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#include "main.h"
#include "main.moc"
#include <klocale.h>
#include <kaction.h>
#include <kstdaction.h>
#include <kkeydialog.h>
#include <tdeconfigdialog.h>
#include "inter.h"
#include "factory.h"
void MainWindow::addConfig(TDEConfigDialog *dialog)
{
TQWidget *w = cfactory->createAIConfig();
if (w) dialog->addPage(w, i18n("A.I."), "personal");
}
void MainWindow::init()
{
Interface *inter = static_cast<Interface *>(_inter);
inter->normalGame();
setFocusPolicy(TQ_StrongFocus);
// Modes
bool ama = ( bfactory->bbi.nbArcadeStages!=0 );
TQString s = (ama ? i18n("&Single Human (Normal)") : i18n("&Single Human"));
(void)new TDEAction(s, 0, TQT_TQOBJECT(inter), TQT_SLOT(normalGame()),
actionCollection(), "mp_single_human");
if (ama) (void)new TDEAction(i18n("&Single Human (Arcade)"), 0,
TQT_TQOBJECT(inter), TQT_SLOT(arcadeGame()),
actionCollection(), "mp_arcade");
(void)new TDEAction(i18n("Human vs &Human"), 0, TQT_TQOBJECT(inter), TQT_SLOT(humanVsHuman()),
actionCollection(), "mp_human_vs_human");
(void)new TDEAction(i18n("Human vs &Computer"), 0,
TQT_TQOBJECT(inter), TQT_SLOT(humanVsComputer()),
actionCollection(), "mp_human_vs_computer");
(void)new TDEAction(i18n("&More..."), 0, TQT_TQOBJECT(inter), TQT_SLOT(dialog()),
actionCollection(), "mp_more");
buildGUI(inter);
connect(this, TQT_SIGNAL(settingsChanged()),
inter, TQT_SLOT(settingsChangedSlot()));
}
void MainWindow::addKeys(KKeyDialog &d)
{
static_cast<Interface *>(_inter)->addKeys(d);
}
void MainWindow::saveKeys()
{
static_cast<Interface *>(_inter)->saveKeys();
}
void MainWindow::focusInEvent(TQFocusEvent *e)
{
static_cast<Interface *>(_inter)->setFocus();
BaseMainWindow::focusInEvent(e);
}
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