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116 lines
3.4 KiB
116 lines
3.4 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 __KGAMEERRORDIALOG_H__
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#define __KGAMEERRORDIALOG_H__
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#include <kdialogbase.h>
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class KGame;
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class KGameErrorDialogPrivate;
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/**
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* Use error(), warning() and information() to display the information about a
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* network game. Maybe a better solution is to use KMessageBoxes
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* You can connect to the public slots, too - they will call the static
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* functions, so that you can always have a KGameErrorDialog object lying around
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* without losing much memory (a KGameErrorMessageDialog Object will be
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* created)
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* @short Error handling for KGame
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* @author Andreas Beckermann <b_mann@gmx.de>
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**/
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class KGameErrorDialog : public TQObject
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{
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Q_OBJECT
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public:
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KGameErrorDialog(TQWidget* parent);
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~KGameErrorDialog();
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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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/**
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* KGame couldn't establish a connection. Use this if
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* KGame::initConnection returns false
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* @param s A string that describes the error further (like port is
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* already in use). Will be ignored if TQString()
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**/
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void connectionError(TQString s = TQString());
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public slots:
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void slotError(int error, TQString text);
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/**
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* The connection to the @ref KMessageServer has been lost
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*
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* See @ref KGameNetwork::signalConnectionBroken
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**/
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void slotServerConnectionLost();
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/**
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* The connection to a client has been lost by accident
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*
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* See @ref KGameNetwork::signalClientDisconnected
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**/
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void slotClientConnectionLost(TQ_UINT32 clientID,bool broken);
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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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protected:
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void error(const TQString& errorText, TQWidget* parent = 0);
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private:
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KGameErrorDialogPrivate* d;
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};
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/**
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* The real class for error messages. KGameErrorDialog uses this to create error
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* messages (not yet).
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* Use @ref KGameErrorDialog instead.
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* @short Internally used by @ref KGameErrorDialog
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* @author Andreas Beckermann <b_mann@gmx.de>
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**/
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class KGameErrorMessageDialog : public KDialogBase
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{
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Q_OBJECT
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public:
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KGameErrorMessageDialog(TQWidget* parent);
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~KGameErrorMessageDialog();
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private:
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};
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#endif
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