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369 lines
10 KiB
369 lines
10 KiB
/*
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This file is part of the KDE 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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// NAMING
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// please follow these naming rules if you add/change classes:
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// the main dialog is named KGameDialog and the base config widget
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// KGameDialogConfig. All config widgets are named KGameDialogXYZConfig (where
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// XYZ = the name of the config widget, like "general" or "network") and are
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// inherited from KGameDialogConfig.
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#ifndef __KGAMEDIALOGCONFIG_H__
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#define __KGAMEDIALOGCONFIG_H__
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#include <tqwidget.h>
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#include <kdemacros.h>
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class TQGridLayout;
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class TQVBoxLayout;
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class TQListBoxItem;
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class KGame;
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class KPlayer;
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class KGamePropertyBase;
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class KGameDialogConfigPrivate;
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/**
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* Base class for configuration widgets.
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*
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* You can inherit from this and implement @ref submitToKGame, @ref
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* setOwner and @ref setKGame to create your personal @ref KGame configuration widget :-)
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* @short Base class for configuration widgets
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* @author Andreas Beckermann <b_mann@gmx.de>
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**/
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class KDE_EXPORT KGameDialogConfig : public TQWidget
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{
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Q_OBJECT
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TQ_OBJECT
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public:
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KGameDialogConfig(TQWidget* tqparent = 0);
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virtual ~KGameDialogConfig();
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/**
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* Called by @ref KGameDialog to submit all settings to the KGame
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* Object.
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* You have to replace this if you add your own widgets!
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* @param g A pointer to your KGame.
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* @param p A pointer to the player owning this dialog
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**/
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virtual void submitToKGame(KGame* g, KPlayer* p) = 0;
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/**
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* The owner player of the dialog has been changed. The default
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* changes the pointer for owner so don't forget to call the
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* default implementation if you overwrite this!
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*
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* You can use this e.g. to change a line edit widget containing the
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* player name.
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*
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* Note: even NULL players are allowed!
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* @param p The new owner player of the dialog
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**/
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virtual void setOwner(KPlayer* p);
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/**
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* The KGame object of the dialog has been changed. The default
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* implementation changes the pointer for game so don't forget to
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* call the default implementation if you overwrite this!
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*
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* You can use this e.g. to re-read the min/max player settings.
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* @param g The KGame object
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**/
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virtual void setKGame(KGame* g);
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/**
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* The admin status has been changed.
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* If the KGame object of this config widget is the
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* admin the user is allowed to configure it. Otherwise most
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* widgets will have to be disabled. Note that you don't necessarily
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* need to deactivate all widget - e.g. the player name must be
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* configured by the player. Mainly the KGame configuration can be done
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* by the admin only.
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*
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* By default this does nothing. Changes the value for admin so
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* don't forget to call the default implementation in derived classes!
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* @param admin Whether the KGame object of this dialog can be
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* configured
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**/
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virtual void setAdmin(bool admin);
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/**
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* A pointer to the KGame object that has been set by @ref setKGame.
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*
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* Note that NULL is allowed!
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* @return The KGame object assigned to this dialog
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**/
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KGame* game() const;
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/**
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* A pointer to the KPlayer object that has been set by @ref
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* setOwner.
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*
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* Note that NULL is allowed!
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* @return The owner of the dialog
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**/
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KPlayer* owner() const;
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/**
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* @return True if the owner is ADMIN otherwise FALSE. See also
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* @ref setAdmin
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**/
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bool admin() const;
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protected:
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private:
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KGameDialogConfigPrivate* d;
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};
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/**
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* The main game configuration widget.
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*
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* It currently contains a line edit for the name of the player only. You can
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* add widgets by using the KGameDialogGeneralConfig as tqparent parameter as it
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* uses TQLayout::autoAdd == true.
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* @author Andreas Beckermann <b_mann@gmx.de>
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**/
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class KGameDialogGeneralConfigPrivate;
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class KGameDialogGeneralConfig : public KGameDialogConfig
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{
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Q_OBJECT
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TQ_OBJECT
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public:
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/**
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* Construct a KGameDialogGeneralConfig. Currently it contains a line
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* edit widget to change the player name only.
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*
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* If you just want to add more widgets you can just create your widgets
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* with the KGameDialogGeneralConfig as tqparent as it uses
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* TQLayout::setAutoAdd(true).
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*
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* @param tqparent Parent widget for this dialog.
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* @param initializeGUI If you really don't want to use the
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* predefined widget and/or tqlayout use FALSE here. Note that then none
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* of the predefined widgets (currently only the name of the player)
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* will exist anymore.
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*
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**/
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KGameDialogGeneralConfig(TQWidget* tqparent = 0, bool initializeGUI = true);
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virtual ~KGameDialogGeneralConfig();
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/**
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* Called by @ref KGameDialog to submit all settings to the KGame
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* Object.
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* You have to replace this if you add your own widgets!
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* @param g A pointer to your KGame.
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* @param p A pointer to the player owning this dialog
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**/
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virtual void submitToKGame(KGame* g, KPlayer* p);
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/**
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* Change the owner of the config widget.
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*
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* Changes the playername in the line edit
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* @param p The new owner player
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**/
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virtual void setOwner(KPlayer* p);
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/**
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* See @ref KGameDialogConfig::setKGame
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*
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* Sets the default values of all KGame related predefined widgets
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* (currently none)
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**/
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virtual void setKGame(KGame* g);
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/**
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* See @ref KGameDialogConfig::setAdmin
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*
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* This deactivates the min/max player widgets
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**/
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virtual void setAdmin(bool admin);
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protected slots:
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void slotPropertyChanged(KGamePropertyBase*, KPlayer*);
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protected:
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void setPlayerName(const TQString& name);
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TQString playerName() const;
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private:
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KGameDialogGeneralConfigPrivate* d;
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};
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class KGameDialogNetworkConfigPrivate;
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class KDE_EXPORT KGameDialogNetworkConfig : public KGameDialogConfig
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{
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Q_OBJECT
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TQ_OBJECT
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public:
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KGameDialogNetworkConfig(TQWidget* tqparent = 0);
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virtual ~KGameDialogNetworkConfig();
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void disableInitConnection();
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/**
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* Called by @ref KGameDialog to submit all settings to the KGame
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* Object.
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* You have to replace this if you add your own widgets!
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* @param g A pointer to your KGame.
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* @param p A pointer to the player owning this dialog
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**/
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virtual void submitToKGame(KGame* g, KPlayer* p);
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virtual void setKGame(KGame* g);
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/**
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* This sets the default port and host used in @ref KGameConnectDialog.
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* The user will be able to change these defaults!
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*
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* If you don't call this then host "localhost" and port "0" is used.
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* You are strongly encouraged to change at least the port!
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* @param port The default port to connect to / listen on
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* @param host The default host to connect to
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**/
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void setDefaultNetworkInfo(const TQString& host, unsigned short int port,bool server=true);
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/**
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* Set service type that will be published or browsed for and game name that will be displayed in
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* server browser. Without this publishing and discovery of LAN servers will not be enabled.
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* @param name Game name. Important only for server mode. If not
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* set hostname will be used. In case of name conflict -2, -3 and so on will be added to name.
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* @param type Service type (something like _kwin4._tcp). It should be unique for application.
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* @since 3.4
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**/
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void setDiscoveryInfo(const TQString& type, const TQString& name=TQString());
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signals:
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/**
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* This signal is emmited if the user changes the server type (client/server)
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* in the network configuration dialog.
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*
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* @param t - type type (0/1) of the connection
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**/
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void signalServerTypeChanged(int);
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protected:
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void setConnected(bool connected, bool master = false);
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protected slots:
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void slotInitConnection();
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void slotExitConnection();
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void slotConnectionBroken();
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private:
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KGameDialogNetworkConfigPrivate* d;
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};
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class KGameDialogMsgServerConfigPrivate;
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class KGameDialogMsgServerConfig : public KGameDialogConfig
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{
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Q_OBJECT
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TQ_OBJECT
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public:
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KGameDialogMsgServerConfig(TQWidget* tqparent = 0);
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virtual ~KGameDialogMsgServerConfig();
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virtual void submitToKGame(KGame*, KPlayer*) {}
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void setHasMsgServer(bool);
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virtual void setKGame(KGame* g);
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virtual void setAdmin(bool);
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protected slots:
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void slotChangeMaxClients();
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void slotChangeAdmin();
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void slotRemoveClient();
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protected:
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void removeClient(TQ_UINT32 id);
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private:
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KGameDialogMsgServerConfigPrivate* d;
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};
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class KGameDialogChatConfigPrivate;
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/**
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* This is not really a configuration widget but rather a simple chat widget.
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* This widget does nothing but just providing a @ref KGameChat object.
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* @short A chat widget inside a @ref KGameDialog
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* @author Andreas Beckermann <b_mann@gmx.de>
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**/
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class KGameDialogChatConfig : public KGameDialogConfig
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{
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Q_OBJECT
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TQ_OBJECT
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public:
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KGameDialogChatConfig(int chatMsgId, TQWidget* tqparent = 0);
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virtual ~KGameDialogChatConfig();
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virtual void setKGame(KGame* g);
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virtual void setOwner(KPlayer* p);
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virtual void submitToKGame(KGame* g, KPlayer* p) { Q_UNUSED(g); Q_UNUSED(p); }
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private:
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KGameDialogChatConfigPrivate* d;
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};
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/**
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* @short Lists all connected players and gives the ability to kick them off the
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* game
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**/
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class KGameDialogConnectionConfigPrivate;
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class KGameDialogConnectionConfig : public KGameDialogConfig
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{
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Q_OBJECT
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TQ_OBJECT
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public:
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KGameDialogConnectionConfig(TQWidget* tqparent = 0);
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virtual ~KGameDialogConnectionConfig();
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virtual void setKGame(KGame* g);
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virtual void setOwner(KPlayer* p);
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virtual void setAdmin(bool admin);
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virtual void submitToKGame(KGame* g, KPlayer* p) { Q_UNUSED(g); Q_UNUSED(p); }
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protected:
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/**
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* @param p A player
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* @return The TQListBoxItem that belongs to the player @p p
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**/
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TQListBoxItem* item(KPlayer* p) const;
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protected slots:
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void slotKickPlayerOut(TQListBoxItem* item);
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void slotPropertyChanged(KGamePropertyBase* prop, KPlayer* p);
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void slotPlayerLeftGame(KPlayer* p);
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void slotPlayerJoinedGame(KPlayer* p);
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void slotClearPlayers();
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private:
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KGameDialogConnectionConfigPrivate* d;
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};
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#endif
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