32 bool mAutoAddMessages;
34 TQMap<int, TQString> mPlayerMap;
46 kdDebug(11000) <<
"DESTRUCT KChat " <<
this << endl;
52 kdDebug(11001) <<
"INIT KChat " <<
this << endl;
54 d->mAutoAddMessages =
true;
64{ d->mAutoAddMessages = add; }
66{
return d->mAutoAddMessages; }
68{
return d->mPlayerId++; }
72{
return d->mPlayerMap[id]; }
79 kdWarning(11000) <<
"KChat: no fromNickname has been set!" << endl;
87 kdDebug(11000) <<
"auto adding message from player " << p <<
" ;id=" <<
id << endl;
95 d->mPlayerMap.insert(
id, nickname);
101 d->mPlayerMap.remove(
id);
106 TQMap<int, TQString>::Iterator it;
107 for (it = d->mPlayerMap.begin(); it != d->mPlayerMap.end(); ++it) {
108 if (it.data() == nickname) {
109 d->mPlayerMap.remove(it);
The base class for chat widgets.
virtual void addMessage(const TQString &fromName, const TQString &text)
Add a text in the listbox.
int uniqueId()
The Id of the next player.
bool autoAddMessages() const
void setAutoAddMessages(bool add)
Usually the messages which will be sent from here (see signalSendMessage) are added autmatically to t...
virtual const TQString & fromName() const
Equivalent to player(fromId())
void removePlayer(const TQString &nick)
Removes all players with this nickname.
KChat(TQWidget *parent, bool twoPlayerGame=false)
void signalSendMessage(int id, const TQString &msg)
This signal is emitted when the player wants to send a message.
void setFromNickname(const TQString &name)
This sets the name that will be shown on all chat widgets if this widget sends a message.
const TQString & player(int id) const
int addPlayer(const TQString &nick)
Adds a player nickname.
virtual void returnPressed(const TQString &)
This emits signalSendMessage and, if autoAddMessages is true, calls KChatBase::addMessage.