/* This file is part of the TDE 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 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 **/ class KGameErrorDialog : public TQObject { Q_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 **/ class KGameErrorMessageDialog : public KDialogBase { Q_OBJECT public: KGameErrorMessageDialog(TQWidget* parent); ~KGameErrorMessageDialog(); private: }; #endif