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#ifndef KOLF_CANVASITEM_H
#define KOLF_CANVASITEM_H
#include <tqcanvas.h>
#include "config.h"
class Ball;
class TDEConfig;
class StateDB;
class KolfGame;
class CanvasItem
{
public:
CanvasItem() { game = 0; }
virtual ~CanvasItem() {}
/**
* load your settings from the TDEConfig, which represents a course.
*/
virtual void load(TDEConfig *) {}
/**
* load a point if you wish. Rarely necessary.
*/
virtual void loadState(StateDB * /*db*/) {}
/**
* returns a bool that is true if your item needs to load after other items
*/
virtual bool loadLast() const { return false; }
/**
* called if the item is made by user while editing, with the item that was selected on the hole;
*/
virtual void selectedItem(TQCanvasItem * /*item*/) {}
/**
* called after the item is moved the very first time by the game
*/
virtual void firstMove(int /*x*/, int /*y*/) {}
/**
* save your settings.
*/
virtual void save(TDEConfig *cfg);
/**
* save a point if you wish. Rarely necessary.
*/
virtual void saveState(StateDB * /*db*/) {}
/**
* called for information when shot started
*/
virtual void shotStarted() {}
/**
* called right before any items are saved.
*/
virtual void aboutToSave() {}
/**
* called right after all items are saved.
*/
virtual void savingDone() {}
/**
* called when the edit mode has been changed.
*/
virtual void editModeChanged(bool /*editing*/) {}
/**
* the item should delete any other objects it's created.
* DO NOT DO THIS KIND OF STUFF IN THE DESTRUCTOR!
*/
virtual void aboutToDie() {}
/**
* returns the object to get rid of when the delete button is pressed on this item. Some sub-objects will return something other than this.
*/
virtual CanvasItem *itemToDelete() { return this; }
/**
* called when user presses delete key while editing. This is very rarely reimplemented, and generally shouldn't be.
*/
virtual void aboutToDelete() {}
/**
* returns whether this item should be able to be deleted by user while editing.
*/
virtual bool deleteable() const { return true; }
/**
* returns whether this item should get doAdvance called -- it is called in sync with ball advancing (which is twice as fast as the advance() calling rate)
*/
virtual bool fastAdvance() const { return false; }
/**
* called when all items have had their chance at a doAdvance
*/
virtual void fastAdvanceDone() {}
/**
* called if fastAdvance is enabled
*/
virtual void doAdvance() {}
/**
* if all items of this type of item (based on rtti()) that are "colliding" (ie, in the same spot) with ball should get collision() called.
*/
virtual bool terrainCollisions() const { return false; }
/**
* returns whether or not this item lifts items on top of it.
*/
virtual bool vStrut() const { return false; }
/**
* show extra item info
*/
virtual void showInfo() {};
/**
* hide extra item info
*/
virtual void hideInfo() {};
/**
* update your Z value (this is called by various things when perhaps the value should change) if this is called by a vStrut, it will pass 'this'.
*/
virtual void updateZ(TQCanvasRectangle * /*vStrut*/ = 0) {};
/**
* clean up for prettyness
*/
virtual void clean() {};
/**
* scale factor changed (game->scaleFactor(), the world matrix is game->worldMatrix())
* NOTE: not used in Kolf 1.1, which comes with KDE 3.1.
*/
virtual void scaleChanged() {};
/**
* returns whether this item can be moved by others (if you want to move an item, you should honor this!)
*/
virtual bool canBeMovedByOthers() const { return false; }
/**
* returns a Config that can be used to configure this item by the user.
* The default implementation returns one that says 'No configuration options'.
*/
virtual Config *config(TQWidget *parent) { return new DefaultConfig(parent); }
/**
* returns other items that should be moveable (besides this one of course).
*/
virtual TQPtrList<TQCanvasItem> moveableItems() const { return TQPtrList<TQCanvasItem>(); }
/**
* returns whether this can be moved by the user while editing.
*/
virtual bool moveable() const { return true; }
void setId(int newId) { id = newId; }
int curId() const { return id; }
/**
* call to play sound (ie, playSound("wall") plays tdedir/share/apps/kolf/sounds/wall.wav).
* optionally, specify vol to be between 0-1, for no sound to full volume, respectively.
*/
void playSound(TQString file, double vol = 1);
/**
* called on ball's collision. Return if terrain collisions should be processed.
*/
virtual bool collision(Ball * /*ball*/, long int /*id*/) { return true; }
/**
* reimplement if you want extra items to have access to the game object.
* playSound() relies on having this.
*/
virtual void setGame(KolfGame *game) { this->game = game; }
/**
* returns whether this is a corner resizer
*/
virtual bool cornerResize() const { return false; }
TQString name() const { return m_name; }
void setName(const TQString &newname) { m_name = newname; }
protected:
/**
* pointer to main KolfGame
*/
KolfGame *game;
/**
* returns the highest vertical strut the item is on
*/
TQCanvasRectangle *onVStrut();
private:
TQString m_name;
int id;
};
#endif
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