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tdegames/libtdegames/kgame/kgamechat.h

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/*
This file is part of the TDE games library
Copyright (C) 2001-2002 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 __KGAMECHAT_H__
#define __KGAMECHAT_H__
#include <tqstring.h>
#include "kchatbase.h"
#include <kdemacros.h>
class KPlayer;
class KGame;
class KGamePropertyBase;
class KGameChatPrivate;
/**
* @short A Chat widget for KGame-based games
*
* Call @ref setFromPlayer() first - this will be used as the "from" part of
* every message you will send. Otherwise it won't work! You can also use the
* fromPlayer parameter in the constructor though...
*
* @author Andreas Beckermann <b_mann@gmx.de>
**/
class TDE_EXPORT KGameChat : public KChatBase
{
TQ_OBJECT
public:
/**
* Construct a @ref KGame chat widget on @p game that used @p msgid for
* the chat message. The @p fromPlayer is the local player (see @ref
* setFromPlayer).
**/
KGameChat(KGame* game, int msgid, KPlayer* fromPlayer, TQWidget * parent);
/**
* @overload
* To make use of this widget you need to call @ref setFromPlayer
* manually.
**/
KGameChat(KGame* game, int msgId, TQWidget* parent);
/**
* @overload
* This constructs a widget that is not usable. You must call at least
* setGame, setFromPlayer and setMessageId manually.
* @since 3.2
**/
KGameChat(TQWidget* parent);
virtual ~KGameChat();
enum SendingIds {
SendToGroup = 1
};
/**
* This sets the fromPlayer to @p player. The fromPlayer is the
* player that will appear as "from" when you send messages through this
* widget.
* @param player The player of this widget
**/
void setFromPlayer(KPlayer* player);
KPlayer* fromPlayer() const;
/**
* Set the @ref KGame object for this chat widget. All messages will be
* sent through this object. You don't have to implement any send
* functions, just call this function, call @ref setFromPlayer and be
* done :-)
* @param g The @ref KGame object the messages will be sent through
**/
void setKGame(KGame* g);
KGame* game() const;
/**
* @return The id of the messages produced by KGameChat. The id will be
* used in @ref KGame as parameter msgid in the method @ref KGame::sendMessage
**/
int messageId() const;
/**
* Change the message id of the chat widget. It is recommended that you
* don't use this but prefer the constructor instead, but in certain
* situations (such as using this widget in TQt designer) it may be
* useful to change the message id.
*
* See also @ref messageId
* @since 3.2
**/
void setMessageId(int msgid);
/**
* reimplemented from @ref KChatBase
* @return @ref KPlayer::name() for the player set by @ref setFromPlayer
**/
virtual const TQString& fromName() const;
public slots:
virtual void addMessage(const TQString& fromName, const TQString& text) { KChatBase::addMessage(fromName, text);}
virtual void addMessage(int fromId, const TQString& text);
void slotReceiveMessage(int, const TQByteArray&, TQ_UINT32 receiver, TQ_UINT32 sender);
protected:
/**
* @param id The ID of the sending entry, as returned by @ref
* KChatBase::sendingEntry
* @return True if the entry "send to all" was selected, otherwise false
**/
bool isSendToAllMessage(int id) const;
/**
* Used to indicate whether a message shall be sent to a group of
* players. Note that this was not yet implemented when this doc was
* written so this description might be wrong. (FIXME)
* @param id The ID of the sending entry, as returned by @ref
* KChatBase::sendingEntry
* @return True if the message is meant to be sent to a group (see @ref
* KPlayer::group), e.g. if "send to my group" was selected.
**/
bool isToGroupMessage(int id) const;
/**
* Used to indicate whether the message shall be sent to a single player
* only. Note that you can also call @ref isSendToAllMessage and @ref
* isToGroupMessage - if both return false it must be a player message.
* This behaviour might be changed later - so don't depend on it.
*
* See also toPlayerId
* @param id The ID of the sending entry, as returned by
* KChatBase::sendingEntry
* @return True if the message shall be sent to a special player,
* otherwise false.
**/
bool isToPlayerMessage(int id) const;
/**
* @param id The ID of the sending entry, as returned by
* KChatBase::sendingEntry
* @return The ID of the player (see KPlayer::id) the sending entry
* belongs to. Note that the parameter id is an id as returned by ref
* KChatBase::sendingEntry and the id this method returns is a
* KPlayer ID. If isToPlayerMessage returns false this method
* returns -1
**/
int playerId(int id) const;
/**
* @param playerId The ID of the KPlayer object
* @return The ID of the sending entry (see KChatBase) or -1 if
* the player id was not found.
**/
int sendingId(int playerId) const;
/**
* @return True if the player with this ID was added before (see
* slotAddPlayer)
**/
bool hasPlayer(int id) const;
/**
* @param name The name of the added player
* @return A string that will be added as sending entry in @ref
* KChatBase. By default this is "send to name" where name is the name
* that you specify. See also KChatBase::addSendingEntry
**/
virtual TQString sendToPlayerEntry(const TQString& name) const;
protected slots:
/**
* Unsets a KGame object that has been set using setKGame
* before. You don't have to call this - this is usually done
* automatically.
**/
void slotUnsetKGame();
void slotPropertyChanged(KGamePropertyBase*, KPlayer*);
void slotAddPlayer(KPlayer*);
void slotRemovePlayer(KPlayer*);
/**
* Called when KPlayer::signalNetworkData is emitted. The message
* gets forwarded to slotReceiveMessage if @p me equals
* fromPlayer.
**/
void slotReceivePrivateMessage(int msgid, const TQByteArray& buffer, TQ_UINT32 sender, KPlayer* me);
protected:
virtual void returnPressed(const TQString& text);
private:
void init(KGame* g, int msgid);
private:
KGameChatPrivate* d;
};
#endif