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authortoma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da>2009-11-25 17:56:58 +0000
committertoma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da>2009-11-25 17:56:58 +0000
commitc90c389a8a8d9d8661e9772ec4144c5cf2039f23 (patch)
tree6d8391395bce9eaea4ad78958617edb20c6a7573 /libkdegames/kstdgameaction.cpp
downloadtdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.tar.gz
tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.zip
Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
BUG:215923 git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdegames@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
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diff --git a/libkdegames/kstdgameaction.cpp b/libkdegames/kstdgameaction.cpp
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+/*
+ This file is part of the KDE 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.
+*/
+
+#include "kstdgameaction.h"
+
+#include <klocale.h>
+#include <kaction.h>
+#include <kstdaccel.h>
+#include <kconfig.h>
+#include <kdebug.h>
+
+
+KStdGameAction::KStdGameAction()
+{}
+
+KStdGameAction::~KStdGameAction()
+{}
+
+KAction *KStdGameAction::action(StdGameAction act_enum, const QObject *recvr,
+ const char *slot, KActionCollection *parent,
+ const char *name)
+{
+ return create( act_enum, name, recvr, slot, parent );
+}
+
+const char* KStdGameAction::stdName(StdGameAction act_enum)
+{
+ return name(act_enum);
+}
+
+struct KStdGameActionInfo
+{
+ KStdGameAction::StdGameAction id;
+ KStdAccel::StdAccel globalAccel; // if we reuse a global accel
+ int shortcut; // specific shortcut (NH: should be configurable)
+ const char* psName;
+ const char* psLabel;
+ const char* psWhatsThis;
+ const char* psIconName;
+};
+
+const KStdGameActionInfo g_rgActionInfo[] = {
+// "game" menu
+ { KStdGameAction::New, KStdAccel::New, 0, "game_new", I18N_NOOP2("new game", "&New"), 0, "filenew" },
+ { KStdGameAction::Load, KStdAccel::Open, 0, "game_load", I18N_NOOP("&Load..."), 0, "fileopen" },
+ { KStdGameAction::LoadRecent, KStdAccel::AccelNone, 0, "game_load_recent", I18N_NOOP("Load &Recent"), 0, 0 },
+ { KStdGameAction::Restart, KStdAccel::Reload, 0, "game_restart", I18N_NOOP("Restart &Game"), 0, "reload" },
+ { KStdGameAction::Save, KStdAccel::Save, 0, "game_save", I18N_NOOP("&Save"), 0, "filesave" },
+ { KStdGameAction::SaveAs, KStdAccel::AccelNone, 0, "game_save_as", I18N_NOOP("Save &As..."), 0, "filesaveas" },
+ { KStdGameAction::End, KStdAccel::End, 0, "game_end", I18N_NOOP("&End Game"), 0, "fileclose" },
+ { KStdGameAction::Pause, KStdAccel::AccelNone, Qt::Key_P, "game_pause", I18N_NOOP("Pa&use"), 0, "player_pause" },
+ { KStdGameAction::Highscores, KStdAccel::AccelNone, Qt::CTRL+Qt::Key_H, "game_highscores", I18N_NOOP("Show &Highscores"), 0, "highscore" },
+ { KStdGameAction::Print, KStdAccel::Print, 0, "game_print", I18N_NOOP("&Print..."), 0, "fileprint" },
+ { KStdGameAction::Quit, KStdAccel::Quit, 0, "game_quit", I18N_NOOP("&Quit"), 0, "exit" },
+// "move" menu
+ { KStdGameAction::Repeat, KStdAccel::AccelNone, 0, "move_repeat", I18N_NOOP("Repeat"), 0, 0 },
+ { KStdGameAction::Undo, KStdAccel::Undo, 0, "move_undo", I18N_NOOP("Und&o"), 0, "undo" },
+ { KStdGameAction::Redo, KStdAccel::Redo, 0, "move_redo", I18N_NOOP("Re&do"), 0, "redo" },
+ { KStdGameAction::Roll, KStdAccel::AccelNone, Qt::CTRL+Qt::Key_R, "move_roll", I18N_NOOP("&Roll Dice"), 0, "roll" },
+ { KStdGameAction::EndTurn, KStdAccel::AccelNone, 0, "move_end_turn", I18N_NOOP("End Turn"), 0, "endturn" },
+ { KStdGameAction::Hint, KStdAccel::AccelNone, Qt::Key_H, "move_hint", I18N_NOOP("&Hint"), 0, "idea" },
+ { KStdGameAction::Demo, KStdAccel::AccelNone, Qt::Key_D, "move_demo", I18N_NOOP("&Demo"), 0, "1rightarrow" },
+ { KStdGameAction::Solve, KStdAccel::AccelNone, 0, "move_solve", I18N_NOOP("&Solve"), 0, "wizard" },
+// "settings" menu
+ { KStdGameAction::ChooseGameType, KStdAccel::AccelNone, 0, "options_choose_game_type", I18N_NOOP("Choose Game &Type"), 0, 0 },
+ { KStdGameAction::Carddecks, KStdAccel::AccelNone, 0, "options_configure_carddecks", I18N_NOOP("Configure &Carddecks..."), 0, 0 },
+ { KStdGameAction::ConfigureHighscores, KStdAccel::AccelNone, 0, "options_configure_highscores", I18N_NOOP("Configure &Highscores..."), 0, 0 },
+
+ { KStdGameAction::ActionNone, KStdAccel::AccelNone, 0, 0, 0, 0, 0 }
+};
+
+static const KStdGameActionInfo* infoPtr( KStdGameAction::StdGameAction id )
+{
+ for (uint i = 0; g_rgActionInfo[i].id!=KStdGameAction::ActionNone; i++) {
+ if( g_rgActionInfo[i].id == id )
+ return &g_rgActionInfo[i];
+ }
+ return 0;
+}
+
+
+KAction* KStdGameAction::create(StdGameAction id, const char *name,
+ const QObject *recvr, const char *slot,
+ KActionCollection* parent )
+{
+ KAction* pAction = 0;
+ const KStdGameActionInfo* pInfo = infoPtr( id );
+ kdDebug(125) << "KStdGameAction::create( " << id << "=" << (pInfo ? pInfo->psName : (const char*)0) << ", " << parent << ", " << name << " )" << endl;
+ if( pInfo ) {
+ QString sLabel = i18n(pInfo->psLabel);
+ KShortcut cut = (pInfo->globalAccel==KStdAccel::AccelNone
+ ? KShortcut(pInfo->shortcut)
+ : KStdAccel::shortcut(pInfo->globalAccel));
+ const char *n = name ? name : pInfo->psName;
+ switch( id ) {
+ case LoadRecent:
+ pAction =
+ new KRecentFilesAction(sLabel, cut, recvr, slot, parent, n);
+ break;
+ case Pause:
+ case Demo:
+ pAction = new KToggleAction( sLabel, pInfo->psIconName, cut,
+ recvr, slot, parent, n);
+ break;
+ case ChooseGameType:
+ pAction = new KSelectAction( sLabel, pInfo->psIconName, cut,
+ recvr, slot, parent, n);
+ break;
+ default:
+ pAction = new KAction( sLabel, pInfo->psIconName, cut,
+ recvr, slot, parent, n);
+ break;
+ }
+ }
+ return pAction;
+}
+
+const char* KStdGameAction::name( StdGameAction id )
+{
+ const KStdGameActionInfo* pInfo = infoPtr( id );
+ return (pInfo) ? pInfo->psName : 0;
+}
+
+KAction *KStdGameAction::gameNew(const QObject *recvr, const char *slot,
+ KActionCollection *parent, const char *name )
+{ return KStdGameAction::create(New, name, recvr, slot, parent); }
+KAction *KStdGameAction::load(const QObject *recvr, const char *slot,
+ KActionCollection *parent, const char *name )
+{ return KStdGameAction::create(Load, name, recvr, slot, parent); }
+KRecentFilesAction *KStdGameAction::loadRecent(const QObject *recvr, const char *slot,
+ KActionCollection *parent, const char *name )
+{ return static_cast<KRecentFilesAction *>(KStdGameAction::create(LoadRecent, name, recvr, slot, parent)); }
+KAction *KStdGameAction::save(const QObject *recvr, const char *slot,
+ KActionCollection *parent, const char *name )
+{ return KStdGameAction::create(Save, name, recvr, slot, parent); }
+KAction *KStdGameAction::saveAs(const QObject *recvr, const char *slot,
+ KActionCollection *parent, const char *name )
+{ return KStdGameAction::create(SaveAs, name, recvr, slot, parent); }
+KAction *KStdGameAction::end(const QObject *recvr, const char *slot,
+ KActionCollection *parent, const char *name )
+{ return KStdGameAction::create(End, name, recvr, slot, parent); }
+KToggleAction *KStdGameAction::pause(const QObject *recvr, const char *slot,
+ KActionCollection *parent, const char *name )
+{ return static_cast<KToggleAction *>(KStdGameAction::create(Pause, name, recvr, slot, parent)); }
+KAction *KStdGameAction::highscores(const QObject *recvr, const char *slot,
+ KActionCollection *parent, const char *name )
+{ return KStdGameAction::create(Highscores, name, recvr, slot, parent); }
+KAction *KStdGameAction::print(const QObject *recvr, const char *slot,
+ KActionCollection *parent, const char *name )
+{ return KStdGameAction::create(Print, name, recvr, slot, parent); }
+KAction *KStdGameAction::quit(const QObject *recvr, const char *slot,
+ KActionCollection *parent, const char *name )
+{ return KStdGameAction::create(Quit, name, recvr, slot, parent); }
+
+KAction *KStdGameAction::repeat(const QObject *recvr, const char *slot,
+ KActionCollection *parent, const char *name )
+{ return KStdGameAction::create(Repeat, name, recvr, slot, parent); }
+KAction *KStdGameAction::undo(const QObject *recvr, const char *slot,
+ KActionCollection *parent, const char *name )
+{ return KStdGameAction::create(Undo, name, recvr, slot, parent); }
+
+KAction *KStdGameAction::redo(const QObject *recvr, const char *slot,
+ KActionCollection *parent, const char *name )
+{ return KStdGameAction::create(Redo, name, recvr, slot, parent); }
+
+KAction *KStdGameAction::roll(const QObject *recvr, const char *slot,
+ KActionCollection *parent, const char *name )
+{ return KStdGameAction::create(Roll, name, recvr, slot, parent); }
+KAction *KStdGameAction::endTurn(const QObject *recvr, const char *slot,
+ KActionCollection *parent, const char *name )
+{ return KStdGameAction::create(EndTurn, name, recvr, slot, parent); }
+
+KAction *KStdGameAction::carddecks(const QObject *recvr, const char *slot,
+ KActionCollection *parent, const char *name )
+{ return KStdGameAction::create(Carddecks, name, recvr, slot, parent); }
+KAction *KStdGameAction::configureHighscores(const QObject*recvr, const char *slot,
+ KActionCollection *parent, const char *name)
+{ return KStdGameAction::create(ConfigureHighscores, name, recvr, slot, parent); }
+KAction *KStdGameAction::hint(const QObject*recvr, const char *slot,
+ KActionCollection *parent, const char *name)
+{ return KStdGameAction::create(Hint, name, recvr, slot, parent); }
+KToggleAction *KStdGameAction::demo(const QObject*recvr, const char *slot,
+ KActionCollection *parent, const char *name)
+{ return static_cast<KToggleAction *>(KStdGameAction::create(Demo, name, recvr, slot, parent)); }
+KAction *KStdGameAction::solve(const QObject*recvr, const char *slot,
+ KActionCollection *parent, const char *name)
+{ return KStdGameAction::create(Solve, name, recvr, slot, parent); }
+KSelectAction *KStdGameAction::chooseGameType(const QObject*recvr, const char *slot,
+ KActionCollection *parent, const char *name)
+{ return static_cast<KSelectAction *>(KStdGameAction::create(ChooseGameType, name, recvr, slot, parent)); }
+KAction *KStdGameAction::restart(const QObject*recvr, const char *slot,
+ KActionCollection *parent, const char *name)
+{ return KStdGameAction::create(Restart, name, recvr, slot, parent); }