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diff --git a/libkdegames/kgame/dialogs/kgameerrordialog.h b/libkdegames/kgame/dialogs/kgameerrordialog.h
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-/*
- This file is part of the KDE 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 <kdialogbase.h>
-
-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 <b_mann@gmx.de>
- **/
-class KGameErrorDialog : public TQObject
-{
- Q_OBJECT
- TQ_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 <b_mann@gmx.de>
- **/
-class KGameErrorMessageDialog : public KDialogBase
-{
- Q_OBJECT
- TQ_OBJECT
-public:
- KGameErrorMessageDialog(TQWidget* parent);
- ~KGameErrorMessageDialog();
-
-private:
-};
-
-#endif