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 * * * AB: setDefaultXYZ is obsolete!!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