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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