1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
|
/*
* Copyright (C) 2001-2005 Anne-Marie Mahfouf <annma@kde.org>
This program is free software; you can redistribute it and/or
modify it under the terms of version 2 of the GNU General Public
License as published by the Free Software Foundation.
This program 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef KHANGMANVIEW_H
#define KHANGMANVIEW_H
class KPushButton;
class KHangMan;
#include <klineedit.h>
#include <krandomsequence.h>
#include <keduvocdata.h>
#define MAXWRONGGUESSES 10
/**
* This is the main view class for KHangMan. Most of the non-menu,
* non-toolbar, and non-statusbar (e.g., non frame) GUI code should go
* here.
*/
class KHangManView : public TQWidget
{
Q_OBJECT
TQ_OBJECT
public:
KHangManView(KHangMan *tqparent=0, const char *name=0);
virtual ~KHangManView();
///tqparent instance
KHangMan *khangman;
void setTheme();
bool hintExists() const { return m_hintExists; }
bool accentedLetters() const { return m_accentedLetters; }
void setAccentedLetters( bool _accentedLetters )
{ m_accentedLetters = _accentedLetters; }
/// Enter a letter into the input widget.
void enterLetter(TQString letter) { m_letterInput->setText(letter); }
signals:
/// Use this signal to change the content of the statusbar
void signalChangeLanguage(int);
/// Emit this signal to say if this is a kvtml file or not (hints
/// enabled or not).
void signalKvtml(bool);
private:
// FIXME: Move all these below the next "private:" and when doing
// that, rename them (if necessary), and regroup them into
// logical groups.
// FIXME: Rename these into something sensible!
// (or better yet: remove them altogether)
int c; // These two are the positions of the first and
int dd; // second spaces in the word.
protected:
// Events
void paintEvent( TQPaintEvent * );
void resizeEvent( TQResizeEvent * );
/// Enable hints on mouse right click if Hints exist.
virtual void mousePressEvent( TQMouseEvent *mouse );
private:
// Painting
/// Paint the animated hanged K sequence.
void paintHangman(TQPainter &p);
void paintWord(TQPainter &p);
void paintMisses(TQPainter &p);
/// Reset everything to start a new game, missed letters is empty.
void reset();
/// Load kvtml file and get a word and its tip in random.
void readFile();
/// Play a game: look for a word to be guessed and load its tip.
void game();
/// Load the K animated sequence depending of the theme.
void loadAnimation();
/// Set the background pixmap to the TQPixmap argument.
void setBackground(TQPixmap& );
/// Return true if the word contains the char in the TQString.
bool containsChar(const TQString &);
void replaceLetters(const TQString &);
public slots:
/// If you want to play with a new word
void slotNewGame();
private slots:
/// After you click on Guess button or hit Enter when guessing a
/// new letter, see if the letter is in the word or not
void slotTry();
/// Reenable user input. This is used as a target for timers when
/// the user has made a guess that was already made earlier, and a
/// popup informing about this is closed.
void enableUserInput();
private:
// The basic data ----------------
// FIXME: Rewrite the whole handling of this so that goodWord,
// guessedLetters, and missedLetters all lack spaces.
// These spaces will then be added at draw time.
/// The word to be guessed.
TQString m_word;
/// goodWord is the hidden word that is filled in during the game.
/// Initialized to "_ " * (number of letters in the word).
TQString m_goodWord;
/// Contains all letters already guessed.
TQStringList m_guessedLetters;
// Stores the missed letters that are shown on the screen.
// Initialiazed to "_ " * MAXWRONGGUESSES.
TQString m_missedLetters;
/// How many times you missed.
/// When this reaches MAXWRONGGUESSES, you are hanged.
int m_numMissedLetters;
// Misc data ----------------
// Stores the number of the last word. This is to make sure that
// the same word is not given twice in a row.
int m_lastWordNumber;
TQString m_themeName;
KRandomSequence m_random;
/// true if a hint exists
bool m_hintExists;
TQString m_hint;
/// true if the language contains accented letters.
/// This is true for, among others, es, ca, pt or pt_BR
bool m_accentedLetters;
// Graphics ----------------
// Background picture (sea or desert)
TQPixmap m_originalBackground; // Original image
TQPixmap m_resizedBackground; // Resized to fit the window.
/// The hanged K animation sequence.
TQPixmap m_animationPics[MAXWRONGGUESSES + 1];
// Widgets ----------------
/// The widget where the user enters the letter. Upper case is
/// transformed into lower case, except for german(!).
KLineEdit *m_letterInput;
/// After you entered a letter in the line edit click this button
/// to see if the letter is in the word or not.
KPushButton *m_guessButton;
};
#endif // KHANGMANVIEW_H
|