** * This method is used on the client side to set the data coming from * the server widget. */ virtual void dataIn(TQDataStream &s) = 0; /** This method is used on the server side to get the data. */ virtual void dataOut(TQDataStream &s) const = 0; /** * When the game will begin (ie when the "netmeeting" is over and the * server has press the "start game" button) this method will be called * (for clients and server). It must save the settings in the config * file. */ virtual void saveData() = 0; signals: /** * This signal must be called each time options are changed * (by the server). */ void changed(); private: bool server; }; #endif // MP_OPTION_H