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322 lines
10 KiB
322 lines
10 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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// 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 __KGAMEDIALOG_H__
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#define __KGAMEDIALOG_H__
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#include <kdialogbase.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 KGameDialogConfig;
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class KGameDialogGeneralConfig;
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class KGameDialogNetworkConfig;
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class KGameDialogMsgServerConfig;
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class KGameDialogChatConfig;
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class KGameDialogConnectionConfig;
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class KGameDialogPrivate;
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/**
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* TODO: rewrite entire documentation. Nearly nothing is valid anymore.
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* The main configuration dialog for KGame. Here all players meat each other,
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* every player can see how many players connected (and their names) and the
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* ADMIN can even "kick" players out. You can talk to each other (using
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* KGameChat and the ADMIN can define the maxPlayers/minPlayers as well as the
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* number of computer players.
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*
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*
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* AB: setDefaultXYZ is obsolete!!
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* You will usually create an instance of KGameDialog or any derived class and
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* call setDefaultXYZ methods. Example (maybe
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* obsoleted parameters - docu is currently changing very fast):
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* \code
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* KGameDialog dlg(kgame, i18n("New Game"), localPlayer, this, true,
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* ID_CHAT);
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* dlg.setDefaultNetworkInfo(port, host); // AB: obsolete!
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* dlg.exec();
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* \endcode
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* This will create a default modal dialog with the title "New Game". You don't
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* have to do more than this.
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*
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* @short Main configuration dialog for KGame
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* @author Andreas Beckermann <b_mann@gmx.de>
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**/
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class TDE_EXPORT KGameDialog : public KDialogBase
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{
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TQ_OBJECT
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public:
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enum ConfigOptions
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{
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NoConfig = 0,
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ChatConfig = 1,
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GameConfig = 2,
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NetworkConfig = 4,
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MsgServerConfig = 8,
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BanPlayerConfig = 16,
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AllConfig = 0xffff
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};
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/**
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* Create an empty KGameDialog. You can add widgets using
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* addConfigPage.
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* @param g The KGame object of this game
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* @param owner The KPlayer object who is responsible for this
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* dialog, aka "the local player"
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* @param title The title of the dialog - see KDialog::setCaption
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* @param parent The parent of the dialog
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* @param modal Whether the dialog is modal or not
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**/
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KGameDialog(KGame* g, KPlayer* owner, const TQString& title,
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TQWidget* parent, bool modal = false);
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/**
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* Create a KGameDialog with the standard configuration widgets. This
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* creates the following widgets:
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* <ul>
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* <li> KGameDialogGeneralConfig
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* <li> KGameDialogNetworkConfig
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* <li> KGameDialogMsgServerConfig
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* <li> KGameDialogChatConfig
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* <li> KGameDialogConnectionConfig
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* </ul>
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* If you want to use your own implementations (or none) of the widgets
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* above you should subclass KGameDialog. Use addGameConfig,
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* addNetworkConfig, addMsgConfig, addChatWidget and
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* addConnectionList in this case.
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*
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* If you want to add further configuration widget you can simply use
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* addConfigPage
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* @param g The KGame object of this game
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* @param owner The KPlayer object who is responsible for this
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* dialog, aka "the local player"
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* @param title The title of the dialog - see KDialog::setCaption
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* @param parent The parent of the dialog
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* @param modal Whether the dialog is modal or not
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* @param initConfigs whether the default KGameDialogConfig widgets
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* shall be created using initDefaultDialog. Use false if you want
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* to use custom widgets.
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* @param chatMsgId The ID of Chat messages. See KGameChat. Unused
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* if initConfigs = false
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**/
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KGameDialog(KGame* g, KPlayer* owner, const TQString& title,
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TQWidget* parent, long initConfigs = AllConfig,
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int chatMsgId = 15432, bool modal = false);
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virtual ~KGameDialog();
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/**
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* Change the owner of the dialog. This will be used as the fromPlayer in
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* KGameChat and will receive the entered player name.
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* @param owner The owner of the dialog. It must already be added to the
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* KGame object!
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*
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* Calls the KGameDialogConfig::setOwner implementation of all
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* widgets that have been added by addConfigWidget
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* @param owner The new owner player of this dialog must already be
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* added to the KGame object. Can even be NULL (then no player
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* configuration is made)
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**/
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void setOwner(KPlayer* owner);
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/**
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* Change the KGame object this dialog is used for.
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*
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* Calls the KGameDialogConfig::setKGame implementation of all
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* widgets that have been added by addConfigWidget
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* @param g The new KGame object
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**/
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void setKGame(KGame* g);
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/**
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* This will submit all configuration data to the KGame object.
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* Automatically called by slotApply and slotOk
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* There is no need to replace this unless you
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* want to add widgets which are not derived from those classes
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**/
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virtual void submitToKGame();
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/**
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* Adds a KGameChat to the dialog. If no parent is specified the
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* game page will be used.
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* @param chat The chat widget
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* @param parent The parent of the chat widget. This MUST be an
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* already added config widget. Note that the game page will be used
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* if parent is 0.
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**/
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void addChatWidget(KGameDialogChatConfig* chat, TQVBox* parent = 0);
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/**
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* Add a connection list to the dialog. The list consists of a
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* KLisBox containing all players in the current game (see
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* KGame::playerList). The admin can "ban" players, ie kick them out of
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* the game.
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*
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* This is another not-really-config-config-widget. It just displays the
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* connections and lets you ban players.
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* @param c The KGameDialogConnectionConfig object
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* @param parent The parent of the widget. If 0 the networkConfig
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* page is used.
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**/
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void addConnectionList(KGameDialogConnectionConfig* c, TQVBox* parent = 0);
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/**
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* Add a new page to the dialog. The page will contain you new config
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* widget and will have your provided title.
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*
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* The widget will be reparented to this dialog. This also calls
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* KGameDialogConfig::setKGame and KGameDialogConfig::setOwner.
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* @param widget The new config widget
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* @param title The title of the newly added page.
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* @return The newly added page which contains your config widget.
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**/
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TQVBox* addConfigPage(KGameDialogConfig* widget, const TQString& title);
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/**
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* @return The TQVBox of the given key, The key is from ConfigOptions
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* Note that not all are supported yet
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**/
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TQVBox *configPage(ConfigOptions which);
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/**
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* @return The default netowrk config. Note that this always returns 0 if
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* you did not specify NetworkConfig in the constructor!
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**/
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KGameDialogNetworkConfig* networkConfig() const;
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/**
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* @return The default game config. Note that this always returns 0 if
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* you did not specify GameConfig in the constructor!
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**/
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KGameDialogGeneralConfig* gameConfig() const;
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/**
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* Add a config widget to the specified parent. Usually you call
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* addConfigPage for one widget and addConfigWidget for another to add
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* it to the same page. Just use the returned page of
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* addConfigPage.
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**/
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void addConfigWidget(KGameDialogConfig* widget, TQWidget* parent);
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/**
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* Used to add the main network config widget in a new page. Use this to
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* make networkConfig return something useful.
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**/
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void addNetworkConfig(KGameDialogNetworkConfig* netConf);
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/**
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* Add the main game config widget in a new page. Use this to make
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* gameConfig return something useful.
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**/
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void addGameConfig(KGameDialogGeneralConfig* conf);
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/**
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* Used to add the message server config widget in a new page.
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**/
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void addMsgServerConfig(KGameDialogMsgServerConfig* conf);
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protected:
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/**
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* This is used to create a dialog containing all the default widgets.
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*
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* You may want to use this if you just want to use your own
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* configuration widgets which inherit the standard ones.
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*
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* Note that if one of the widgets is NULL the default implementation
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* will be used! (except the chat widget - you need to create it
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* yourself as you have to provide a message id)
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* @param initConfigs The widgets to be created
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* @param chatMsgId The msgid for the chat config (only if specified in
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* initConfigs) - see KGameDialogChatConfig
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**/
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void initDefaultDialog(ConfigOptions initConfigs, int chatMsgId = 15432);
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/**
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* Go through all config widgets and call their
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* KGameDialogConfig::setKGame and KGameDialogConfig::setOwner implementation
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*
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* This function could be private and probably will be very soon.
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* Don't use it yourself
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**/
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void configureConfigWidgets();
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protected slots:
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/**
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* Called when the user clicks on Ok. Calls slotApply and
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* TQDialog::accept()
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**/
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virtual void slotOk();
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/**
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* Just calls submitToKGame()
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**/
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virtual void slotApply();
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/**
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* Sets the default values for the configuration widgets. Set these
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* values by (e.g.) setDefaultMaxPlayers()
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* @deprecated
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**/
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virtual void slotDefault();
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/**
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* Called when the KGame object is destroyed. Calls setKGame(0) so
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* that all widgets can disconnect their slots and so on.
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**/
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void slotUnsetKGame();
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/**
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* Called when the ADMIN status of this KGame client changes. See
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* KGameNetwork::signalAdminStatusChanged
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* @param isAdmin TRUE if this client is now the ADMIN otherwise FALSE
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**/
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void setAdmin(bool isAdmin);
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/**
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* Remove a config widget from the widget list.
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* @see TQObject::destroyed
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**/
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void slotRemoveConfigWidget(TQObject* configWidget);
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private:
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void init(KGame*, KPlayer*);
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private:
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KGameDialogPrivate* d;
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};
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#endif
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