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