1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
|
/*
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* tqparent);
~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* tqparent = 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* tqparent);
~KGameErrorMessageDialog();
private:
};
#endif
|