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/*
This file is part of the TDE games library
Copyright (C) 2001 Andreas Beckermann (b_mann@gmx.de)
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.
*/
// this class was shamelessy stolen from tdelibs/tdeui/kstdction.[cpp|h] and
// after that just edited for our needs
#ifndef KSTDGAMEACTION_H
#define KSTDGAMEACTION_H
class TDEAction;
class TDEToggleAction;
class TQObject;
class TDEActionCollection;
class TDERecentFilesAction;
class TDESelectAction;
#include <kdemacros.h>
//-----------------------------------------------------------------------------
/**
* Replacement for KStdAction for TDE Games
*
* This class is an extension to the usual KStdAction class which provides
* easy access to often used KDE actions
*
* Games often use different menu entries than other programs, e.g. games use
* the menu "game" instead of "file". This class provides the entries which
* differ from the usual KStdAction entries.
*
* @see KStdAction
*
* @author Andreas Beckermann <b_mann@gmx.de>
*/
// #### KDE4: transform in namespace
class KDE_EXPORT KStdGameAction
{
public:
/**
* The standard menubar and toolbar actions.
**/
enum StdGameAction {
// Game menu
New=1, Load, LoadRecent, Save, SaveAs, End, Pause, Highscores,
Print, Quit,
// Move menu
Repeat, Undo, Redo, Roll, EndTurn,
// Settings menu
Carddecks,
ChooseGameType, // @since 3.2
ConfigureHighscores, // @since 3.2
Restart, // @since 3.2
Hint, // @since 3.2
Demo, // @since 3.2
Solve, // @since 3.2
ActionNone // @since 3.2
};
KStdGameAction();
~KStdGameAction();
/**
* Creates an action corresponding to the
* KStdAction::StdAction enum.
* @since 3.2
*/
static TDEAction* create( StdGameAction id, const char *name,
const TQObject *recvr, const char *slot,
TDEActionCollection* parent );
/**
* @since 3.2
*/
static TDEAction* create( StdGameAction id,
const TQObject *recvr, const char *slot,
TDEActionCollection* parent )
{ return create( id, 0, recvr, slot, parent ); }
/**
* Retrieve the action corresponding to the
* KStdGameAction::StdGameAction enum.
* @deprecated
*/
static TDEAction *action(StdGameAction act_enum, const TQObject *recvr = 0,
const char *slot = 0, TDEActionCollection *parent = 0,
const char *name = 0L );
/**
* This will return the internal name of a given standard action.
* @since 3.2
*/
static const char* name( StdGameAction id );
/**
* This will return the internal name of a given standard action.
* @deprecated
*/
static const char* stdName(StdGameAction act_enum);
/**
* Start a new game
**/
static TDEAction *gameNew(const TQObject *recvr = 0, const char *slot = 0,
TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Load a previousely saved game
*/
static TDEAction *load(const TQObject *recvr = 0, const char *slot = 0,
TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Load a recently loaded game.
*/
static TDERecentFilesAction *loadRecent(const TQObject *recvr = 0, const char *slot = 0,
TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Save the current game.
*/
static TDEAction *save(const TQObject *recvr = 0, const char *slot = 0,
TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Save the current game under a different filename.
*/
static TDEAction *saveAs(const TQObject *recvr = 0, const char *slot = 0,
TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Pause the game
**/
static TDEToggleAction *pause(const TQObject *recvr = 0, const char *slot = 0,
TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Show the highscores.
*/
static TDEAction *highscores(const TQObject *recvr = 0, const char *slot = 0,
TDEActionCollection *parent = 0, const char *name = 0L );
/**
* End the current game, but do not quit the program. Think of a "close"
* entry.
*/
static TDEAction *end(const TQObject *recvr = 0, const char *slot = 0,
TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Print the current screen? Game? Whatever - hardly used in games but there
* is at least one example (ktuberling)
*/
static TDEAction *print(const TQObject *recvr = 0, const char *slot = 0,
TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Quit the game.
*/
static TDEAction *quit(const TQObject *recvr = 0, const char *slot = 0,
TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Repeat the last move.
**/
static TDEAction *repeat(const TQObject *recvr = 0, const char *slot = 0,
TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Undo the last move
**/
static TDEAction *undo(const TQObject *recvr = 0, const char *slot = 0,
TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Redo the last move (which has been undone)
**/
static TDEAction *redo(const TQObject *recvr = 0, const char *slot = 0,
TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Roll die or dice
**/
static TDEAction *roll(const TQObject *recvr = 0, const char *slot = 0,
TDEActionCollection *parent = 0, const char *name = 0L );
/**
* End the current turn (not the game). Usually to let the next player
* start
**/
static TDEAction *endTurn(const TQObject *recvr = 0, const char *slot = 0,
TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Display configure carddecks dialog.
*/
static TDEAction *carddecks(const TQObject *recvr = 0, const char *slot = 0,
TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Display configure highscores dialog.
* @since 3.2
*/
static TDEAction *configureHighscores(const TQObject *recvr = 0, const char *slot = 0,
TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Give an advice/hint.
* @since 3.2
*/
static TDEAction *hint(const TQObject *recvr = 0, const char *slot = 0,
TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Show a demo.
* @since 3.2
*/
static TDEToggleAction *demo(const TQObject *recvr = 0, const char *slot = 0,
TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Solve the game.
* @since 3.2
*/
static TDEAction *solve(const TQObject *recvr = 0, const char *slot = 0,
TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Choose game type.
* @since 3.2
*/
static TDESelectAction *chooseGameType(const TQObject *recvr = 0, const char *slot = 0,
TDEActionCollection *parent = 0, const char *name = 0L );
/**
* Restart game.
* @since 3.2
*/
static TDEAction *restart(const TQObject *recvr = 0, const char *slot = 0,
TDEActionCollection *parent = 0, const char *name = 0L );
};
#endif
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