libkdegames Library API Documentation

KGameErrorDialog Class Reference

Use error(), warning() and information() to display the information about a network game. Error handling for KGame. More...

#include <kgameerrordialog.h>

Inheritance diagram for KGameErrorDialog:

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Collaboration diagram for KGameErrorDialog:

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List of all members.

Public Slots

void slotError (int error, QString text)
void slotServerConnectionLost ()
void slotClientConnectionLost (Q_UINT32 clientID, bool broken)
void slotUnsetKGame ()

Public Member Functions

 KGameErrorDialog (QWidget *parent)
void setKGame (const KGame *g)
void connectionError (QString s=QString::null)

Protected Member Functions

void error (const QString &errorText, QWidget *parent=0)

Detailed Description

Use error(), warning() and information() to display the information about a network game. Error handling for KGame.

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)

Author:
Andreas Beckermann <b_mann@gmx.de>

Definition at line 39 of file kgameerrordialog.h.


Member Function Documentation

void KGameErrorDialog::setKGame const KGame g  ) 
 

Automatically connects the KGame object to all error dependant slots.

Create a KGameErrorDialog object, call this function and forget everything.

Parameters:
g The KGame which will emit the erorrs (or not ;-) )

Definition at line 50 of file kgameerrordialog.cpp.

References slotClientConnectionLost(), slotServerConnectionLost(), and slotUnsetKGame().

void KGameErrorDialog::connectionError QString  s = QString::null  ) 
 

KGame couldn't establish a connection.

Use this if KGame::initConnection returns false

Parameters:
s A string that describes the error further (like port is already in use). Will be ignored if QString::null

Definition at line 103 of file kgameerrordialog.cpp.

void KGameErrorDialog::slotServerConnectionLost  )  [slot]
 

The connection to the KMessageServer has been lost.

See KGameNetwork::signalConnectionBroken

Definition at line 77 of file kgameerrordialog.cpp.

Referenced by setKGame().

void KGameErrorDialog::slotClientConnectionLost Q_UINT32  clientID,
bool  broken
[slot]
 

The connection to a client has been lost by accident.

See KGameNetwork::signalClientDisconnected

Definition at line 84 of file kgameerrordialog.cpp.

Referenced by setKGame().

void KGameErrorDialog::slotUnsetKGame  )  [slot]
 

Unsets a KGame which has been set using setKGame before.

This is called automatically when the KGame object is destroyed and you normally don't have to call this yourself.

Note that setKGame also unsets an already existing KGame object if exising.

Definition at line 66 of file kgameerrordialog.cpp.

Referenced by setKGame().


The documentation for this class was generated from the following files:
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This file is part of the documentation for libkdegames Library Version 3.3.91.
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Generated on Mon Feb 21 17:36:51 2005 by doxygen 1.3.9.1 written by Dimitri van Heesch, © 1997-2003