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-rw-r--r--libtdegames/kstdgameaction.cpp168
1 files changed, 84 insertions, 84 deletions
diff --git a/libtdegames/kstdgameaction.cpp b/libtdegames/kstdgameaction.cpp
index 368b26ff..0f7ec346 100644
--- a/libtdegames/kstdgameaction.cpp
+++ b/libtdegames/kstdgameaction.cpp
@@ -32,8 +32,8 @@ KStdGameAction::KStdGameAction()
KStdGameAction::~KStdGameAction()
{}
-KAction *KStdGameAction::action(StdGameAction act_enum, const TQObject *recvr,
- const char *slot, KActionCollection *parent,
+TDEAction *KStdGameAction::action(StdGameAction act_enum, const TQObject *recvr,
+ const char *slot, TDEActionCollection *parent,
const char *name)
{
return create( act_enum, name, recvr, slot, parent );
@@ -47,7 +47,7 @@ const char* KStdGameAction::stdName(StdGameAction act_enum)
struct KStdGameActionInfo
{
KStdGameAction::StdGameAction id;
- KStdAccel::StdAccel globalAccel; // if we reuse a global accel
+ TDEStdAccel::StdAccel globalAccel; // if we reuse a global accel
int shortcut; // specific shortcut (NH: should be configurable)
const char* psName;
const char* psLabel;
@@ -57,32 +57,32 @@ struct KStdGameActionInfo
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, TQt::Key_P, "game_pause", I18N_NOOP("Pa&use"), 0, "player_pause" },
- { KStdGameAction::Highscores, KStdAccel::AccelNone, TQt::CTRL+TQt::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" },
+ { KStdGameAction::New, TDEStdAccel::New, 0, "game_new", I18N_NOOP2("new game", "&New"), 0, "filenew" },
+ { KStdGameAction::Load, TDEStdAccel::Open, 0, "game_load", I18N_NOOP("&Load..."), 0, "fileopen" },
+ { KStdGameAction::LoadRecent, TDEStdAccel::AccelNone, 0, "game_load_recent", I18N_NOOP("Load &Recent"), 0, 0 },
+ { KStdGameAction::Restart, TDEStdAccel::Reload, 0, "game_restart", I18N_NOOP("Restart &Game"), 0, "reload" },
+ { KStdGameAction::Save, TDEStdAccel::Save, 0, "game_save", I18N_NOOP("&Save"), 0, "filesave" },
+ { KStdGameAction::SaveAs, TDEStdAccel::AccelNone, 0, "game_save_as", I18N_NOOP("Save &As..."), 0, "filesaveas" },
+ { KStdGameAction::End, TDEStdAccel::End, 0, "game_end", I18N_NOOP("&End Game"), 0, "fileclose" },
+ { KStdGameAction::Pause, TDEStdAccel::AccelNone, TQt::Key_P, "game_pause", I18N_NOOP("Pa&use"), 0, "player_pause" },
+ { KStdGameAction::Highscores, TDEStdAccel::AccelNone, TQt::CTRL+TQt::Key_H, "game_highscores", I18N_NOOP("Show &Highscores"), 0, "highscore" },
+ { KStdGameAction::Print, TDEStdAccel::Print, 0, "game_print", I18N_NOOP("&Print..."), 0, "fileprint" },
+ { KStdGameAction::Quit, TDEStdAccel::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, TQt::CTRL+TQt::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, TQt::Key_H, "move_hint", I18N_NOOP("&Hint"), 0, "idea" },
- { KStdGameAction::Demo, KStdAccel::AccelNone, TQt::Key_D, "move_demo", I18N_NOOP("&Demo"), 0, "1rightarrow" },
- { KStdGameAction::Solve, KStdAccel::AccelNone, 0, "move_solve", I18N_NOOP("&Solve"), 0, "wizard" },
+ { KStdGameAction::Repeat, TDEStdAccel::AccelNone, 0, "move_repeat", I18N_NOOP("Repeat"), 0, 0 },
+ { KStdGameAction::Undo, TDEStdAccel::Undo, 0, "move_undo", I18N_NOOP("Und&o"), 0, "undo" },
+ { KStdGameAction::Redo, TDEStdAccel::Redo, 0, "move_redo", I18N_NOOP("Re&do"), 0, "redo" },
+ { KStdGameAction::Roll, TDEStdAccel::AccelNone, TQt::CTRL+TQt::Key_R, "move_roll", I18N_NOOP("&Roll Dice"), 0, "roll" },
+ { KStdGameAction::EndTurn, TDEStdAccel::AccelNone, 0, "move_end_turn", I18N_NOOP("End Turn"), 0, "endturn" },
+ { KStdGameAction::Hint, TDEStdAccel::AccelNone, TQt::Key_H, "move_hint", I18N_NOOP("&Hint"), 0, "idea" },
+ { KStdGameAction::Demo, TDEStdAccel::AccelNone, TQt::Key_D, "move_demo", I18N_NOOP("&Demo"), 0, "1rightarrow" },
+ { KStdGameAction::Solve, TDEStdAccel::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::ChooseGameType, TDEStdAccel::AccelNone, 0, "options_choose_game_type", I18N_NOOP("Choose Game &Type"), 0, 0 },
+ { KStdGameAction::Carddecks, TDEStdAccel::AccelNone, 0, "options_configure_carddecks", I18N_NOOP("Configure &Carddecks..."), 0, 0 },
+ { KStdGameAction::ConfigureHighscores, TDEStdAccel::AccelNone, 0, "options_configure_highscores", I18N_NOOP("Configure &Highscores..."), 0, 0 },
- { KStdGameAction::ActionNone, KStdAccel::AccelNone, 0, 0, 0, 0, 0 }
+ { KStdGameAction::ActionNone, TDEStdAccel::AccelNone, 0, 0, 0, 0, 0 }
};
static const KStdGameActionInfo* infoPtr( KStdGameAction::StdGameAction id )
@@ -95,35 +95,35 @@ static const KStdGameActionInfo* infoPtr( KStdGameAction::StdGameAction id )
}
-KAction* KStdGameAction::create(StdGameAction id, const char *name,
+TDEAction* KStdGameAction::create(StdGameAction id, const char *name,
const TQObject *recvr, const char *slot,
- KActionCollection* parent )
+ TDEActionCollection* parent )
{
- KAction* pAction = 0;
+ TDEAction* pAction = 0;
const KStdGameActionInfo* pInfo = infoPtr( id );
kdDebug(125) << "KStdGameAction::create( " << id << "=" << (pInfo ? pInfo->psName : (const char*)0) << ", " << parent << ", " << name << " )" << endl;
if( pInfo ) {
TQString sLabel = i18n(pInfo->psLabel);
- KShortcut cut = (pInfo->globalAccel==KStdAccel::AccelNone
- ? KShortcut(pInfo->shortcut)
- : KStdAccel::shortcut(pInfo->globalAccel));
+ TDEShortcut cut = (pInfo->globalAccel==TDEStdAccel::AccelNone
+ ? TDEShortcut(pInfo->shortcut)
+ : TDEStdAccel::shortcut(pInfo->globalAccel));
const char *n = name ? name : pInfo->psName;
switch( id ) {
case LoadRecent:
pAction =
- new KRecentFilesAction(sLabel, cut, recvr, slot, parent, n);
+ new TDERecentFilesAction(sLabel, cut, recvr, slot, parent, n);
break;
case Pause:
case Demo:
- pAction = new KToggleAction( sLabel, pInfo->psIconName, cut,
+ pAction = new TDEToggleAction( sLabel, pInfo->psIconName, cut,
recvr, slot, parent, n);
break;
case ChooseGameType:
- pAction = new KSelectAction( sLabel, pInfo->psIconName, cut,
+ pAction = new TDESelectAction( sLabel, pInfo->psIconName, cut,
recvr, slot, parent, n);
break;
default:
- pAction = new KAction( sLabel, pInfo->psIconName, cut,
+ pAction = new TDEAction( sLabel, pInfo->psIconName, cut,
recvr, slot, parent, n);
break;
}
@@ -137,73 +137,73 @@ const char* KStdGameAction::name( StdGameAction id )
return (pInfo) ? pInfo->psName : 0;
}
-KAction *KStdGameAction::gameNew(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
+TDEAction *KStdGameAction::gameNew(const TQObject *recvr, const char *slot,
+ TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(New, name, recvr, slot, parent); }
-KAction *KStdGameAction::load(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
+TDEAction *KStdGameAction::load(const TQObject *recvr, const char *slot,
+ TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(Load, name, recvr, slot, parent); }
-KRecentFilesAction *KStdGameAction::loadRecent(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
-{ return static_cast<KRecentFilesAction *>(KStdGameAction::create(LoadRecent, name, recvr, slot, parent)); }
-KAction *KStdGameAction::save(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
+TDERecentFilesAction *KStdGameAction::loadRecent(const TQObject *recvr, const char *slot,
+ TDEActionCollection *parent, const char *name )
+{ return static_cast<TDERecentFilesAction *>(KStdGameAction::create(LoadRecent, name, recvr, slot, parent)); }
+TDEAction *KStdGameAction::save(const TQObject *recvr, const char *slot,
+ TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(Save, name, recvr, slot, parent); }
-KAction *KStdGameAction::saveAs(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
+TDEAction *KStdGameAction::saveAs(const TQObject *recvr, const char *slot,
+ TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(SaveAs, name, recvr, slot, parent); }
-KAction *KStdGameAction::end(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
+TDEAction *KStdGameAction::end(const TQObject *recvr, const char *slot,
+ TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(End, name, recvr, slot, parent); }
-KToggleAction *KStdGameAction::pause(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
-{ return static_cast<KToggleAction *>(KStdGameAction::create(Pause, name, recvr, slot, parent)); }
-KAction *KStdGameAction::highscores(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
+TDEToggleAction *KStdGameAction::pause(const TQObject *recvr, const char *slot,
+ TDEActionCollection *parent, const char *name )
+{ return static_cast<TDEToggleAction *>(KStdGameAction::create(Pause, name, recvr, slot, parent)); }
+TDEAction *KStdGameAction::highscores(const TQObject *recvr, const char *slot,
+ TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(Highscores, name, recvr, slot, parent); }
-KAction *KStdGameAction::print(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
+TDEAction *KStdGameAction::print(const TQObject *recvr, const char *slot,
+ TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(Print, name, recvr, slot, parent); }
-KAction *KStdGameAction::quit(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
+TDEAction *KStdGameAction::quit(const TQObject *recvr, const char *slot,
+ TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(Quit, name, recvr, slot, parent); }
-KAction *KStdGameAction::repeat(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
+TDEAction *KStdGameAction::repeat(const TQObject *recvr, const char *slot,
+ TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(Repeat, name, recvr, slot, parent); }
-KAction *KStdGameAction::undo(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
+TDEAction *KStdGameAction::undo(const TQObject *recvr, const char *slot,
+ TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(Undo, name, recvr, slot, parent); }
-KAction *KStdGameAction::redo(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
+TDEAction *KStdGameAction::redo(const TQObject *recvr, const char *slot,
+ TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(Redo, name, recvr, slot, parent); }
-KAction *KStdGameAction::roll(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
+TDEAction *KStdGameAction::roll(const TQObject *recvr, const char *slot,
+ TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(Roll, name, recvr, slot, parent); }
-KAction *KStdGameAction::endTurn(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
+TDEAction *KStdGameAction::endTurn(const TQObject *recvr, const char *slot,
+ TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(EndTurn, name, recvr, slot, parent); }
-KAction *KStdGameAction::carddecks(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
+TDEAction *KStdGameAction::carddecks(const TQObject *recvr, const char *slot,
+ TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(Carddecks, name, recvr, slot, parent); }
-KAction *KStdGameAction::configureHighscores(const TQObject*recvr, const char *slot,
- KActionCollection *parent, const char *name)
+TDEAction *KStdGameAction::configureHighscores(const TQObject*recvr, const char *slot,
+ TDEActionCollection *parent, const char *name)
{ return KStdGameAction::create(ConfigureHighscores, name, recvr, slot, parent); }
-KAction *KStdGameAction::hint(const TQObject*recvr, const char *slot,
- KActionCollection *parent, const char *name)
+TDEAction *KStdGameAction::hint(const TQObject*recvr, const char *slot,
+ TDEActionCollection *parent, const char *name)
{ return KStdGameAction::create(Hint, name, recvr, slot, parent); }
-KToggleAction *KStdGameAction::demo(const TQObject*recvr, const char *slot,
- KActionCollection *parent, const char *name)
-{ return static_cast<KToggleAction *>(KStdGameAction::create(Demo, name, recvr, slot, parent)); }
-KAction *KStdGameAction::solve(const TQObject*recvr, const char *slot,
- KActionCollection *parent, const char *name)
+TDEToggleAction *KStdGameAction::demo(const TQObject*recvr, const char *slot,
+ TDEActionCollection *parent, const char *name)
+{ return static_cast<TDEToggleAction *>(KStdGameAction::create(Demo, name, recvr, slot, parent)); }
+TDEAction *KStdGameAction::solve(const TQObject*recvr, const char *slot,
+ TDEActionCollection *parent, const char *name)
{ return KStdGameAction::create(Solve, name, recvr, slot, parent); }
-KSelectAction *KStdGameAction::chooseGameType(const TQObject*recvr, const char *slot,
- KActionCollection *parent, const char *name)
-{ return static_cast<KSelectAction *>(KStdGameAction::create(ChooseGameType, name, recvr, slot, parent)); }
-KAction *KStdGameAction::restart(const TQObject*recvr, const char *slot,
- KActionCollection *parent, const char *name)
+TDESelectAction *KStdGameAction::chooseGameType(const TQObject*recvr, const char *slot,
+ TDEActionCollection *parent, const char *name)
+{ return static_cast<TDESelectAction *>(KStdGameAction::create(ChooseGameType, name, recvr, slot, parent)); }
+TDEAction *KStdGameAction::restart(const TQObject*recvr, const char *slot,
+ TDEActionCollection *parent, const char *name)
{ return KStdGameAction::create(Restart, name, recvr, slot, parent); }