You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
116 lines
3.4 KiB
116 lines
3.4 KiB
/*
|
|
This file is part of the KDE games library
|
|
Copyright (C) 2001 Andreas Beckermann (b_mann@gmx.de)
|
|
Copyright (C) 2001 Martin Heni (martin@heni-online.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 __KGAMEERRORDIALOG_H__
|
|
#define __KGAMEERRORDIALOG_H__
|
|
|
|
#include <kdialogbase.h>
|
|
|
|
class KGame;
|
|
class KGameErrorDialogPrivate;
|
|
|
|
/**
|
|
* Use error(), warning() and information() to display the information about a
|
|
* network game. Maybe a better solution is to use KMessageBoxes
|
|
* You can connect to the public slots, too - they will call the static
|
|
* functions, so that you can always have a KGameErrorDialog object lying around
|
|
* without losing much memory (a KGameErrorMessageDialog Object will be
|
|
* created)
|
|
* @short Error handling for KGame
|
|
* @author Andreas Beckermann <b_mann@gmx.de>
|
|
**/
|
|
class KGameErrorDialog : public TQObject
|
|
{
|
|
Q_OBJECT
|
|
TQ_OBJECT
|
|
public:
|
|
KGameErrorDialog(TQWidget* parent);
|
|
~KGameErrorDialog();
|
|
|
|
/**
|
|
* Automatically connects the KGame object to all error dependant slots.
|
|
* Create a KGameErrorDialog object, call this function and forget
|
|
* everything.
|
|
* @param g The KGame which will emit the erorrs (or not ;-) )
|
|
**/
|
|
void setKGame(const KGame* g);
|
|
|
|
/**
|
|
* KGame couldn't establish a connection. Use this if
|
|
* KGame::initConnection returns false
|
|
* @param s A string that describes the error further (like port is
|
|
* already in use). Will be ignored if TQString()
|
|
**/
|
|
void connectionError(TQString s = TQString());
|
|
|
|
public slots:
|
|
void slotError(int error, TQString text);
|
|
|
|
/**
|
|
* The connection to the @ref KMessageServer has been lost
|
|
*
|
|
* See @ref KGameNetwork::signalConnectionBroken
|
|
**/
|
|
void slotServerConnectionLost();
|
|
|
|
/**
|
|
* The connection to a client has been lost by accident
|
|
*
|
|
* See @ref KGameNetwork::signalClientDisconnected
|
|
**/
|
|
void slotClientConnectionLost(TQ_UINT32 clientID,bool broken);
|
|
|
|
/**
|
|
* Unsets a @ref KGame which has been set using @ref setKGame before.
|
|
* This is called automatically when the @ref KGame object is destroyed
|
|
* and you normally don't have to call this yourself.
|
|
*
|
|
* Note that @ref setKGame also unsets an already existing @ref KGame
|
|
* object if exising.
|
|
**/
|
|
void slotUnsetKGame();
|
|
|
|
protected:
|
|
void error(const TQString& errorText, TQWidget* parent = 0);
|
|
|
|
private:
|
|
KGameErrorDialogPrivate* d;
|
|
};
|
|
|
|
/**
|
|
* The real class for error messages. KGameErrorDialog uses this to create error
|
|
* messages (not yet).
|
|
* Use @ref KGameErrorDialog instead.
|
|
* @short Internally used by @ref KGameErrorDialog
|
|
* @author Andreas Beckermann <b_mann@gmx.de>
|
|
**/
|
|
class KGameErrorMessageDialog : public KDialogBase
|
|
{
|
|
Q_OBJECT
|
|
TQ_OBJECT
|
|
public:
|
|
KGameErrorMessageDialog(TQWidget* parent);
|
|
~KGameErrorMessageDialog();
|
|
|
|
private:
|
|
};
|
|
|
|
#endif
|