/usr/include/libkdegamesprivate/kchatbase.h is in libkdegames-dev 4:14.12.3-2.
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This file is part of the KDE games library
Copyright (C) 2001 Andreas Beckermann (b_mann@gmx.de)
Copyright (C) 2007 Gael de Chalendar (aka Kleag) <kleag@free.fr>
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 __KCHATBASE_H__
#define __KCHATBASE_H__
#include <QtGui/QFrame>
#include <kglobalsettings.h>
#include "libkdegamesprivate_export.h"
class KConfig;
class KChatBasePrivate;
class KChatBaseModel;
class KChatBaseItemDelegate;
class QModelIndex;
class QPoint;
/**
* \class KChatBase kchatbase.h <KChatBase>
*
* @short The base class for chat widgets
*
* This is the base class for both KChat and KGameChat. KGameChat is the class
* you want to use if you write a KGame based game as it will do most things for
* you. KChat is more or less the same but not KGame dependant
*
* KChatBase provides a complete chat widget, featuring different sending means
* (e.g. "send to all", "send to player1", "send to group2" and so on - see
* addSendingEntry). It also provides full auto-completion capabilities (see
* KCompletion and KLineEdit) which defaults to disabled. The user can
* change this by right-clicking on the KLineEdit widget and selecting the
* desired behaviour. You can also change this manually by calling
* setCompletionMode.
*
* To make KhatBase useful you have to overwrite at least returnPressed.
* Here you should send the message to all of your clients (or just some of
* them, depending on sendingEntry).
*
* To add a message just call addMessage with the nickname of the player
* who sent the message and the message itself.
*
* You probably don't want to use the abstract class KChatBase directly but use
* one of the derived classes KChat or KGameChat. The latter is the
* widget of choice if you develop a KGame application as you don't have to
* do anything but providing a KGame object. If you want to change the kind of
* elements displayed (using pixmaps for example), then you will also have to
* derive the KChatBaseModel and KChatBaseItemDelegate classes.
*
* @author Andreas Beckermann <b_mann@gmx.de>
* @author Gael de Chalendar (aka Kleag) <kleag@free.fr> for the port to Model/View
*
**/
class KDEGAMESPRIVATE_EXPORT KChatBase : public QFrame
{
Q_OBJECT
public:
/**
* @param parent The parent widget for this widget.
* @param model
* @param delegate
* @param noComboBox If true then the combo box where the player can
* choose where to send messages to (either globally or just to some
* players) will not be added.
**/
explicit KChatBase(QWidget* parent, KChatBaseModel* model=0,
KChatBaseItemDelegate* delegate=0,
bool noComboBox = false);
/**
* Destruct the KChatBase object
*
* Also calls saveConfig
**/
virtual ~KChatBase();
enum SendingIds {
SendToAll = 0
};
/**
* @return The name that will be shown for messages from this widget. Either the
* string that was set by setFromName or the name of the player
* that was set by setFromPlayer
**/
virtual QString fromName() const = 0;
/**
* Adds a new entry in the combo box. The default is "send to all
* players" only. This function is provided for convenience. You can
* also call inserSendingEntry with index = -1.
* See also nextId!
* @param text The text of the new entry
* @param id An ID for this entry. This must be unique for this
* entry. It has nothing to do with the position of the entry in the
* combo box. See nextId
* @return True if successful, otherwise false (e.g. if the id is already used)
**/
bool addSendingEntry(const QString& text, int id);
/**
* Inserts a new entry in the combo box.
* @param text The entry
* @param id An ID for this entry. This must be unique for this
* entry. It has nothing to do with the position of the entry in the
* combo box!
* @see nextId
* @param index The position of the entry. If -1 the entry will be added
* at the bottom
* @return True if successful, otherwise false (e.g. if the id is already used)
**/
bool insertSendingEntry(const QString& text, int id, int index = -1);
/**
* This changes a combo box entry.
* @param text The new text of the entry
* @param id The ID of the item to be changed
**/
void changeSendingEntry(const QString& text, int id);
/**
* This selects a combo box entry.
* @param id The ID of the item to be selected
**/
void setSendingEntry(int id);
/**
* Removes the entry with the ID id from the combo box. Note that id is
* _not_ the index of the entry!
* @see addSendingEntry
* @param id The unique id of the entry
**/
void removeSendingEntry(int id);
/**
* @return The _unique ID_ of the sending entry that has been selected.
* @see addSendingEntry
*
* Note that the entry "send to all" _always_ uses
* KChatBase::SendToAll, i.e. 0 as id!
**/
int sendingEntry() const;
/**
* @return The index of the combo box entry with the given id
**/
int findIndex(int id) const;
/**
* @return An ID that has not yet been used in the combo box.
* @see addSendingEntry
**/
int nextId() const;
/**
* @return True if this widget is able to send messages (see
* returnPressed) and false if not. The default implementation returns
* the value which has been set by setAcceptMessage (true by
* default)
**/
virtual bool acceptMessage() const;
/**
* See KLineEdit::setCompletionMode
**/
void setCompletionMode(KGlobalSettings::Completion mode);
/**
* Set the font that used used for the name part of a message. See also
* nameFont and setBothFont
**/
void setNameFont(const QFont& font);
/**
* Set the font that used used for the message part of a message.
* @see messageFont, setBothFont
**/
void setMessageFont(const QFont& font);
/**
* This sets both - nameFont and messageFont to font. You
* probably want to use this if you don't wish to distinguish between
* these parts of a message.
* @param font A font used for both nameFont and messageFont
**/
void setBothFont(const QFont& font);
/**
* Same as setNameFont but applies only to system messages.
* @see layoutSystemMessage
**/
void setSystemNameFont(const QFont& font);
/**
* Same as setMessageFont but applies only to system messages.
* @see layoutSystemMessage
**/
void setSystemMessageFont(const QFont& font);
/**
* Same as setBothFont but applies only to system messages.
* @see layoutSystemMessage
**/
void setSystemBothFont(const QFont& font);
/**
* This font should be used for the name (the "from: " part) of a
* message. layoutMessage uses this to set the font using
* KChatBaseItemDelegate::setNameFont but if you want to overwrite
* layoutMessage you should do this yourself.
* @return The font that is used for the name part of the message.
**/
QFont nameFont() const;
/**
* This font should be used for a message. layoutMessage sets the
* font of a message using KChatBaseItemDelegate::setMessageFont but if ypu
* replace layoutMessage with your own function you should use
* messageFont() yourself.
* @return The font that is used for a message
**/
QFont messageFont() const;
/**
* Same as systemNameFont but applies only to system messages.
* @see layoutSystemMessage
**/
QFont systemNameFont() const;
/**
* Same as systemMessageFont but applies only to system messages.
* @see layoutSystemMessage
**/
QFont systemMessageFont() const;
/**
* Save the configuration of the dialog to a KConfig object. If
* the supplied KConfig pointer is NULL then KGlobal::config() is used
* instead (and the group is changed to "KChatBase") butr the current
* group is restored at the end.
* @param conf A pointer to the KConfig object to save the config
* to. If you use 0 then KGlobal::config() is used and the group is changed
* to "KChatBase" (the current group is restored at the end).
**/
virtual void saveConfig(KConfig* conf = 0);
/**
* Read the configuration from a KConfig object. If the pointer is
* NULL KGlobal::config() is used and the group is changed to "KChatBase".
* The current KConfig::group is restored after this call.
**/
virtual void readConfig(KConfig* conf = 0);
/**
* Set the maximum number of items in the list. If the number of item
* exceeds the maximum as many items are deleted (oldest first) as
* necessary. The number of items will never exceed this value.
* @param maxItems the maximum number of items. -1 (default) for
* unlimited.
**/
void setMaxItems(int maxItems);
/**
* Clear all messages in the list.
**/
void clear();
/**
* @return The maximum number of messages in the list. -1 is unlimited. See also
* setMaxItems
**/
int maxItems() const;
KChatBaseModel* model();
void setModel(KChatBaseModel* m);
public Q_SLOTS:
/**
* Add a text in the listbox. See also signalSendMessage()
*
* Maybe you want to replace this with a function that creates a nicer text
* than "fromName: text"
*
* Update: the function layoutMessage is called by this now. This
* means that you will get user defined outlook on the messages :-)
* @param fromName The player who sent this message
* @param text The text to be added
**/
virtual void addMessage(const QString& fromName, const QString& text);
/**
* This works just like addMessage but adds a system message.
* layoutSystemMessage is used to generate the displayed item. System
* messages will have a different look than player messages.
*
* You may wish to use this to display status information from your game.
**/
virtual void addSystemMessage(const QString& fromName, const QString& text);
/**
* This clears all messages in the view. Note that only the messages are
* cleared, not the sender names in the combo box!
**/
void slotClear();
/**
* @param a If false this widget cannot send a message until
* setAcceptMessage(true) is called
**/
void setAcceptMessage(bool a);
protected:
/**
* This is called whenever the user pushed return ie wants to send a
* message.
*
* Note that you MUST add the message to the widget when this function
* is called as it has already been added to the KCompletion object
* of the KLineEdit widget!
*
* Must be implemented in derived classes
* @param text The message to be sent
**/
virtual void returnPressed(const QString& text) = 0;
/**
* Replace to customize the combo box.
*
* Default: i18n("Send to %1).arg(name)
* @param name The name of the player
* @return The string as it will be shown in the combo box
**/
virtual QString comboBoxItem(const QString& name) const;
/**
* Returns the model index of the message at the viewport coordinates point
* @param pos position to check index for
* @return model index of message with coordinates pos
**/
const QModelIndex indexAt(const QPoint& pos) const;
private Q_SLOTS:
/**
* Check if a text was entered and if acceptMessage returns true.
* Then add the message to the KCompletion object of the KLineEdit
* widget and call returnPressed
**/
void slotReturnPressed(const QString&);
/**
* Implements custom menu which is applicable for one chat message
* @param pos point where custom menu has been requested (widget coordinates)
**/
virtual void customMenuHandler(const QPoint &pos);
private:
KChatBasePrivate* d;
};
#endif
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