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512 lines
15 KiB
512 lines
15 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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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 __KCHATBASE_H__
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#define __KCHATBASE_H__
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#include <tqframe.h>
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#include <tqstring.h>
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#include <tqlistbox.h>
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#include <tdeglobalsettings.h>
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#include <kdemacros.h>
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class TQListBoxItem;
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class TDEConfig;
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class KChatBaseTextPrivate;
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/**
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* A TQListBoxText implementation for KChatBase.
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*
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* It supports different colors, text fonts, ...
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*
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* A KChatBaseText consists of two text items: first the player part then the
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* text part. This honors KChatBase::addMessage which also uses both.
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* You can leave the player part out if you don't need it - there won't be any
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* difference.
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*
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* You can set different colors and fonts for both parts. In the future there
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* will probably some kind of KChatBaseDialog which offers the user the ability
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* to configure things like color and font on the fly.
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**/
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class KChatBaseText : public TQListBoxText
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{
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public:
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/**
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* Constructs a KChatBaseText object with the player and text part
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**/
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KChatBaseText(const TQString& player, const TQString& text);
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/**
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* Constructs a KChatBaseText object without player part
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**/
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KChatBaseText(const TQString& text);
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/**
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* Destruct a KChatBaseText object.
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**/
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virtual ~KChatBaseText();
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/**
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* Set the name part of a message. A message is usually shown like
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* "name: text" and you can change both parts independently.
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*
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* @see setMessage
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* @param name The name of the sender (e.g. the player)
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**/
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void setName(const TQString& name);
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/**
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* Set the text part of a message. A message is usually shown like
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* "name: message" and you can change both parts independently.
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*
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* See also setName
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* @param message The message that has been sent
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**/
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void setMessage(const TQString& message);
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/**
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* @return The name part of a message.
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* @see setName
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**/
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const TQString& name() const;
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/**
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* @return The message text.
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* @see setMessage
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**/
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const TQString& message() const;
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/**
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* You can set the font of the sender name independently of the message
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* itself. This font is used as the "name: " part of the message.
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* @return The font that is used for the name
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**/
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TQFont nameFont() const;
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/**
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* You can set the font of the message independently of the sender name.
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* This font is used as the text part of the message.
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* @return The font thaz is used for message text
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**/
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TQFont messageFont() const;
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/**
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* Set the font for the name.
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* @see nameFont
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* @param font A pointer to the name font. Only the pointer is stored so
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* don't delete the object. This way there is only one object for a lot
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* of messages in memory.
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**/
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void setNameFont(const TQFont* font);
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/**
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* Set the font for the message text.
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* @see messageFont
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* @param font A pointer to the message font. Only the pointer is stored so
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* don't delete the object! This way there is only one object for a lot
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* of messages in memory.
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**/
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void setMessageFont(const TQFont* font);
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/**
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**/
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virtual int width(TQListBox* ) const;
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/**
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**/
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virtual int height(TQListBox* ) const;
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protected:
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/**
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**/
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virtual void paint(TQPainter*);
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private:
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void init();
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private:
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KChatBaseTextPrivate* d;
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};
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class KChatBasePrivate;
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/**
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* @short The base class for chat widgets
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*
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* This is the base class for both KChat and KGameChat. KGameChat is the class
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* you want to use if you write a KGame based game as it will do most things for
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* you. KChat is more or less the same but not KGame dependant
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*
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* KChatBase provides a complete chat widget, featuring different sending means
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* (e.g. "send to all", "send to player1", "send to group2" and so on - see
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* addSendingEntry). It also provides full auto-completion capabilities (see
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* TDECompletion and KLineEdit) which defaults to disabled. The user can
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* change this by right-clicking on the KLineEdit widget and selecting the
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* desired behaviour. You can also change this manually by calling
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* setCompletionMode.
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*
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* To make KChatBase useful you have to overwrite at least returnPressed.
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* Here you should send the message to all of your clients (or just some of
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* them, depending on sendingEntry).
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*
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* To add a message just call addMessage with the nickname of the player
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* who sent the message and the message itself. If you don't want to use
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* layoutMessage by any reason you can also call addItem directly. But you
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* should better replace layoutMessage instead.
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*
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* You probably don't want to use the abstract class KChatBase directly but use
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* one of the derived classess KChat or KGameChat. The latter is the
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* widget of choice if you develop a KGame application as you don't have to
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* do anything but providing a KGame object.
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*
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* @author Andreas Beckermann <b_mann@gmx.de>
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**/
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class KDE_EXPORT KChatBase : public TQFrame
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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 noComboBox If true then the combo box where the player can
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* choose where to send messages to (either globally or just to some
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* players) will not be added.
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**/
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KChatBase(TQWidget* parent, bool noComboBox = false);
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/**
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* Destruct the KChatBase object
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*
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* Also calls saveConfig
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**/
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virtual ~KChatBase();
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enum SendingIds {
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SendToAll = 0
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};
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/**
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* @return The name that will be shown for messages from this widget. Either the
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* string that was set by setFromName or the name of the player
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* that was set by setFromPlayer
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**/
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virtual const TQString& fromName() const = 0;
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/**
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* Adds a new entry in the combo box. The default is "send to all
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* players" only. This function is provided for convenience. You can
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* also call inserSendingEntry with index = -1.
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* See also nextId!
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* @param text The text of the new entry
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* @param id An ID for this entry. This must be unique for this
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* entry. It has nothing to do with the position of the entry in the
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* combo box. See nextId
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* @return True if successful, otherwise false (e.g. if the id is already used)
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**/
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bool addSendingEntry(const TQString& text, int id);
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/**
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* Inserts a new entry in the combo box.
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* @param text The entry
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* @param id An ID for this entry. This must be unique for this
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* entry. It has nothing to do with the position of the entry in the
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* combo box!
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* @see nextId
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* @param index The position of the entry. If -1 the entry will be added
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* at the bottom
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* @return True if successful, otherwise false (e.g. if the id is already used)
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**/
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bool insertSendingEntry(const TQString& text, int id, int index = -1);
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/**
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* This changes a combo box entry.
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* @param text The new text of the entry
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* @param id The ID of the item to be changed
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**/
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void changeSendingEntry(const TQString& text, int id);
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/**
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* This selects a combo box entry.
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* @param id The ID of the item to be selected
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**/
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void setSendingEntry(int id);
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/**
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* Removes the entry with the ID id from the combo box. Note that id is
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* _not_ the index of the entry!
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* @see addSendingEntry
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* @param id The unique id of the entry
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**/
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void removeSendingEntry(int id);
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/**
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* @return The _unique ID_ of the sending entry that has been selected.
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* @see addSendingEntry
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*
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* Note that the entry "send to all" _always_ uses
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* KChatBase::SendToAll, i.e. 0 as id!
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**/
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int sendingEntry() const;
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/**
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* @return The index of the combo box entry with the given id
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**/
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int findIndex(int id) const;
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/**
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* @return An ID that has not yet been used in the combo box.
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* @see addSendingEntry
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**/
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int nextId() const;
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/**
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* @return True if this widget is able to send messages (see
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* returnPressed) and false if not. The default implementation returns
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* the value which has been set by setAcceptMessage (true by
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* default)
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**/
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virtual bool acceptMessage() const;
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/**
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* See KLineEdit::setCompletionMode
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**/
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void setCompletionMode(TDEGlobalSettings::Completion mode);
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/**
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* Set the font that used used for the name part of a message. See also
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* nameFont and setBothFont
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**/
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void setNameFont(const TQFont& font);
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/**
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* Set the font that used used for the message part of a message.
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* @see messageFont, setBothFont
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**/
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void setMessageFont(const TQFont& font);
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/**
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* This sets both - nameFont and messageFont to font. You
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* probably want to use this if you don't wish to distinguish between
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* these parts of a message.
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* @param font A font used for both nameFont and messageFont
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**/
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void setBothFont(const TQFont& font);
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/**
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* Same as setNameFont but applies only to system messages.
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* @see layoutSystemMessage
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**/
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void setSystemNameFont(const TQFont& font);
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/**
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* Same as setMessageFont but applies only to system messages.
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* @see layoutSystemMessage
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**/
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void setSystemMessageFont(const TQFont& font);
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/**
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* Same as setBothFont but applies only to system messages.
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* @see layoutSystemMessage
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**/
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void setSystemBothFont(const TQFont& font);
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/**
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* This font should be used for the name (the "from: " part) of a
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* message. layoutMessage uses this to set the font using
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* KChatBaseText::setNameFont but if you want to overwrite
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* layoutMessage you should do this yourself.
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* @return The font that is used for the name part of the message.
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**/
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const TQFont& nameFont() const;
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/**
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* This font should be used for a message. layoutMessage sets the
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* font of a message using KChatBaseText::setMessageFont but if ypu
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* replace layoutMessage with your own function you should use
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* messageFont() yourself.
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* @return The font that is used for a message
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**/
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const TQFont& messageFont() const;
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/**
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* Same as systemNameFont but applies only to system messages.
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* @see layoutSystemMessage
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**/
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const TQFont& systemNameFont() const;
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/**
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* Same as systemMessageFont but applies only to system messages.
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* @see layoutSystemMessage
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**/
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const TQFont& systemMessageFont() const;
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/**
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* Save the configuration of the dialog to a TDEConfig object. If
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* the supplied TDEConfig pointer is NULL then kapp->config() is used
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* instead (and the group is changed to "KChatBase") butr the current
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* group is restored at the end.
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* @param conf A pointer to the TDEConfig object to save the config
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* to. If you use 0 then kapp->config() is used and the group is changed
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* to "KChatBase" (the current group is restored at the end).
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**/
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virtual void saveConfig(TDEConfig* conf = 0);
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/**
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* Read the configuration from a TDEConfig object. If the pointer is
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* NULL kapp->config() is used and the group is changed to "KChatBase".
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* The current TDEConfig::group is restored after this call.
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**/
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virtual void readConfig(TDEConfig* conf = 0);
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/**
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* Set the maximum number of items in the list. If the number of item
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* exceeds the maximum as many items are deleted (oldest first) as
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* necessary. The number of items will never exceed this value.
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* @param maxItems the maximum number of items. -1 (default) for
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* unlimited.
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**/
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void setMaxItems(int maxItems);
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/**
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* Clear all messages in the list.
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**/
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void clear();
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/**
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* @return The maximum number of messages in the list. -1 is unlimited. See also
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* setMaxItems
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**/
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int maxItems() const;
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public slots:
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/**
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* Add a text in the listbox. See also signalSendMessage()
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*
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* Maybe you want to replace this with a function that creates a nicer text
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* than "fromName: text"
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*
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* Update: the function layoutMessage is called by this now. This
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* means that you will get user defined outlook on the messages :-)
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* @param fromName The player who sent this message
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* @param text The text to be added
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**/
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virtual void addMessage(const TQString& fromName, const TQString& text);
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/**
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* This works just like addMessage but adds a system message.
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* layoutSystemMessage is used to generate the displayed item. System
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* messages will have a different look than player messages.
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*
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* You may wish to use this to display status information from your game.
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**/
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virtual void addSystemMessage(const TQString& fromName, const TQString& text);
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/**
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* This member function is mainly internally used to add a message. It
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* is called by addMessage which creates a single text from a
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* player name and a text. You will hardly ever use this - but if you
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* need it it will be here ;-)
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*
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* But you may want to replace this in a derived class to create a
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* non-default (maybe nicer ;-) ) behaviour
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* @param item The TQListBoxItem that is being added
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**/
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virtual void addItem(const TQListBoxItem* item);
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/**
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* This clears all messages in the view. Note that only the messages are
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* cleared, not the sender names in the combo box!
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**/
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void slotClear();
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/**
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* @param a If false this widget cannot send a message until
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* setAcceptMessage(true) is called
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**/
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void setAcceptMessage(bool a);
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signals:
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/**
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* Emitted when the user right-clicks on a list item.
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* @see TQListBox::rightButtonClicked
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**/
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void rightButtonClicked(TQListBoxItem*, const TQPoint&);
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protected:
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/**
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* This is called whenever the user pushed return ie wants to send a
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* message.
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*
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* Note that you MUST add the message to the widget when this function
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* is called as it has already been added to the TDECompletion object
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* of the KLineEdit widget!
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*
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* Must be implemented in derived classes
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* @param text The message to be sent
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**/
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virtual void returnPressed(const TQString& text) = 0;
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/**
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* Replace to customise the combo box.
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*
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* Default: i18n("Send to %1).arg(name)
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* @param name The name of the player
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* @return The string as it will be shown in the combo box
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**/
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virtual TQString comboBoxItem(const TQString& name) const;
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/**
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* Create a TQListBoxItem for this message. This function is not yet
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* written usefully - currently just a TQListBoxTex object is
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* created which shows the message in this format: "fromName: text".
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* This should fit most peoples needs but needs further improvements.
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**/
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virtual TQListBoxItem* layoutMessage(const TQString& fromName, const TQString& text);
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/**
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* Create a TQListBoxItem for this message. This does the same as
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* layoutMessage but generates a system message. You might want to
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* use such a message to display e.g. status information from your game.
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*
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* The default implementation just prepends "--- ".
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**/
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virtual TQListBoxItem* layoutSystemMessage(const TQString& fromName, const TQString& text);
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private slots:
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/**
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* Check if a text was entered and if acceptMessage returns true.
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* Then add the message to the TDECompletion object of the KLineEdit
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* widget and call returnPressed
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**/
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void slotReturnPressed(const TQString&);
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private:
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void init(bool noComboBox);
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KChatBasePrivate* d;
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};
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#endif
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