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tdegames/libtdegames/kgame/dialogs/kgameerrordialog.cpp

130 lines
3.4 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.
*/
#include <tdemessagebox.h>
#include <tdelocale.h>
#include <kdebug.h>
#include "kgame.h"
#include "kgameerrordialog.h"
class KGameErrorDialogPrivate
{
public:
KGameErrorDialogPrivate()
{
mGame = 0;
}
const KGame* mGame;
};
KGameErrorDialog::KGameErrorDialog(TQWidget* parent) : TQObject(parent)
{
d = new KGameErrorDialogPrivate;
}
KGameErrorDialog::~KGameErrorDialog()
{
delete d;
}
void KGameErrorDialog::setKGame(const KGame* g)
{
slotUnsetKGame();
d->mGame = g;
connect(d->mGame, TQT_SIGNAL(destroyed()), this, TQT_SLOT(slotUnsetKGame()));
// the error signals:
connect(d->mGame, TQT_SIGNAL(signalNetworkErrorMessage(int, TQString)),
this, TQT_SLOT(slotError(int, TQString)));
connect(d->mGame, TQT_SIGNAL(signalConnectionBroken()),
this, TQT_SLOT(slotServerConnectionLost()));
connect(d->mGame, TQT_SIGNAL(signalClientDisconnected(TQ_UINT32,bool)),
this, TQT_SLOT(slotClientConnectionLost(TQ_UINT32,bool)));
}
void KGameErrorDialog::slotUnsetKGame()
{
if (d->mGame) {
disconnect(d->mGame, 0, this, 0);
}
d->mGame = 0;
}
void KGameErrorDialog::error(const TQString& errorText, TQWidget* parent)
{ KMessageBox::error(parent, errorText); }
void KGameErrorDialog::slotServerConnectionLost()
{
// TODO: add IP/port of the server
TQString message = i18n("Connection to the server has been lost!");
error(message, (TQWidget*)parent());
}
void KGameErrorDialog::slotClientConnectionLost(TQ_UINT32 /*id*/,bool)
{
//TODO: add IP/port of the client
TQString message;
// if (c) {
// message = i18n("Connection to client has been lost!\nID: %1\nIP: %2").arg(c->id()).arg(c->IP());
// } else {
// message = i18n("Connection to client has been lost!");
// }
message = i18n("Connection to client has been lost!");
error(message, (TQWidget*)parent());
}
void KGameErrorDialog::slotError(int errorNo, TQString text)
{
TQString message = i18n("Received a network error!\nError number: %1\nError message: %2").arg(errorNo).arg(text);
error(message, (TQWidget*)parent());
}
void KGameErrorDialog::connectionError(TQString s)
{
TQString message;
if (s.isNull()) {
message = i18n("No connection could be created.");
} else {
message = i18n("No connection could be created.\nThe error message was:\n%1").arg(s);
}
error(message, (TQWidget*)parent());
}
// should become the real dialog - currently we just use messageboxes
// -> maybe unused forever
KGameErrorMessageDialog::KGameErrorMessageDialog(TQWidget* parent)
: KDialogBase(Plain, i18n("Error"), Ok, Ok, parent, 0, true, true)
{
}
KGameErrorMessageDialog::~KGameErrorMessageDialog()
{
}
#include "kgameerrordialog.moc"