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151 lines
4.0 KiB
151 lines
4.0 KiB
/*
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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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Copyright (C) 2001 Martin Heni (martin@heni-online.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 __KGAMEDEBUGDIALOG_H__
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#define __KGAMEDEBUGDIALOG_H__
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#include <kdialogbase.h>
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#include <tdemacros.h>
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class KGame;
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class KGameIO;
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class KPlayer;
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class KGamePropertyBase;
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class KGameDebugDialogPrivate;
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class TDE_EXPORT KGameDebugDialog : public KDialogBase
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{
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TQ_OBJECT
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public:
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KGameDebugDialog(KGame* g, TQWidget* parent, bool modal = false);
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~KGameDebugDialog();
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/**
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* Automatically connects the KGame object to all error dependant slots.
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* Create a KGameErrorDialog object, call this function and forget
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* everything.
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* @param g The KGame which will emit the erorrs (or not ;-) )
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**/
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void setKGame(const KGame* g);
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public slots:
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/**
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* Unsets a @ref KGame which has been set using @ref setKGame before.
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* This is called automatically when the @ref KGame object is destroyed
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* and you normally don't have to call this yourself.
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*
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* Note that @ref setKGame also unsets an already existing @ref KGame
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* object if exising.
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**/
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void slotUnsetKGame();
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/**
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* Update the data of the @ref KGame object
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**/
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void slotUpdateGameData();
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/**
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* Update the properties of the currently selected player
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**/
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void slotUpdatePlayerData();
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/**
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* Updates the list of players and calls @ref clearPlayerData. Note that
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* after this call NO player is selected anymore.
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**/
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void slotUpdatePlayerList();
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void slotClearMessages();
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signals:
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/**
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* This signal is emitted when the "debug messages" page couldn't find
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* the name of a message id. This is usually the case for user-defined
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* messages. KGameDebugDialog asks you to give the msgid a name.
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* @param messageid The ID of the message. As given to @ref
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* KGame::sendMessage
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* @param userid User defined msgIds are internally increased by
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* @ref KGameMessage::IdUser. You don't have to care about this but if
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* this signal is emitted with userid=false (shouldn't happen) then the
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* name of an internal message as defined in @ref
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* KGameMessage::GameMessageIds couldn't be found.
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* @param name The name of the msgid. You have to fill this!
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**/
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void signalRequestIdName(int messageid, bool userid, TQString& name);
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protected:
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void clearPages();
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/**
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* Clear the data of the player view. Note that the player list is NOT
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* cleared.
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**/
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void clearPlayerData();
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/**
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* Clear the data view of the @ref KGame object
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**/
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void clearGameData();
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/**
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* Add a new player to the player list
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**/
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void addPlayer(KPlayer* p);
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/**
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* Remove a player from the list
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**/
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void removePlayer(TQListBoxItem* item);
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/**
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* @return Whether messages with this msgid shall be displayed or not
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**/
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bool showId(int msgid);
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protected slots:
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/**
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* Update the data of the player specified in item
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* @param item The @ref TQListBoxItem of the player to be updated. Note
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* that the text of this item MUST be the ID of the player
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**/
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void slotUpdatePlayerData(TQListBoxItem* item);
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void slotShowId();
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void slotHideId();
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/**
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* A message has been received - see @ref KGame::signalMessageUpdate
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**/
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void slotMessageUpdate(int msgid, TQ_UINT32 receiver, TQ_UINT32 sender);
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private:
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void initGamePage();
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void initPlayerPage();
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void initMessagePage();
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private:
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KGameDebugDialogPrivate* d;
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};
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#endif
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