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tdegames/libtdegames/kgame/dialogs/kgamedebugdialog.h

151 lines
4.0 KiB

/*
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 __KGAMEDEBUGDIALOG_H__
#define __KGAMEDEBUGDIALOG_H__
#include <kdialogbase.h>
#include <kdemacros.h>
class KGame;
class KGameIO;
class KPlayer;
class KGamePropertyBase;
class KGameDebugDialogPrivate;
class KDE_EXPORT KGameDebugDialog : public KDialogBase
{
Q_OBJECT
public:
KGameDebugDialog(KGame* g, TQWidget* parent, bool modal = false);
~KGameDebugDialog();
/**
* 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);
public slots:
/**
* 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();
/**
* Update the data of the @ref KGame object
**/
void slotUpdateGameData();
/**
* Update the properties of the currently selected player
**/
void slotUpdatePlayerData();
/**
* Updates the list of players and calls @ref clearPlayerData. Note that
* after this call NO player is selected anymore.
**/
void slotUpdatePlayerList();
void slotClearMessages();
signals:
/**
* This signal is emitted when the "debug messages" page couldn't find
* the name of a message id. This is usually the case for user-defined
* messages. KGameDebugDialog asks you to give the msgid a name.
* @param messageid The ID of the message. As given to @ref
* KGame::sendMessage
* @param userid User defined msgIds are internally increased by
* @ref KGameMessage::IdUser. You don't have to care about this but if
* this signal is emitted with userid=false (shouldn't happen) then the
* name of an internal message as defined in @ref
* KGameMessage::GameMessageIds couldn't be found.
* @param name The name of the msgid. You have to fill this!
**/
void signalRequestIdName(int messageid, bool userid, TQString& name);
protected:
void clearPages();
/**
* Clear the data of the player view. Note that the player list is NOT
* cleared.
**/
void clearPlayerData();
/**
* Clear the data view of the @ref KGame object
**/
void clearGameData();
/**
* Add a new player to the player list
**/
void addPlayer(KPlayer* p);
/**
* Remove a player from the list
**/
void removePlayer(TQListBoxItem* item);
/**
* @return Whether messages with this msgid shall be displayed or not
**/
bool showId(int msgid);
protected slots:
/**
* Update the data of the player specified in item
* @param item The @ref TQListBoxItem of the player to be updated. Note
* that the text of this item MUST be the ID of the player
**/
void slotUpdatePlayerData(TQListBoxItem* item);
void slotShowId();
void slotHideId();
/**
* A message has been received - see @ref KGame::signalMessageUpdate
**/
void slotMessageUpdate(int msgid, TQ_UINT32 receiver, TQ_UINT32 sender);
private:
void initGamePage();
void initPlayerPage();
void initMessagePage();
private:
KGameDebugDialogPrivate* d;
};
#endif